OSRS Leagues 5 Raging Echoes Combat Masteries Guide
21.11.2024 - 02:53:03
Game Guides , Runescape
We have much to discuss this week, as Jagex just dropped a bomb on us. This will probably be the most incredible teaser we will have until the League’s release. Last night we finally got information on Combat Masteries for OSRS Raging Echoes Leagues 5. With these masteries, everything changes. We have a lot to cover here so we will first begin by examining each combat style and combat mastery then we will give our current thoughts on the best possible combinations in terms of masteries and regions. If you only care about that part, you can skip to the end! Let’s begin!
If you want to play the regular OSRS like you were in Leagues, you can check out our store and buy osrs items from services!
What are Combat Masteries?
Combat masteries are power-ups you can get by completing certain challenges. By completing these challenges you can earn points which then you can spend on different power-ups. There are 6 tiers of power-ups and these upgrades are organized into six tiers, each building upon the last. To access a Tier 2 power-up, you must first unlock the Tier 1 variant of it, very much like a skill tree that can be found in other games. Upon unlocking each tier, we will also be getting a passive effect that applies to all styles of combat. We have already predicted a more tribrid approach for this League but this blows our expectations out of the water! We will only have access to 10 points in total, so we must use them wisely.
Unlocking Combat Mastery Points
Compared to previous Leagues, where players were granted a combat-boosting relic automatically during the mid-game, this iteration requires us to earn that advantage. Since this enhancement is no longer a selectable relic at a specific stage, the early game becomes significantly more approachable for those who strategize effectively. By unlocking our combat potential from the very beginning, we can streamline progression and gain a substantial edge from Day 1.
How are we getting these combat mastery points you might ask? There are 10 tasks that we can do in any order we want to that provide us with a point. Here is the list of tasks:
- Defeat a giant.
- Defeat 10 monsters with a combat level +100.
- Defeat Scurrius by yourself.
- Defeat a monster with a Slayer requirement of +55.
- Defeat Tztok-Jad in the Fight Caves.
- Reach a combat level of 100.
- Defeat an Echo Boss.
- Defeat two unique Echo Bosses.
- Defeat three unique Echo Bosses.
- Defeat TzKal-Zuk.
We can split these tasks into two; the first 6 tasks are extremely easy and can be completed within the first day or two. The remaining 4 tasks are much harder and will require great consideration before picking regions with difficult echo bosses. The good thing here is that you can basically specialize in a combat style within the first two days with the first 6 points and seriously level up your combat prowess. This fact will completely change how players will approach their route in this year's League.
Passive Effects
As we mentioned above, unlocking a tier for the first time will provide you with a passive effect that will work for all combat styles. These passive effects have great quality-of-life buffs and combat power buffs. Here is a list of these effects:
Tier 1 Passive
Provides a 95% chance to save weapon charges, ammunition, and runes used for spells. We need to give credit where it's due, this is an incredible passive effect for tier 1 which you will be able to unlock in the first hour. Being able to not waste supplies is especially important in the early game where everyone is broke. In previous Leagues, this was a huge problem since this power was locked behind a combat relic that was sitting in mid-game.
Tier 2 Passive
Upon reaching a tier 2 combat mastery, your healing from all sources will be increased by 20%. This is a straight-up quality-of-life upgrade where each piece of your food will have a higher value. This again is especially great for the early game where you are limited on resources. Furthermore, this passive works great with Tier 4 combat masteries where each style gets a chance to heal your character during combat, combined with sunlit bracers this becomes incredibly strong really quickly. You can also take advantage of this by using blood spells, the dogsword, or any healing item such as the bloodfury.
Tier 3 Passive
Another incredible passive sits behind the tier 3 unlock. Upon reaching the tier 3 you will have +100% accuracy with all styles! Don’t confuse this with 100% accuracy; this just doubles your current accuracy with whatever you are using. Those of you who have played the previous Leagues know how handy this passive accuracy buff is. If you are stuck to a boss that is not weak to your preferred combat style this will save you a lot of time.
Tier 4 Passive
Reduce all the damage you take by 15%. Players usually don’t think much of defensive bonuses and stats, but trust me on this one, this matters a lot more than you think. Not only will this buff allow beginner-level players to engage with high-level content, but it will also benefit expert players by allowing them to play more aggressively, increasing their DPS overall. You can also combine this reduction with a Justiciar armor set or with an Elysian spirit shield to become an invulnerable tank!
Tier 5 Passive
This tier unlocks yet another quality-of-life upgrade to our resources. At tier 5 the prayer points you gain from all sources are increased by 25%. This will allow better inventory management, more value from items such as the Dogsword, and more value out of each potion.
Tier 6 Passive
The last passive is a weird one for now. At this tier, your attacks will receive 60% prayer penetration. Here are the best use cases for this prayer penetration aside from the Wilderness:
- Akkha
- Demonic Gorillas
- Tormented Demons
- Elidinis’ Warden
So at first glance, this seems pretty useless, but it is a tier 6 unlock after all, so we are speculating that most of the echo bosses, if not all, will be able to use overhead prayers. If not, this opens the opportunity to pass on tier 6 relics to go for a more hybrid build.
Melee Combat Masteries
Let’s start with a solid one this year, melee. Melee this year has better weapons than ever before, and these combat masteries are here to boost those items to even higher skies.
Tier 1
Provides a 25% chance to roll damage twice on a melee hit and take the highest result. This is similar to the accuracy check of Osmuten’s Fang but for damage instead. This benefit effectively provides around an 8% damage boost overall. This synergizes really well with weapons that can hit multiple times like the dual macuahuitl or dragon claws, and weapons that can deal high amounts of damage like the Dharok’s set.
Tier 2
At tier 2: Melee hits have a 10% chance to generate an echo hit. This echo hit is an additional melee hit that can hit 50% of your max hit. This hit also rolls for an accuracy check. This synergizes really well with the tier 1 relic since rolling twice on a melee hit will work for this as well. This buff overall comes out to be around 5% damage boost. Works well with multiple-hitting weapons such as the scythe of Vitur, claws, etc., and also works really well with high-hitting weapons such as Dharoks. Hitting a 200 with DH and having a 100 echo hit would be insane.
Tier 3
This tier provides: Melee attack rate set to 80%, rounding down. This will provide faster attack speed in the very early game. This does not affect melee all that much but here are some notable examples:
- Godswords: Becomes 4 ticks instead of 6
- Dharok’s great axe: Becomes 5 ticks instead of 7
- Scythe of Vitur: Becomes 4 ticks instead of 5
- Soul reaper axe: Becomes 4 ticks instead of 5
- Noxious halberd: Becomes 4 ticks instead of 5
- Nature’s reprisal (melee): Becomes 4 ticks instead of 5
- Thunder khopesh: Becomes 3 ticks instead of 4
Tier 4
Melee hits have a 5% chance to heal 40% of the damage dealt. This effectively provides a passive bloodfury without needing the bloodfury. You can further combine this with other healing effects such as the bloodfury to get even more life steal.
Tier 5
Melee attack rate set to 50%, rounded down above 5 ticks, rounded up below 4 ticks. Halving all the attack speeds of melee weapons means that you will be dealing at least twice as much damage overall. This works really well with higher-tick weapons. Notable changes:
- Godswords: Becomes 3 ticks instead of 6
- Dharok’s great axe: Becomes 3 ticks instead of 7
- Scythe of Vitur: Becomes 2 ticks instead of 5
- Soul reaper axe: Becomes 2 ticks instead of 5
- Noxious halberd: Becomes 2 ticks instead of 5
- Nature’s reprisal (melee): Becomes 2 ticks instead of 5
Tier 6
Our last melee tier will upgrade the tier 2 relic. Echo hits now have a 20% chance of occurring instead of 10%, and the echo hits also have a 20% chance to generate additional echo hits, the max being 8 hits. This is again a flat damage increase, but if the last part occurs with a high-hitting weapon such as the Dharok’s greataxe, it can hit somewhere around 500’s. Also, this works really well with items such as dragon claws that can hit multiple times since each attack has a separate chance to trigger this effect.
A little fun fact: If you get the RNG, the scythe will be able to hit 24 hit splats in a single attack.
Ranged Combat Masteries
Tier 1
We start off with a pretty interesting tier. This tier will do the following: Damage rolls beneath 30% of your max hit with Ranged are increased to 30%. This works incredibly well with this year's ranged build as it takes full advantage of the drygore blowpipe. This is a significant damage boost for any weapon that you are using. If you pass the accuracy check, you are always hitting a decent number which makes all ranged weapons more consistent. This also works really well with the last relic, which we will get into.
Tier 2
Tier 2 for ranged will require you to be a bit sweaty to take full advantage of it. Upon unlocking this tier, you are rewarded with a buff that increases your max hit by 5% every hit. This effect stacks until you have 20% max hit buff and then it resets. So to maximize your damage output, you can quickly stack to 20% damage buff using something like a blowpipe, switch to your high-hitting weapon (like ballista, twisted bow, zaryte crossbow) hit with that to maximize your damage output. If you are too lazy for that just keeping the same weapon on will be fine as well.
Tier 3
Tier 3 combat mastery is an amazing one for Ranged. Ranged attack rate is set to 80% rounded down, meaning almost every ranged weapon becomes a machine gun since they are already so fast. This tier 3 power alone makes your blowpipe a 1 tick weapon. Other weapons such as the Karil’s crossbow, Hunter’s crossbow, chinchompas, webweaver bow…etc all become a 2 tick weapon on rapid. This opens up pretty interesting build paths which we will talk about at the very end.
Tier 4
This tier for ranged provides consistent healing as every 5th Ranged hit you do you heal for 5 hitpoints. Blowpipe will go crazy with this one. Also if you opt into Varlamore for those gloves, you will gain 12 health every 3 seconds (given that you are constantly hitting).
Tier 5
Tier 5 is the same for all combat styles, attack speeds are doubled for every weapon. This unlike the tier 3 power is the least effective one for Ranged. This only really effects the twisted bow and zaryte crossbow. Both Zaryte crossbow and twisted bow becomes a 2 tick weapon.
Tier 6
Tier 6 is pretty insane for Ranged and for more reasons than one. These will be explained in detail in the last section. If you reach tier 6 with ranged, you no longer miss. That’s right you officially have 100% accuracy. This pretty much allows you to do every single content in the game with your Ranged build (aside from ranged immune bosses). This tier allows so many options for customization and makes the highest tier content extremely easy. You will be able to kill Sol Heredit with ranged and Zuk will be destroyed in a matter of a minute.
Magic Combat Masteries
Tier 1
Magic is a burst damage build this year. We start off very interesting with: When you roll above 90% of your max hit with Magic, damage is increased by 50%. This allows for really huge damage numbers, like the one you see above. The more your max hit in late game the more ridiculous your damage will be but also there is a hidden buff that this power provides. If you pick this at the very start, your magic spells can only hit up to 8 meaning it is a lot more likely for this passive effect to trigger.
Tier 2
This one is real confusing. Your magic max hit will be increased by 5% per tick in-between your attacks, up to 40%. So if you wait 8 ticks in between your magic attacks you will deal 40% more damage. In the early game you won’t be 2 ticking your spells anyway so this might be automatically useful there and in the late game, this can be abused by intentionally waiting to one-shot low health creatures, using the tier 6 combat power of magic, which we will get into. Aside from all that even if you don’t utilize this relic intentionally, you will still be able to get at least a 10% damage boost to each of your attacks.
Another fun fact, you can use this to one-shot people in Wilderness using a volatile nightmare staff, you are welcome :)
Tier 3
Just like the other combat styles, your attack rate will be set to 80% rounded down. This pretty much doesn’t affect anything in the early game unless you have access to a powered staff or the harmonized nightmare staff.
Tier 4
This tier uses the same mechanic as the other magic tiers to heal your character. When you roll above 90% of your max hit with magic, you will heal for the 10% of the damage dealt. A bit RNG-heavy but will guarantee to work at least once if you take the tier 6 combat power.
Tier 5
Tier 5 is the doubling of the attack speeds. For Magic, this is huge as your regular spells and your Tumeken’s shadow attacks will become 2 tick instead of 5.
Tier 6
Tier 6 for magic is a “giant slayer”. For every 100 hitpoints that your target has, you will gain 1% max hit up to a total of 10%. So any end-game raid, boss that has a high health pool will activate this power. Another part of this relic is this: On a successful Magic hit, if your target has less HP than your max hit, you max hit. This tier 6 is a must-get for magic as it synergizes with your tier 1, 2, and 4 really well.
Combat Mastery Combinations
Unlike the previous League where you were locked into only one style of combat, this year’s league effectively allows you to opt into multiple combat styles. There are obviously hard decisions to be made here because we are only limited to 10 mastery points. There are few different ways you can distribute these points:
You can go 6/4. This will unlock all the passive effects as well while giving you a pretty decent off-style. The best way to do this is with Ranged. Since Ranged benefits massively from the tier 3 power up you can easily go 6 Magic or Melee into a 4 Ranged and still have an incredible 1 tick blowpipe with insane accuracy (+100% from the passive as well). The best regions for this are the Desert and Fremennik. For the third region, you can pick anything you please.
You can go 5/5 which locks you out of Prayer penetration but that is not a huge deal. Depending on how important the Prayer penetration is against the echo bosses you can go a half-and-half for two combat styles to utilize 2 tick mega rares for two styles. The best two styles for this kind of approach are Melee and Magic. Both have incredible mega-rares and both benefit the most from the attack speed increase. The best regions for this type of build are a region that has a raid, Fremennik, and another supporting region for gear progression. An example can be Kourend, Fremennik, and Asgarnia.
You can go 4/3/3. This turns your character into a tribrid one. In terms of passives, you are only really losing quality-of-life upgrades. The 25% prayer point gain is nice but not necessary at all. The main part is the fact that you will be losing your 2 tick mega rares. Depending on your regions you can decide which style will be your tier 4 but as our recommendation, we will pick Ranged as once again the blowpipe is just too overpowered.
You can go 6/3/1. A perfect example would be to go 6 Melee, 3 Ranged, and 1 Magic. This will allow you to utilize the blowpipe as well as high-hitting magic weapons if you get the RNG. This line-up is also perfect for Bursting or Barraging Slayer tasks as you will be almost guaranteed to trigger that Magic damage increase effect. Example regions can be Desert, Fremennik, Asgarnia.
You can go 5/4/1 to get two healing styles or 5/3/2 to deal more damage with all styles. With the latter one, you can again get a 1 tick blowpipe for huge DPS.
Finally, you can do 6/2/2 to get a damage increase in all your styles whilst getting all the passives and fully utilizing one style of combat.
At the end of the day, this will be your League journey so consider what is fun for you!
If you are pleased with the content, we are following the teasers closely and making guides on everything relevant. You can check out our Blog to browse through everything you will need to know about Leagues 5 Raging Echoes!