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llamster

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Posts posted by llamster

  1. Ok, the main problem with mage i see is that there is a "delay" for the ko.

     

     

     

    For example, lets say someone attacks with darts and ko's with a dark bow or something.

     

     

     

    5-5-5-5-5-5-(25-25) or something. There is little delay when you switch.

     

     

     

    Now lets assume mage is doing its stuff.

     

     

     

    15-15-15-15-delay-(15-20)

     

     

     

    So the enemy can see the ko coming, so unlike other weapon switches, he has time to eat.

     

     

     

    Nope. The two most powerful spells, ice barrage and miasmic barrage, both have delays. The opponent has no way of knowing if the caster will follow up with an instant spell or continue casting one of those.

     

     

     

     

    How hard can melee or range hit? Range hits up to 60 with d bolt special; but that's unreliable and the regular hits max around 40. Whip can only hit mid 40s; GS low 60s; DH can hit very high but that requires being at very low hp. Magic hits 60s, is far more accurate than melee or range, and can freeze, poison, drain stats, reduce attack speed, and heal the user.

     

     

     

    Combos versus regular hits are like switching weapons for melee. Regular casting hits half as much with twice the speed. Melee has the same type of thing; whip hits half as much as DH and is twice as fast. Would you call a massive hit from DH or a godsword a useless illusion?

     

     

     

    The combo effect is an illusion because it appears to hit more than non-combo, but in reality it hits the same damage per time as non-combo.

     

     

     

    delay-30-30-delay (Combo, 60 damage.)

     

    delay-30-delay-30 (Non-combo, 60 damage in the same amount of time used. The delays need to be counted too.)

     

     

     

    Yes, it's the exact same DPS. It halves attack speed and doubles the max. But like I said; that's (roughly) the same as when comparing a whip to DH. A huge hit from the greataxe is not an illusion, no?

    The special set effect damage of greataxe is higher than the normal damage of it, therefore it is not an illusion if only the special (full set) and normal attacks (non-full set) are compared.

     

     

     

    The point is that combo magic is as (under)powerful as non-combo magic. Comboing creates only more hassle.

     

     

     

    Whip maxes 45 or so at maxed stats. DH can hit 90+, but that requires being at very low hp which is impractical for PvP, so realistically you can only expect to hit 70-80 at best. If DH could hit 90+ consistently at max hp, then it would be indisputably better than the whip for PvP (considering that it's already quite popular).

     

     

     

    Regular magic hits 30s at 5 speed. Combos hit 60s at half the speed of regular magic. This is the same as whip versus Dharok's if DH could hit 90+ at max hp. DH is obviously better than whip if it were like that; so clearly combos are better than regular casting.

     

     

     

    Archers ARE supposed win against mages and you can freeze meleers so they wouldn't dds spec you. Triangle is fine.

     

     

     

    That's the idea that mages have freezing spells to make up for thier weak defense, and it works in non-multicombat, but freezing spells are useless in mutlicombat for this theoretical defense. Even if you freeze a meleer as a mage, there's still the rest of their army and therefore making this theoretical means of defense useless.

     

     

     

    Farcasting is pretty much impossible in Worlds/BH anyway. But mage easily outhits melee even without farcasting.

  2. Been watching this thread for a while, but never got around to posting. A great guide, Warrior =D> . Has anyone tried this with Morrigan's thrownaxe? I'm not sure how fast it is, and am too lazy (and broke) to try it with them. If so, it would be devastating. Max 30+54(?)+29=113. Again, a great and insightful guide.

     

     

     

    I tried this method a little while ago (not with morrigans axe), and had a hard time with the timing. It looks like when you get that down though, it works wonders.

     

     

     

    It's 5 speed; too slow for the triple stack.

  3. Hope that it has good secondary drops as well as the rare one. That was the mistake Jagex made with abyssal demons, spiritual mages, dark beasts, etc. etc.

     

     

     

    Abyssals actually have pretty decent secondary drops.

     

     

     

    Like 100-200k an hour? If whips for some reason fell to a ridiculously low price, like 100k, demons' profitability would be utterly killed.

  4. Alright, what would be a good alternative? I keep seeing Barrows, which set, and is it still okay to use if it degrades?

     

     

     

    Guthan/DH body and Verac's skirt. Alch the plate when it gets to 25. Once it's fully degraded it gives 0 bonus meaning you'll have to repair it (or alch it).

  5. Focus on STRENGTH and range. you will use magic shortbow/rune knives until your opponent got low hp then switch out your maul for teh K0.

     

     

     

    I meant to have range be higher than strength, since the maul is just a backup.

     

     

     

    And wouldn't dragon bolts be better? Far better accuracy, and the specs do massive damage.

  6. Remember to bring a bow if the mage king gets on you

     

     

     

    I've got like 3 fully charged crystal bows in my bank( I don't know why) Would bringing one of those work?

     

     

     

    Crystal is probably ideal since you won't have to worry about picking up ammo.

  7. I doubt it's that much more, and if someone wants gold charms and fast mage/hits XP, it makes sense. The thread was about obtaining gold charms, and giant rock crabs are far and away the best source of them. Not about crimson charms. What you can do at rock lobsters isn't really relevant to that at all.

     

     

     

    Rock lobsters drop plenty of golds too. Not to mention that they are cheaper and faster.

  8. That set up is horrible. Mitres have +5 prayer and no range penalty. Snakeskin boots are better then climbers, you should just by climbers on the way for 12 gp then drop them (or better yet forget them all together and teleport). The prayer of a stole is far more important then the +8 attack of a glory. Klanks gauntlets? They offer no prayer OR range attack; bring black vambraces.

     

    A glory gives prayer bonus AND attack bonus, making it a decent choice. Fury would be even better. You're right about the gloves.

     

    I'm aware of that, but the higher prayer of a stole is more important.

    use a stole if you can...you dont need the +8 to att since you are ranging

     

     

     

    It's +10 to range too.

    the glory or the stole?

     

     

     

    Glory.

  9. Get both

     

     

     

    What? Torso is utter crap and totally not worth it.

     

     

     

    I use it while doing slayer, and it works fine. But then again, I don't get hit too often because I use barrow legs. And 99 Defence. But I still like the torso, and I have void too, I only use it while at Pest Control.

     

     

     

    It's not that it's bad; but it's not worth getting. Not even close.

  10. Do slayer, it may not be the fastest but it also makes money over time and it will be worth it someday. As for range, um I think rock crabs with bronze knives still might be good at your level, not sure. And magic, not sure on that one.
    for range and maybe even mage there are always yaks <3:

     

     

     

    Training mage on anything but rock lobsters is a bad idea.

  11. Get both

     

     

     

    What? Torso is utter crap and totally not worth it.

     

     

     

    Barrows or proselyte. Void melee isn't very useful; torso is a piece of junk.

     

    I would say Void is useful for a few non-slayer purposes.

     

     

     

    Didn't say it was useless either. I hear it's good at armoured zombies. But it's only good if you already have void range.

  12. Isn't there a way to like solo the Rex only? I can't remember but I saw it somewhere. I think that would be nice because i might be able to profit while I work on 94 mage also.

     

     

     

    You won't get 1m an hour from it, but yeah.

  13. That set up is horrible. Mitres have +5 prayer and no range penalty. Snakeskin boots are better then climbers, you should just by climbers on the way for 12 gp then drop them (or better yet forget them all together and teleport). The prayer of a stole is far more important then the +8 attack of a glory. Klanks gauntlets? They offer no prayer OR range attack; bring black vambraces.

     

    A glory gives prayer bonus AND attack bonus, making it a decent choice. Fury would be even better. You're right about the gloves.

     

    I'm aware of that, but the higher prayer of a stole is more important.

    use a stole if you can...you dont need the +8 to att since you are ranging

     

     

     

    It's +10 to range too.

  14. I recall in another thread you wanted to make longsword stronger?

     

     

     

    But don't you get more XP/hr from longsword?

     

     

     

    1/3 of the time. I don't get why people say "Scimitar always beats longsword" when longsword can take a go at the scimitar as well.

     

    And I only wanted longsword to be stronger because currently no rune weapon is in the "+50's" strength value.

     

     

     

    Because scimitar always beats longsword, in every situation except metal dragons which are irrelevant to you. Your test results that showed better xp with a longsword were skewed somehow.

  15. Yea i know that, but assuming equivalent stats, 99 mage = 150 atk/str

     

     

     

    And defense dose help, armor or not, you can always wear armor while casting, its not as if robes do anything.

     

     

     

    Prayers not exactly useless either.

     

     

     

    Yeah, do you (howbadisbad) know how to do an experiment or not? Did you fail your science? You only change one variable (ok in this case two, but it can be still counted as 1 because its melee). Prayer, defence, ranged, summoning, etc etc etc etc etc. remains the same. You don't have to argue about this. Its obvious, as Estorrath pointed out, defence is useful, whether you like it or not, for mages. And you mentioned "superhuman strength" for melee. Does that mean mages MUST get "mystic might" a level 44 (??) or so prayer? Applause =D> for your highly bias thinking.

     

     

     

    You do not need mystic might when your opponet is -50 mage defence

     

     

     

    Full rune has like -15 mage defence, not counting the defence bonus of amulet of power.

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