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hohto

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Everything posted by hohto

  1. 140 binds thrown... More than I've used in 2010 all together :o
  2. Been watching that vid over and over like all day long. Soon starting to remember even every slightest facial expression, move and note.
  3. Might be a stupid question but do extreme potions work for herblore?
  4. At one point the whips (IMO still) were the best weapons and they require a hefty 70 att. Or what about the times when dragon weapons were the top ones and required 60 att? Or if we go enough back in time, runite@40. If we go still more back in time, you could wear the best weapons and armours without any levels. Why should we now rush to the top with weapons that already exist? Plus if you really wanted to make something "not for nubz0rz", even 99 att+99str only req would be too low imo.
  5. My 2 cents... * I'm personally maxed and working 30 weeks on some of the skills/training methods I don't enjoy seems rather pointless. As we don't know the reward yet and as it could be something good, I can't risk having to wait for 60 weeks to get mine. * Getting 30*9703=291k xp from bonuses AND more than likely at least the same from getting stones per skill... Why would I for example need to break 15m farming barrier? This seems like an update that is aimed for those who are dedicated to work hard on all non-combat skills, yet they aren't 95+ yet on them. * Most of the methods are stupid to be honest. Only pickpocketing for thieving? That reminds me of 2003 to be honest. Where's pyramid plunder? Stalls anyone? Chests? If you're lvl 50 thieving atm (101k xp) and you're heading to 99 (13m xp) the chances are that you can do 12,9m thieving xp without touching a single pocket. When I look at the no-combat thing and really limited ways to get these things, I'm personally pretty curious to see the reward and more or less sure it won't be anything too great. Probably more helpful than diaries, but not exactly worth of 30 weeks of worth. Why not? Because first of all the xp's themselves are quite a reward. Secondly, it takes so long to get there that it would be really unfair if the reward was something totally earth shaking. Few possibilities I could think of... * Xp lamps/books, similar to after Ardy elite. This would be a basic reward thought of someone with no imagination. * Fancy gear that helped to train a skill/skills, similar to lumberjacker. Would fit well to the skilling theme. * Soul rune crafting would fit in to the "rune talking" at the "history". * Purely for looks at your house. This would be the worst possible one; it would be hidden and would have required a lot of work, in some cases for "nothing". Anyways no matter what the final reward will be, mark my words on ranting. If it's good, people rant because it will take them forever to get there. If it's not exactly great, people will rant that they worked for ages and got nothing. If it's well balanced, people will rant because they always do. Also if Jagex doesn't release any new information about the new skill, people will link this to it. The most common things I could think of are "it's combat related because the statue has only non combats" and "it won't be a combat but because of the statue it won't be release for 30 more weeks".
  6. Lets turn it like this. Why would 75 be too low? I picked up some arguements from your starting post and... In other words, you're saying that they are the most powerful weapons (that's an argueable statement by the way. I personally disagree.) and because of that they should require higher level reqs. Same time you're saying there should be a weapon at the range of 85-90. Notice the lining: a weapon does not equal to godsword. By changing over a year old (or is it 2 already?) weapon that much would in my opinion make no sense at all. First of all it was put there for a reason: it was the highest requirement at the time. If you really need a weapon to the "top level range", you should in my opinion make a totally new weapon. Not to mention just because sometimes is the "best", it doesn't mean it should be automaticly at the top level category. It took us half a decade to get an agility course to 90+. Mining still stops at 85. Runecrafting stops at 77 as much as attack stops at 75. By having requirements rising step by step Jagex makes it possible to give us new high level content all the time without leaving the caps there. Mod Mark just talked about similar thing with quest reqs: you can't have too high jumps with them either. With items it's a similar thing: for ages a dragon med was THE helmet. It was the most wanted, had the highest reqs and it was worth 50 times more than now, without even including the fact that 3m was more back in then than now. Same happened with rune 2handers, dragon battle axes, dragon long swords and so on. Just because an item is now the best, it doesn't mean it should be it forever. And? What's the problem with that, we even have lvl 100s and below with slayer capes. We have lvl 100s and lower with 99 melee skills. Even if we had a weapon that required 99 attack, we'd see people with under 100 combat wearing them. Not often, but still. Plus if the "best weapon" can be worn by lvl 3s, is it away from you? Does it make you somehow a worse player? No, your attack level still helps you to use the weapon. Not quite. You also need roughly 1,2m attack xp, which is quite a lot, especially at lower levels. Not to mention you need at least some millions of str xp to get any benefits from the sword. At lvl 70 str a GS is more or less as useful as an electrical toothbrush at Haiti. Or "just money"? Yea, the cheapest gs's mid price is 25,2m at the moment and they are rising again. Lets do some maths: 1.2m att xp + 3.25m str xp (lvl 85) = 4.45m xp at 45k/h it takes roughly 10 hours. 45k/h is also really over-estimating, seeing you just CAN'T get even close to that speed at lower levels and even at higher levels it might take a lot of concentration. Especially because we haven't counted def to this, the speed is really fast. In reality we could multiply that with at least 2, meaning 20 hours of combat training. Add in bankings, selling loot, getting food, etc and I'd say around 22-25 hours. Now, you have some wealth from training. Lets say you need around 20m more. How much can you make an hour without having any other proper stats than melees? 500k? 800k? At 800k per hour (I assume you know that isn't easy without skills) you'd spend 25 hours getting the 20m. At 500k per hour it would be 40 hours. How long would an AGS take then? For many people it is out of reach. In other words, just to get the cheapest godsword and reasonable stats you have to spend tens, more than likely hundreds of hours in game. I personally don't see any problem if some people try to get some money back by letting others use your gs for a cost or if someone doesn't want to work for 100 hours to get his very own AGS. Not to mention without working for your own, you don't get certain benefits: you won't be able to pk with it or do monster hunting whenever you want.
  7. What's the point of this? If I needed X amount of gp to borrow X+150% for example, what would happen to my old cash pile? Would I turn my 100m into 250m and still be only able to spend 150m immediately? What is "gets later"? Drops transfering to the "bank"? Money gotten through trades? Lets think about these. If it's money gotten through drops, even with some interest rate it would just help players on a longrun. That way all the small coin piles dropped by medium level monsters are "collected" for you instead of left to the ground. I'd happily do that with many slayer tasks for example. If it's the trade and money only, what stops us from using items as currency? It would just turn some items into "low value" mint cakes: why would people trade in money if it was automaticly sent away? I for example wouldn't mind getting 1m fire runes from a trade (just a random example to show the case) if I knew I could just give them away in the How would price swings affect to this? If we look at santas for example, they've rosen (GE wise) by almost 50% within last month. How would this affect to your "credit"? What if it had been -50%? Why would I for example pay back my "debt" if my collateral item had become worth less at the streets? Also if you can give collateral items, what stops you from using junk again? I could imagine certain items turning into "collateral items" at the street markets. Plus what is the reason of point 1 ("only gp is accepted, then") if you have to supply a collateral item? I'd need some money AND an item that could be turned into money in order to get a loan? That depends purely on the monster drops. If godswords for example turned into "new dragon meds", there would be one method less to make money with the current godswords. However I agree that risk is part of the debt. Anyways, I'm personally totally against bank loans, or loans in general in RS. First of all, they are far too easy to abuse. Secondly, they put players into different categories and causes too big swings to the current economy. Here are few of my points: * Who benefit from this the most if it forces us to give a collateral and/or backup money? Exactly, the ones with the most money. What does it offer to them? Exactly, more capital to invest. It would just rise the gap between the rich and the poor, especially those who have gotten their money through merchanting. The rising prices would just interfere those who skill and/or don't have money. * Depending on the way it works in the end, it will be too easy to abuse. I could already think of methods such as replacing money's role with something else at the street trades. Earlier I used fire runes as one possibility, but the item itself doesn't really matter. The point is that it's something majority accept at the trades. For collateral items, I'd see that as a great way just to abuse price swings too. * It would bring too much money to the game in one moment. Even if it had to be paid back later on, it would bring so much more money that the current prices would skyrocket. Again, who does this help and who doesn't it help? Exactly, it wouldn't at least help Adam Averagescaper. In my opinion we need more stability to the rs economy, even more than we currently have. Updates like this would just do the opposite. * We'd need a proper way to punish people for not being their debts. However without too strict punishment methods, people would just find ways to live with the debt without even an intention to pay it back. Why would I for example payback hundreds of mils if I could cope without doing it? If the punishments were too strict, it would just drive peple away from RS. If it just reclaimed your items, what would I do in order to pay back the rest? Do godwars with virtually no gear? If i just reclaimed money, why wouldn't I turn my money into items just before the event to happen? * How would this really help majority of the players? If the demand of godswords for example rose due the fact that more people could afford them, we all know what would happen to their prices. Seems like a zero sum play, or even worse as it would bring in risks too. Now people have to work hard to get their GSes, but at least they don't have similar risks. If you could loan money, you'd still have to work hard due the rosen prices BUT you would have the debt risk. If I wanted to encourage people to work for money, I'd rise the loan/borrow gap a lot. I for example don't have a problem handing out my items to my friends, but I hate the fact that I can only give one at a time. This makes it harder to get certain items to your own use as the gap limits your choices. With max of 5 items per person, you wouldn't need to look for people who have a whip AND who aren't letting others to use their gs/claws/fury/phat, you could just look for someone who has a whip. Increased amount of possibilities mean more use. Same time the demand of bought godswords would drop, meaning people would get them faster; more abilities to make capital with the borrowed item and lower price due decreased demand for having your very own and increased supply from getting them with someone else's weapons.
  8. Look at the substitute goods there are for dragon legs. Invest ~400k more and you got yourself a pair of Torag legs. Statwise Torag legs are totally supreme when compared to dragon legs, despite the fact that every now and then they have to be fixed. Add in Bandos items and such if you want to get even more reasons why dragon legs aren't what they used to be. The same has happened with many other items (dragon meds, dragon square shields, even rune 2handers): they become more or less useless when they get new competitors to the markets. It's only logical that if a good A and good B compete in something, rising demand of one drops the other. It's also logical that if a good C comes to compete with them, A's and B's demand drops. In other words, the rising demand of torag legs affect to the demand of dragon legs and when bandos tassets came, it affected to the demand of torags and dragons. Plus I believe Bladewing was refering to actually expensive items, not just some ancient dragon legs that are basically horrible items to be used as examples. If "trimming" a godsword made it stronger and untradeable, it would mean higher demand (=better chances to get more loot in shorter time, aka possibility to make more money) on the items while their supply sunk. I don't know about you, but at least I see no reason why items such as godswords should get a lot more expensive. Already the rich people are the ones who benefit from many things and an update like that would just mean that the rich get richer and the gap between rich and poor rose. From my point of view that's the wrong way of development; you shouldn't be punished for not having money, you should be encouraged to get it. Too high prices on "moneymaking items" don't encourage for it as the path to get there just gets longer and longer. I personally dislike the idea of boosting old items artificially in order to increase the competition of the armours. If you look at dragon legs for example, I can't personally think of anything else than possible offensive level boosts. Defensive stats would just either force it to be stronger than newer armours OR it would have no real reason. For offensive stats, I'd still say nay. This would just boost the melee based PvM activity and to be honest, Bandos tassets have +2 str bonus. Boosting it by 1 would just seem pointless and boosting it to same (yet alone higher) than tassets would make no sense at all: it would take the focus from monster hunting, hurt the markets and basically mean that people with lower def would benefit. However I could accept boosting of certain skilling items, a bit inthe way of slayer helmet+its new additions. I wouldn't for example mind at all if a "gemmed" dragon pickaxe gave 10-20% xp boost when mining stars, "gemmed" crossbow giving bonuses at minigames (if it was for slayer, it would be away from Strykewyrm drops) or so on. This way there would be a reason for serious players to get them, but it wouldn't become a mandatory thing for randomers. In order to be an update without a meaning, the items (gemmed or not) should have a proper reason to have. This kind of reasons would be either stat wise boosts and/or saving money. All the other reasons are based on those factors, apart from "status symbols" which in my opinion aren't even worth discussing here. I personally believe that pvm/pvp activities have had enough already for now; they have been boosted with better training methods (staff of light being newest for mages), pkin gear (godswords, dragon claws, etc) and skill related things (extremes for pvm, curse prayers). If something, updating the other parts of the game would be more logical.
  9. In my opinion that's just a result of bad planning. If you look at some of the pairs (including our old partner), there could be really absurd cases. With this kind +2 rule, the fights won't be equal if one clan is more of a joke. We for example had some North American army or something as our first partner and according to them, they would have pulled like 10 people. Same time we would easily pull the 40 ourselves, even if it was just an hour prep. In the end we would have fought with a huge handicap and basically had to tell tens of people that they can only watch but can't fill the gaps. In my opinion fairer would have been a rule like "minimum of 10 people must be from one team/clan". In other words if team A pulled 12 people and team B pulled 67, there would be 12 from team A and 28 from team B. This way weaker joke clans (sorry, but if your clan can't pull 20, I don't take it seriously) wouldn't affect to the tournament too much and in the end the strongest pair would win, not the pair that has 2 clans which can pull over 20. I know it's too late to complain anymore and the rules won't be changed, but I'd wish something like this for the future tournaments. At least I wouldn't want to have serious discussions wether we should just go to recruit to another clan just so we could get a fair match.
  10. If it was ONLY a skill cape, it would be more or less of a useless thing. That way merchers could, however, show out even more and attract people to "merchant". Anyways for showing off there are better things for around the same price: why would you buy a skill cape for looks when you could buy an AGS for stats and use another skill cape for looks? That's not comparable to things like phats as they are investments and they can always be turned into money again. Not to mention having a party hat at the moment equals for wealth rising steadily, whereas this cape would just reduce your wealth by 99m forever. If it was just a skill cape, it wouldn't have almost any rational reasons to have and thus its economical affect would be more or less useless as a money drain. If it had some real special abilitities, such as level or stat boosts, it would encourage people to do anything for money and benefit only a small minority of the people. In other words it would help the ones who runs merch groups (=more people "merchanting"), already has the gear, stats and knowledge to do boss hunting or such. You could also say that it would benefit the rich ones and same time make the poor even poorer through "failed merching" or not being able to stay at the same speed with boss hunters who were already better without the extra boosts. Not to mention a rapid flow of money out of the game would cause huge shocks to economy in a short run. Lets say this cape has a real reason to use and not speculate (at this section) what kind of reason. For tens of thousands of people investing 99m on something that helps is nothing: you could make it back from using it, either directly (aka it speeds up getting money, such as allowing you to kill more GW bosses per trip and thus making boss:hour and boss:resources ratios better) or indirectly (it helps you to get more people to your "investing" groups, saves time which can be used to make mon,ey etc). Now lets say that 2k people buy it, which in reality is a low number if it's worth buy. That means that immediately 198 BILLION gp is taken away from the game. That equals to 792 million oak logs being turned into planks. That would equal to 47,5 billion construction xp, in other words it would get 99 con to around 3600 people. This money is of course away from circulation and decreases investments for obvious reason: the ones with money tend to use it for materials, gear, etc. Same time people do their best to get the money and selling everything "unneeded". This means that there would be a huge drop in demand of multiple items and a huge increase of the supply of many expensive goods. In a long run the affects are hard to predict. We could always speculate how it would turn out, but two things are obvious. That would cause the highest economical disaster (yes, in my opinion disaster) to the game so far and it would take ages for the situation to normalize. Finding some kind of an equilibrium with multiple items would take probably ages and the affects of benefits from the cape could cause even higher swings. In my opinion the most important thing is stability itself: instability causes panic and makes the markets work in a "wrong way". Instability benefits those who can take a good look at the situation and causes problems for those who don't either know how things work or can't be bothered to pay too much attention. In other words a handful of people would benefit from the chaos and majority of "normal" players would suffer. Also if we are realistic, an item that costs 99M without a way to sell would require to be really good in order to take money out of game in masses. However with that price it would have to be so good it makes a difference. If it makes a difference, 2k people is far too low number. I'd personally multiply that number with 5 for the first 2 months. If it doesn't make a proper difference benefit wise, it would just end up being something like dragon square half (the bought one) is at the moment: more or less useless as a money drain, has no reason to be bought as there are cheaper alternatives and so on. If you want to create a proper money drain, you need something that doesn't IMMEDIATELY take hundreds of billions out, it can be done in smaller scale too and there is a reason to use it. Shards for summoning or logs2planks for construction are perfect examples in my opinion. You can benefit from them (gilded altars, familiars, etc) and they take constantly money away from the game. However their affect is more or less constant as majority of the people don't immediately invest tens of millions in: they invest one sum, come back later on for more and so on. Not to mention every p2p member has the ability and in some cases the need to do these things in small scale. Of course we could speculate wether the "shard swap" is good or not economy wise, but in my opinion that' would get far too off topic.
  11. Every seed has to go through the same amount of cycles. For one kind of seed type (like herbs) the cycle comes in same time. If I plany my 1st seed now and it can make it to cycle A and my last seed makes it to A+1, it means I might have to wait one more cycle to harvest the last one. In others words it slows you down if you have an unlucky timing. The seed's growth itself doesn't exactly get slower (still the same amount of cycles) but due the planting time differences some of your seeds might get one cycle ahead. Of course the difference with herbs isn't too bad, especially if you don't time them and harvest as fast as possible, but it's one thing that can slow you down. I can't really comment on the "farmer cures disease and resets that cycle" theory itself. It would make sense when you think about it, but I have personally not used those farmers to protect my crops. Yes. I'm just lazy so I prefer to use shorter forms.
  12. The growth times are accurate there. However farming goes in cycles and if you plant your seed on a wrong time, you have to wait till the cycle starts again. The cycles vary depending on the product and with herbs or such it's barely visible, yet with trees you might need to wait some nice extra time before your last tree is ready. Not to mention trees seem to get bugged sometimes and not to go through the cycle all the time. That may randomly (I personally noticed it a few times) results. Anyways, follow those times. For the deaths, I counted 1434 herb seeds and 111 diseased. However I didn't use the myarm patch at the first few hundred, meaning your disease ratio would drop from that. I personally noticed no major differences on any seeds or levels while doing that research: the only things that mattered to the average disease ratios was the myarm patch and obviously super compost. Same goes with the herb:seed ratios too.
  13. Depends really on the language. I quite rarely use slang words when I speak or write English. Of course I might use some ones here and there. With swedish I use so much slang that it's unbelievable. I basically speak old helsinkislang and the "sweden's swedish" speaker most likely won't really understand it. Add in the thing that we mix up finnish and english words in and you got something that forces me to use english in most cases when I speak with native swedish speakers. With finnish... well lets just say I speak a lot of the oldish helsinkislang when I'm speaking but when I'm writing something, I never use slang.
  14. For Haley, Dnife, Pumkin, Mitch and other cool kids. Great job, I love your clan :)
  15. Show me an autoer that has actually programmed his bot and I will show you a white african-american. Most of the autoers are just using programs created by others and not even bothering to try. So the clue reward update for example had nothing to do with ranger boots, it was only autoers? As for the topic, I'd say around 5/10. Despite it being your first, fletching is more or less of a junk.
  16. The thing is, if an average gaming time is short enough, the company benefits. Lets use this 180$/5$ ratio for example. 180/ 5= 36 months 36 months = 3 years that means that if the average gaming time is less than 3 years, Jagex benefits even if some players played for longer than 3. I'm also almost sure that when you pay your things to Jagex, banks, phone companies or other middle men take their own share. This kind of payment menthods could reduce that sum and thus mean that for Jagex 1*3year payment is worth more than 36*month payment, of course not counting in inflation.
  17. Share me one of those pointy hats :o The blue one would go in well with my air staff :$
  18. Hello comrades, So, since the wilderness was "removed", we met these nice fellows called revenants. Basically their idea was to keep the "spooky place" dangerous for adventures and remind them that you might have to be able to defend yourself if you do activities there. Now we've had those revenants here for quite a long time without any serious updates, only thing I can think of is the thing that Jennica's ring can boost their drops. As they haven't gotten any major updates and for some people, including me, they are more or less of a joke, I'm writing this post. First of all, lets look at their loot. Sure, in p2p the highest leveled revs can drop something nice. However what I've seen, their average drops are fairly horrible. With those drops they aren't really worth hunting and in many cases not even killing. Because of this, the first update I'd do would be a change at their drop lists. It makes no sense at all that a monster that is far more dangerous than a fire giant usually drops few coins or even at tops something worth around 100k. By updating the drops, they would become worth killing for other purposes than clearing the area for mining a star. The best drops wouldn't need to be worth billions, but increasing the average drops would help a lot. Lets say if a revenant dragon for example gp in some amounts worth picking up, good bolts, some runite and such commonly, it would mean you'd get rewarded for killing them. This kind of drops wouldn't hurt the economy but it would give a reason to fight instead of run when meething these foes. Secondly, their combat styles should be tweaked. Revenants were basically meant to replace pkers, but look at them. They use 3 combat styles and many of them can poison you, meaining they are more all rounded than vast majority of pkers. There are also strong rumours of their prayers (heard about smite?), which of course are invisible. If revenants could be more random on combat styles, you'd still need to prepare for taking all 3 styles but the fight itself wouldn't be so one sided when it comes to combat styles: at the moment prayers are next to impossible to use efficently as pray+armours can protect you from 2 things, leaving one left. Now, lets say revenants used only 2 times at once, those 2 being randomly generated. This would make them easier, meaning they'd need to get something in return. By turning the protect prayer from 100% to 60% protection (pvp stylish) leaves them alternatives. Same if you add visible overhead prayers to revenants, it can force people to hybrid. Also updating the lower level things would be more than needed. Look at revenant imps for example. Sure a lvl 7 is cute, but seriously what's wrong with them? Being able to hit 9 at lvl 7 is more or less of a joke. Either rise its combat or lower its max hit, but being able to hit 9 while using 3 different styles at lvl 3... Suicidial for people with 3 times higher cmb to kill it. So, at this point the revenants have better drops, visible overhead prayers protecting them and one combat style less. Now we should concentrate on their A.I. If revenants are meant to be anything like pkers were, you have to change the way they move and get blocked. At the moment it's far too easy to block a revenant in many places. Look at the member's gate for example: the thing can't open the gate nor it can move a bit if it gets blocked. With more common sense added, escaping from them would be a lot harder. This would force people to kill them instead of just getting them blocked somewhere. For the last thing now, I'd update their healing. When you look at revenant knights in f2p for example, they are really superior. They can hit up to 32 and with every single combat style they can hit 25+. This means you have to eating quite often, thus lowering your chances for a ko even more. They have 143hp but due healing, you have to deal around 350 damage as your chances to knock them out are limited due f2p weapons, your own need for eating and their ability to heal really fast. What worries me is the fact that a revenant can heal multiple times faster than a pker. If their healing was turned into slower and into smaller amounts (something combarable to eating food), they'd offer you a chance to team up against them efficently (to increase the ko power) and thus encourage people to work in small teams. Same time their "food" could be risen to somewhere between 143+400 or so: 400hp equals to 20 swordies, which seems more or less right amount for a pker who uses 2 (go read up before saying they have 3) styles. In a nutshell, I'd want to see revenants being worth killing. In order to achieve this, I'd update the drops and make them more humane to kill.
  19. Hello comrades, With the date of 6th dec Ive finally maxed out. I chose this day as its our Independence Day. Xp wise I would have gotten it a week or two earlier, I was 388xp from it for a week and in the end I slowed down my training to be able to get it on that date. Id also like to mention that Ive gotten 25 99 levels on Hohto. Thats 24 in RS2 and one in RSC, meaning I believe Im one of the few ones who have gotten more than 24 99s on one character. Anyways I was 440th to get maxed overall, so meh. Ive been playing this game for ages and for countless years I didnt even bother thinking about maxed overalls. For the first 3 years or so I could think of having few 90+ skills and a 99 or two. Later on I started to think it would be possible to get a few more. By the years I was gaining levels, sometimes slowly, sometimes a bit faster. Eventually around 9 months ago I realized I was more or less close to being maxed. I had boring skills left, obviously as I had maxed the ok ones, but XP wise it wasnt that distant anymore. Eventually I got to the point where people were seriously asking me when would I max. For ages I said that jan or feb 2010 would be the logical time. I personally believed in that until we got the living minerals cave. I was around 96 mining at that point and I can say it saved me weeks: it was a method I could actually stand to train for more than 30 mins at a time and I could mix it with school work. Anyways, my own hint for people who aim to max is to do what you like and ignore the rest. I personally played when I could, not when it would have been the best from RS point of view. This means I chose work and school over RS. This method isnt the fastest xp wise, but then again, why would you need to be the fastest? My motto was that others do what they can, I do what I want. Because of this I was able to slack by playing on my pure or such, my longtime goal wasnt hurt by that. As for credits or thank yous, I wont mention any names apart from my clan, The Rising. During all these years Ive met too many people to even remember half of them now. Some of those people still play, some dont. Some of those people have been on my friends list forever, some have never been. Because of this Id want to thank everyone out there who has affected to my gameplay in any kind of way; either by being a friend, being an enemy, helped me in anyways or just had some convos with me. I know many people will ask me what will I do next. Before you ask, Ill answer. I will most likely overtrain some skills (especially afkable ones due the fact I have a lot to read and write atm) and train my zerker pure whenever I feel like. Im also more or less sure that well get a new skill soon, meaning I want to be prepared for that on all aspects. Oh and of course you people like pics. Here are some 99s Ive gotten, included with comments. The pics have been arranged in the order I took them, starting from the first one. [hide=pics] Gotten 27.9.2004. My first 99 and for a while I thought it could be my last one. I like mixing goals so I made it my 1500th level too. I had trained to 94 str in classic and in RS2 I trained quite a lot at the axe hut. Gotten 25.12.2004 from a blast on Mikav, my old training mate. A lot of high alching and crumble undead on skeles at edge dungeon, a lot of pkin and a lot of lost hours. I also grabbed quite a few nature runes from ~lvl 40 wildy; I still have a huge number of law runes in RSC because of that lol. In the end I got sick of grabbing and just sold some rares: I had left my bank to RSC when RS2 came. Gotten on 29.6.2005. It was more or less easy as I was concentrating on slayer like you can see. I liked slayer a lot and with the money gotten from it I later on bought quite a few levels. Anyways attack was a logical continue to STR: I was an rsc product and believed in the formula of str > attack > defence. This can also be seen from the pic: with current standards my def is more or less pathetic when compared to my att and str. Again mixed a nice total level to a 99 and this time 27.7.2005. Got most of the xp from the activities mentioned during att and str parts. After those I pretty much only camped at the abyssal demons. Anyways from the current point of view I could have waited with attack and gotten these 2 same time: theres under 1 month difference. 31.10.2005 gotten. Finally got this one too. A lot of abyssal demons and heres the result. Had already a bit overtrained slayer, which finally turned out to be a good thing. Also got 123 combat from this, which I thought would be my last combat level at that point: ectophial was boring and there were no altars. 12.12.2005. Still kept going with combats. I had gotten a nice base from the RSC xp and now it was time for the second 99 magic. Again, a lot of high alching. Boring, but not too unbeatable. 9.5.2006. The first 99 of the year for me and the first non combat too. I managed to get a lot of extremely cheap fish and actually made profit from this skill. Of course, with cook X it was more or less of a joke. I was literally more often drunk than sober when I trained this. Also as you can see from the other skills, I was getting close to becoming a proper skiller. 25.12.2006 for this combat skill. Exactly 2 years earlier I had gotten 99 magic in RSC, now it was time for the other combat skill which allows you to attack from distances. It took me quite a long time to get it as I had joined the army during summer 2006 and was there still during this period of time. I had time to train on holidays but of course it wasnt the only thing I could think of doing. Anyways I did most of my xp at those greaters and made a nice profit from the clues. 9.7.2007 and now were talking about it. Took my first triple 99, which in the end turned out to be my trademark. For fletching, it was more or less the same as cooking; boring, fast and easy. Prayer was boring and fast too, ectoed to like 83-84 and then came the altars: a lot of clicking and loads of wasted money. Farming was in my opinion one of the best skills ever. I spent around 200-300m on it due the fact I just bought magics, palms and such. Anyways I loved it how I could study the same time: log in once every 75th minute to do a herb run and go back to study. 13.1.2008. A year starting with a 99, how great. Also my 2200th level, once again mixing things. I basically had money floading around and smithing seemed like a good skill to train. I basically smelted gold to 98 and when the GE was about to come, I slowed down and waited to see how the prices would go. Well, runite didnt become profitable or anything and addy bars turned easy to get, so I just did addy plates from 98 to 99. 19.7.2008 was the date for another triple. Felt like WC and FM could be mixed in together and didnt really want to wait with summoning. For FM I burnt random logs to like 80-85, then yews to low 90s and got sick. After that I just burnt mages, despite the costs. For WC I could have been seen really often at the barbarian assault willows. Summoning was a rather tricky. I wanted it fast so I did first waterfiends and when the rock lobsters became to the attention, I moved there. Of course it was dirty expensive, but meh, wasnt the first time I used few hundred mils on a skill. 9.10.2008 and the third triple to close the circle. Of course I mixed it to the quest cape (got the last xps to 99 craft from it) and 2300 overall to make it even better. For crafting I just bought black leathers and made bodies, expensive and fast. For fishing, monkfish was my thing. Managed to read quite a few books before that. For slayer I used the shilo slayer master and just used supers, piety and other such methods to make it faster. Slayer was one of my favourite skills as there seemed to be enough variety for my taste. 9.6.2009 and first 99s of the year for me. Decided to mix these two buyables and burn a bit cash. For construction I used mahogany planks and SC hammers, managing to make over 4m xp in one day. For herblore, I just bought unfinished toadflax potions, crushed bird nests and mixed. Few hundred mils gone down the drain again, but meh, at least got some levels without duying to boredom. 8.8.2009 and the last 99 before the big day. Got kinda sick of thieving and decided to go for 99. Pyramid plunder laps were boring but the xp was so fast it was somewhat ok. Didnt exactly like the skill, but with that speed it didnt manage to make me that sick. And 6.12.2009 for maxed overall. Sorry for the unedited pictures, just got the levels and couldnt be bothered to edit away the recording program. [/hide]
  20. Got the wrong impression from the tip.it thread then, haven't had time to do the quest yet and test it myself. My bad there, will rewrite the false parts tomorrow or sunday, whenever I have time for it. edit: removed those parts I could find quickly. Already time to head to work. I believe I talked about deflects there, at the section where I was talking about 71 prayer. Below is a direct quote, without the quote tags to make is clearer. "for deflect prayers (protection+small venge ability) the levels are 65 for mage, 68 for ranged and 71 for melee. This means that if you want to benefit from these prayers, you must get a higher level." It might be in a bit bad place to notice after a 1-2 min glance, I admit that. However there's the reason why I talk about 71 prayer in one chapter and that should be noticed.
  21. Hello comrades, Like most of you already know, we just got a new pack of prayers. Of course, these are heavily pvp related and by the looks of it, pures could benefit from these new ones. However before going to details lets clear some facts: * This quest requires the Curse of Arrav, which requires Defender of Varrock. This means you can't get these prayers with 1 def: DoV gives 10k xp and the quests needed for it give you 2k. This means that you will be 31xp from having 29 defence IF you start with 0xp. In other words initials, 1 deffers and such can't get these. Also the DoV requirement is bad for those zerkers who have been lazy (or played too long) and gotten their def xp's from training instead of quests. * The level requirements for all the quests are relatively high from pure's point of view: 61 agility, 66 thief, 64 mining and such mean that you have to train non combats too in order to achieve these new prayers. Because of the defence "requirement", I'm now talking from zerker's point of view. Of course the same things apply for 30/40/50 def pures too. Now, we've cleared the table. Lets get into details. * Sap spirit - Drain enemy special attack energy. With this, you can neutralize your enemy's AGS, claws or such. Requires lvl 56 prayer. * However, you lose your ability pray against combat styles when you are lvl 54 pray and using the new prayer book: for deflect prayers (protection+small venge ability) the levels are 65 for mage, 68 for ranged and 71 for melee. This means that if you want to benefit from these prayers, you must get a higher level. If you get rid of someone's specs and such with your pros, you can be sure they use their pros, which in this case means protect prayers. Of course you could hybrid your way out of this too, but for many that isn't always the most reliable alternative. Because of these, it seems that in order to benefit from the prayers, you will need 71 prayer. Others you can be sure that your opponent prays against your combat style and your boosts&drains from potions and prayers become invaluable. Now, lets take a closer look at that 71 prayer. * Most zerkers have 52 prayer at the moment, meaning you'd need to gain 19 pray levels more. With tip.it's combat calculator a pure with 75 att, 45 def, 99 str, 99 hp and 52 prayer would be lvl 99. With 71 prayer this similar character would be lvl 101. Both alternatives leave you a bit space for an accidental def level. * Due the requirements of King's ransom (65 def requirement, 33k xp reward) you wouldn't be able to use piety at lower levels if you were a zerker. * As your prayer level will be over 55, you are able to get the spirit shield if you are into questing. It's weaker than rune kite shield on slash (7 difference), stab (5 difference) and ranged (1 difference) but stronger on magic (2 difference) and crush (4 difference). It's debatable wether it's better for pkin or not from defence's point of view, but from offensive point of view it's superb: it has no negative range or mage attack bonuses and it gives a small prayer bonus. This means for hybrid pkers it's a good alternative. * You can "neutralize" the combat level boost by having less than 75 attack. This means you won't be able to use godswords, which might be a good thing for getting those fights. An AGS against someone who is getting destroyed by your prayers equals for a run while range+d scim combo could be more bearable. Now, if it was exactly like this, I'd personally nolife the skill requirements for these prayers, move to metal dragons and get myself 71 prayer. However there are few things that for me to stay our of training prayer as of now. * When you neutralize your enemy's spec weapons and venge, what is their reaction? Most likely immediate running. Your "real venge"+deflect venge+spec versus their weakened normal hits or spec is a combination that is more than likely to drive people away. The odds are so badly on your side that they'd need to have something else against you, such as an ability to wear supreme items and hybrid well. * With the extra combat levels, you are more likely to run to people who have a lot higher defence. It's just pure maths: the higher your enemys' combat levels are, the higher chances you have to fight against someone who has high defence. This reduces your chances to get some "normal ko's": your range or specs won't be hitting as often those big numbers and so on. * These quests and requirements mean that you have to be either a skiller or a dedicated pvper: random people at zerker combat levels usually don't have those requirements or they stay out of pvp worlds. This means that if you find someone who has these prayers, it's more than likely that he/she/it knows what he/she/it is doing. This means (how many times do I have to repeat those words?) that the ones fighting you are the ones who have the same abilities as you but they are also skilled pkers. * In f2p, you'd be left with the same combat stats and longer lasting prayer. Woopidoo, your defence level is so weak that the scims could do a lot of damage in no time to you and you wouldn't exactly benefit from the prayers: your prayers would last what, around 25% longer and that's it. If you only decide to get the saps and rely on hybriding against the people who use protecting prayers, you are in a bit different situation. * You wouldn't exactly gain a lot of combat levels. Depending on your current def and pray level, the difference would be 0-2 levels, meaning 0 for those who are 45 def and 52 pray, 2 for those who have gotten accidental def levels, have low prayer and are close to level combat soon. * You could still get the spirit shield if you went for the sap spirit prayer. For a hybrid this would be an optimal shield due the fact it doesn't give negative magic or ranged attack bonuses. However, there are cons in this too: * You can't exactly go to multi. Without protecting prayers you are a free prey there for any team that has more than 1 combat style: your def can't give a lot of protection and your armours can't exactly protect from all styles. * This requires more skills than just one style pkin. It also means your deaths are more than likely be more expensive and as you have to carry more items at your inventory, you can't take as much food as your one styled friend. In other words there are a lot of pros and cons in getting these prayers and increasing your combat level. We could always stick into things like "your p pots last longer at iron dragons" or "you can do quests for corp" for reasoning the higher prayer, but in my opinion those aren't the main things here. Of course they do help, but zerkers are mainly made for pkin; we got mains to do the corping and with our 45 defs, it's more or less suicidial anyways. From pker's point of view they offer huge chances to destroy your opponents but same time they may cause a lack of fights due the fact that people might avoid you because of your prayers. Now, I'd like to hear your opinions why should or why shouldn't lower def pures get these prayers.
  22. I wouldn't. 200 dollars (as used as an example) is quite a heavy single investment and if it takes me years to benefit from it, I wouldn't bother. Paying a price worth a beer at a club per month is nothing, but that is something. The time range is far too long for me to actually even think about it: using the "$200/$5 " ratio mentioned earlier it would take 40 months to breakeven. After 50 months you would have saved 50 dollars. Now, 50 months equals to 4 years and 2 months. That's a 50 dollar save in a bit over 1,5k days. For me, those years are a far too long period of time to plan it. I got no guarantees I would be playing still then and it's also unsure wether RS exists then, at least in the form it is now. It's easy enough to just let them automaticly bill my credit card once a month and then cancel it when I won't need it anymore. Moneywise it isn't any worse opinion seeing how it would take me years to benefit from this idea suggested here but it would save me money if I decided to quit, got banned or something. Plus 5 dollars per month is nothing but 200 dollars at once is something.

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