Jump to content

Obtaurian

Members
  • Posts

    6000
  • Joined

  • Last visited

Posts posted by Obtaurian

  1. A hood gets deactivated by mages, which are in a LOT of rooms. Meaning everything in the room which is humanoid will attack you with a hood.

     

    If you have a plate as a bind, you get attacked by everything automatically, but you have a lot of defence bonuses because of the plate. If you have a hood bound, you don't get the defence bonus of the plate.

     

    A hood is just a neat thing to have.

     

    The general rule of thumb is that hoods are better in GDs and plates are better while pathing. Ultimately you'll get better xp/h with a hood, but you can come close with a plate, and plates can potentially speed up your floors if you're pathing and praying intelligently. Plates are also better when soloing GDs and doing most puzzles (with the exception of emotes and 2nd page sarc room).

     

    You should read Tui's mapreading and pathing guide on xp-waste and Maz's guide in the AOW. It'll indirectly help you cope with not having a hood by introducing knowledge and factors that are more important to your xp/h and the speed of your floors.

  2. I only see either VERY basic ones or VERY advanced. Never in-between.

     

    This guide applies to you regardless of your dungeoneering skill. It's something you need to understand early on if you ever hope to get better.

  3. I got my first hood at 89 dungeoneering. It sucks, I know. It's worth noting, however, that you can dg perfectly well without one, it just requires more intelligent use of prayer. I just broke my hood for a plate. :)

  4. I agree with Obtaurian. More tokens spent on ring = faster floors = faster tokens = more for ring + for Chaotics.

     

    I meant that you get faster floors in DGS, not that upgrading your rings speeds up your floors by 90%.

  5. I'm pretty disappointed that you have to randomly encounter the tough bosses in Climber mode and beat them with who-knows-what handicaps before you can fight them in Freestyle. The trouble is, in order to balance Climber mode, they can't show up too often, or it would be a pain in the patella to face them repeatedly...but if they're too rare, now it's unlocking them that's a pain in the patella, because it's so rare to see them in the first place, and when you do see them, there's as good a chance as not that you'll be afflicted with a bunch of handicaps that let them kill you easily. And the 110 combat thing seems extraneous...if Joe-Bob McNoobyPants wants to re-fight Elvarg, why should we stop him? And why putz around with this "three teleports a day" business instead of just giving us unlimited teleports? It worked for the Ring of Kinship, didn't it? Also, whose bright idea was it to let the stupid "I have 25k life" Avatar in? It's like the least fun boss fight ever. It just soaks up damage forever until it dies. Even if you aren't in Random Freezing mode, and you get to kick down the roots before it eats them, it's still the most long and boring fight ever. And all those low-level bosses are, well, frankly, they're just embarrassing. Solus Dellagar without his magic is just sad. Haunted Mine Dude's whole point is that he's an environmental boss, so putting him in an empty room defeats the whole purpose.

     

    I completely agree. I'm finding the tower to be quite bland, but it has plenty of potential if they're willing to tweak it.

  6. Hybrid is basically like kamikaze gear. Nex gear is much better defensively, so in most cases the person with multiple Nex sets will win vs. hybrid.

     

    As for Vanguard, it's actually pretty shitty in most minigames because there's ALWAYS a mage who will wreck you. Trickster is good unless you get piled with melee. Battlemage is good unless someone uses their brain and decides to use ranged.

     

    I'm personally hellbent on getting hybrid because I really enjoy minigames, but I have no desire to MH for money right now, so nex gear isn't really viable for me.

     

    also, hi

  7. Back to the issue of clans specifically, the article touches on a frustration I personally feel with the elite dungeoneering clans. Almost all of them started out as 'teacher' clans, willing to provide training and hands-on experience to all who were wanting to try the skill out for themselves. This worked very well, since dungeoneering efficiently is a complex art, and as such it's something people need to learn for themselves rather than inherit as natural skill. This makes it all the more saddening that many of those clans have now lowered the portcullis and started accepting people by application only, usually with the caveat that they require no further training on arrival.

     

    I understand there is a need to prevent the clan being inundated by inexperience, but there are ways of dealing with this without shifting the clan away from its entire raison d'etre. I see lots of these clans complain that people "don't know how to dungeoneer", and that "dungeoneering is dying" but their own attitude frankly has been counter-productive to keeping it alive.

     

    There needs to be a shifting again of the goals. Instead of worrying over floor times and exp/hr graphs, perhaps just focus on producing new talent, so you've got enough recruits to dungeoneer in the first place. If you do this properly, an increase in efficiency will look after itself. Have your elite divisions and promotions based on dungeoneering competency, just don't kill the whole thing off at grassroots level.

     

    Because there's no other dungeoneering clan that utilizes an application process or actively teaches people, I'll assume that you're referring to DGS.

     

    This makes it all the more saddening that many of those clans have now lowered the portcullis and started accepting people by application only, usually with the caveat that they require no further training on arrival.

     

    This is absolutely 100% untrue. Out of the 100s of applications we've gotten since we moved to xp-waste, maybe two or three of those people required no additional training and were already considered to be some of the best. We have so many systems and resources for teaching that it's actually pretty overwhelming for new recruits. Most of our higher ranks are more than willing to help teach pathing (there's a thread on xpw about this), puzzle tricks (there's a lot of threads on xpw about this), map-reading (there's a guide on xpw), keying (hands-on experience, and every new recruit learns to key, period), etc. I can't actually remember the last time we banned or rejected someone based on their lack of dungeoneering skill, as most people improve significantly within a few weeks. We're quite proud of the fact that our low level dungeoneers (80-100 dungeoneering) can do 20 minute floors consistently. Most 120s can't even do that.

     

    I see lots of these clans complain that people "don't know how to dungeoneer", and that "dungeoneering is dying" but their own attitude frankly has been counter-productive to keeping it alive.

     

    To me, this comment is a reflection of your inexperience with dungeoneering clans or the dungeoneering world outside of your own. Dungeoneering is dying. We've been working closely with three other clans in an attempt to spark a little life into more efficiency-based dungeoneering (ie, not w117/148/67 style dungeoneering). EoE was actually invited to participate.

     

    There needs to be a shifting again of the goals. Instead of worrying over floor times and exp/hr graphs, perhaps just focus on producing new talent, so you've got enough recruits to dungeoneer in the first place. If you do this properly, an increase in efficiency will look after itself. Have your elite divisions and promotions based on dungeoneering competency, just don't kill the whole thing off at grassroots level.

     

    Producing new talent and worrying about floor times and exp/h go hand-in-hand, so I'm not sure what you're trying to say here. Our ranks are based on dungeoneering competency.

  8. As far as I know, Green098 plays because she finds RS fun. She isn't efficient at it, but who cares about efficiency if you have fun without it?

     

    The problem is that it's not more fun to use a lava staff over a staff of light or a chaotic staff when maging. If she likes the look of Bandos over Virtus . . . okay, whatever, but it's the fact that she does a lot of other weird shit that doesn't make sense. A lot of people argue that fun is subjective, but it really isn't, especially in a game like Runescape where fun tends to come in the form of high numbers or staying power.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.