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dv_trainer

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  1. Thought about maybe some more hybrid skills? Here's some I thunk up a minute ago: - Construction + Dungeoneering. Love Story added the Dungeon Pit, but perhaps with X Dungeoneering (or just X Tokens) you can have a Dungeon Challenge Room at Y Level? - RuneCraft + Crafting. This could solve the magic armour arms race - Imbuing Fabrics with properties. - Smithing + Slayer + RuneCraft. New weaponry, continuing the Imbuing theme - Fletching + Slayer + RuneCraft. New weaponry, continuing on the Imbuing theme - Agility + RuneCraft + Construction. Magical constructs, anyone? Hell, add in Crafting and Smithing, or possibly Magic too, and you've got a whole new style of combat. - Firemaking + Prayer + Slayer. Purge the Unclean! No i'm not saying 'dude flaming weapons' but, technically, yes. Using Prayer, imbue Holy Water. Use said Holy Water to bless logs. Use logs on Fonts - ooh, a Construction add-on for the Chapel or Dungeon Challenge Rooms.
  2. The suggestions I made on the commands were meant to replace the current ones. Cheers for the feedback. I'll edit up the topic soon enough.
  3. Thought about adding Magic Stones to the 80/90 Mage Armour? Support. ;)
  4. Ooh, I know we have the Fighting Calculator but what if the team added a feature to either: a) Allow us to imput IDs in the Bestiary into the calculator manually with an output of the LP total b) Add a button on each bestiary entry to link to the calculator
  5. Turn Structure Selection Phase - Up to 3 Recruits may be selected each turn, however only 1 of them may be a Champion. Selected units are the only ones which may act or be affected by Commands. Movement Phase - One of the Recruits selected may be moved according to their Movement stat. Commands may be used. Combat Phase - Two of the Recruits selected may attack. If the one which Moved was the one to attack, they will cause -100 Damage. Rally Phase - Commands may be used. The player may choose to forfeit and/or End Turn. Recruitment Each unit appears to be quite badly made, imho, by Jagex. While these changes I suggest may not be better, or fairer, I think they at least give a bit more character to each choice. Scout: 0pts (each slot is filled by a scout which must be upgraded). Damage 50, HP 100, Movement 7, Range 1. Scouts may move through obstacles as open ground. Foot Soldier: +50pts. Damage 100, HP 350, Movement 3, Range 2. Foot Soldiers gain +1 Movement for each other Foot Soldier within 3 Squares. Halbardier: +100pts. Damage 150, HP 450, Movement 4, Range 3. Knight: +125pts. Damage 300, HP 550, Movement 3, Range 2. Knights gain +100 damage against Rangers, and Halbardiers. Mage: +125pts. Damage 300, HP 350, Movement 4, Range 5. Mages gain +100 damage against Knights and Foot Soldiers. Ranger: +125pts. Damage 250, HP 350, Movement 5, Range 6. Rangers gain +100 damage against Mages and Foot Soldiers. Champion: +300pts. Damage 400, HP 600. Movement 5, Range 2. Champions may attack multiple targets in one turn, but if they do so then each target other than the first strikes before them with +100 Damage. Up to 1/2 of your army may be Champions. Commands The entire command system seems so wrong tbph. The costs are far too low compared to the advantages, and some abilities are totally dumb. Two parts to this: 1) No more 5 turn cooldowns. All abilities, aside from those noted, should be 2 turn cooldowns. 2) You should be able to trade in your movement for more points. +25pts for not making a move. But the commands? - Coup De Grace: 125pts. A random Command may be used twice this turn, with the second use costing no points. - Solitude: 100pts. The target may not attack or react this turn. (This is Chastise minus the movement thing) - Deflect: 75pts. The target gains halves damage against them this turn. Half of the damage stopped is added to your Command Points. 3 Turn Cooldown. - Battle Cry: 75pts. The target doubles any damage that they cause this turn. A Quarter of this damage is added to your Command Points. 3 Turn Cooldown. - Palisade: 75pts. The target and other recruits (friend and foe) within one square may not be attacked this turn. - Bountiful: 50pts. The target gains +300HP for the next 2 turns. 4 Turn Cooldown. - Glorious: 50pts. The target doubles their move this turn, but loses 200 damage. - Honour: 50pts. The target may attack before other recruits this turn, and deals +100 damage. - Destitute: 25pts. You may cancel a command made by yourself or your opponent, however the cost of that command is reimbursed. 4 Turn Cooldown. - Second Wind: 25pts. The target is healed for 100HP. 1 Turn Cooldown. Doctrines Doctrines are an idea i've had to really increase the variation in your forces. Each Doctrine GIVES a certain number of Recruitment Points to be spent on your force, in addition to the standard 1000. Doctrines are always present, and have no cooldown as such. - Defensive: +100pts. You gain 25 more command points per turn, and take 100 less damage from combats. - Aggressive: +100pts. You gain 25 more command points per turn, and take 100 less damage from combats. - Balanced: +150pts. You gain 50 more command points per turn, but lose 1 Movement. - Raider: +150pts. Scouts gain +2 Range and +100 Damage, but Champions cost +100pts. Commands cost +10pts. - Behemoth: +200pts. All Recruits cost half their points, but you may not use Commands other than Second Wind or Palisade. - Elite: +0pts. Champions cost half their points, but become unlimited. Knights cost -25pts.
  6. I'll keep this sweet and simple. No requirements, Community Clan, Range of Events, and Fun! Good luck with whichever clan you choose/have chosen.
  7. Hey! Good to see someone looking for a community clan. Well, DV certainly is one - no requirements and loads of fun!
  8. http://www.tip.it/runescape/?page=durial321_interview.htm Classic. Good articles, certainly looking forward to the Runefest review, Stormrage! It's a shame that Jagex put the ticket prices so high or else i'd be joining you! :(
  9. Good luck with whichever clan you pick. ;)
  10. I'm supportive of Dungeoneering, but I can see where other people come from when they dislike it. Unfortunately, white it was SIX YEARS AGO that Jagex first said that they wanted to do the Random Generated Dungeons BEFORE WOW AND ALL OF THOSE GAMES WHICH ALREADY DO IT EVEN STARTED. O wait, WoW just has dungeons and they're not random. Not even the Elite monsters... So I don't see the problem. RS was slow but they did it...
  11. Good to have some feedback. I'll change the drop rates soon. Added my work in progress Heroic Bandos stuff. This is the main area of the GWD which is having changes in Heroic, with a new layout and all. With the fact that Graador is fought solo, he is INCREDIBLY buffed in comparison to his normal version, but he also loses his Ranged attack making him Mono Melee. Grimspike gains his Ranged attack on death.
  12. Any recommendations on drop rate? I'm not exactly one of those people who tries to document the drop rate for various things you know. I should note that i'm basing my tables upon this: My system adds modifiers to the table, of course: - What if Ring of Wealth gives a 10% modifier to all drops anyway - having a single person in the group applies the bonus to the table before Lootshare decides the player who recieves the drop. - The table is also modified by Kill Count in excess to the 40 required to enter the room. For each 10 KC in the group, the table is modified by 1%. Not a lot, but there's a maximum of 100 people who can enter a clan chat. Therefore, if everyone got 10 it would be a guaranteed Boss drop for the group, and if everyone got 20 it would be a guaranteed God drop. It's only the lootshare which has to be considered after that :P - What if you have a Mjohnir - you know, those things you get from the Enchanted Key sidequest of Meeting/Making History? These give +1 attempt on the tables if at least one player deals a hit to a boss while they have it equipped. Finally a good use for them. - Drop Potential is also a factor. The lowest potential will be used for the modifier. For each 25k potential, there is a 1% modifier. These affect both probabilities of being 'rolled' on a certain table as well as the probability of an item coming up. EDIT: - Saradomin Drops now PERCENTAGE based. At least one piece of Anointed will drop with each kill of Zilyana. There is a 25% chance of Elven Bow drop. - Starting on Armadyl Drops
  13. Safe PvP Worlds are already in the game.
  14. Added Armadyl Bosses. Starting on Constitution Damage.
  15. I have to admit that i'm not that good at assigning Drop Rates or KC - would it be better to keep to 40 KC, then, both to keep it similar to the old system and make it more generous? Edit: - Linked the Heroic and Normal KC, and reduced requirement to 40. You may get KC in normal and then go to Heroic for bosses, but the normal GWD monsters do not have awesome drops in the General table. - I'm about to update Drop Rates. Though the idea of getting TT armours in GWD is awesome and yet unbalancing, it does need dropping. 75% previous rate required for most Sara items.
  16. You're not supposed to survive here for more than 3 or 4 kills. One of those big things i'm pissed off with in GWD is the fact you can solo a boss! You SHOULDN'T be able to solo someone such as K'ril or Kree'ara - the idea of this is to make every kill treasured, and to directly link this to your reward output. Sure you and your team will be killed... but, when you kill Zilyana or Graador you will have a nigh-guaranteed decent drop, one way or another.
  17. I love the idea of instances, but it simply would not work on a massive scale like a game such as RS has to. Support regardless.
  18. Since I started playing WoW back in September, i've found one system to be a brilliant idea - instances. RS already uses them on a small scale - old BH could have been described as one, as are a number of quest areas these days with boss scenes. However, what if RS chose to Instance THE Epic Dungeon on the map... I'm talking about GWD, of course, when I think of this idea. [hide=Introduction] What am I thinking about? One key note is that i'm not saying 'people can do individual instances' like Raids or Groups in WoW can do - that's a s****y concept, and one which is open to abuse in RS. However, i'm open to three approaches: a) An additional 'switch' in Clan Chats which can be activated by Gold + (as a part of CC Update which is sooo totally coming), which will activate changing to 'Higher Level' versions of content in dungeons such as God Wars. Higher Level is OPTIONAL. Members which log out of the chat will be removed from the instance at the end of their log in period, and count as a different party for LS or such from drops from that point. B) The addition of an additional hole - perhaps a use for the door in GWD - to enter the Instance. There is a warning here, obviously, to stop people accidentally froobing out and going into the wrong area... c) (or b+) Another WoW concept from the past... Dungeon Attunement. If you do something such as killing all of the GWD bosses on regular then you can enter the hole from B. Warnings and everything. The idea of the new Instance - the example I use in this is GWD - is that everything has shifted. The entire dungeon is given a Heroic mode - essentially, everything becomes Badass and you need to try that little bit harder. This gives higher levels something a bit more difficult to go for, making it a totally different experience. - The Kill Count of Normal and Instance are LINKED, so you may use normal GWD for KC, and then go to Heroic for the actual Bosses. The normal GWD monsters DO NOT BENEFIT FROM UPDATES WITHIN THIS SUGGESTION. - The entire Instance is essentially a giant Ring of Wealth as far as drops go. Shards fall out of the sky! However, a few of the slots are filled with Instance only items which go with the other part of my suggestion coming way later. - As a part of the Instance, there is one new boss i'd love to be implementing. Namely - the missing Guthix boss! GWD... The Heroic Changes One of the core changes which are a part of this is that levels do not change. However, the following shifts are here: - Monsters hit their (100 + 1xCombat Level)% of their normal damage. For example, a level 19 imp thingy could be hitting 10 normally, but 11.9 damage in Heroic. - Each God's monsters will now drop a number of special PvP items which are marked as their various god's possessions. These possessions are tagged as Honored (H) and offer a 50% bonus over the possession's normal value. However, if a player bears any possession... items which would normally make monsters of a certain god neutral to you will be aggressive and more likely to attack you than other players. This can be deadly in certain areas. Possessions give the normal gp (plus bonus) as well as 3000 Prayer Exp when handed in to the... guy who takes them (:P), but may not be teleported. - Obstacles in the GWD do NOT require a different level to go up, however Zamorak requires 70 Constitution (not Life Points). - There are a NUMBER of changes to GWD bosses, covered in the next section. [/hide] The Bosses of the GWD Introduction As a part of this Heroic encounter, ALL Bosses are given new abilities, and boosted to a new combat level... - Big Bosses, excluding K'ril, are boosted to 650. K'ril is now level 706. - Mini Bosses are 170, excluding those in Zamorak Fortress... who are boosted to 200. These level changes are to represent the massive changes wrought to their form in Heroic, which should make them a far more difficult foe to overcome. The Bosses are also given a new drop table, which gives them access to Instance Only items. Instance Only items are split into six categories - 1 General, 1 Unique table (Starlight drops numbers of Unicorn Horns for example) and the 4 God areas. Please note that hits are based upon PRE Heroic moderation - the changes in the Introduction apply ON TOP of these hits here! However, please count the formula as (100+ 0.5xCombat Level) for damage. [hide=Saradomin: The Four Bosses] Commander Zilyana Life Points: 3950, Constitution: 300 Attacks (Max Hit in LP): Melee (550), Magic (650) Special Attacks and Abilities: Innate: Zilyana will heal 1/10 of the damage that she deals with Melee, and will gain +75 to her Max Hits (with normal AND special attacks) while over 200 Constitution. Zilyana uses a Saradomin Sword (H), and wears a set of Anointed Armour, which is reflected on her drop table and the table of the Saradomin Bosses. Call of the Icyene: This is a special attack used each 20 seconds in combat. If any of the Mini Bosses are alive at this point, they will become healed for +100 Life Points. Zilyana will gain back +200 Life Points each 60 seconds, and regain 5 Constitution Points. Whirlwind: This is a special attack used each 75 seconds that she is in combat. Each player not within 3 squares of Zilyana when this is used (so Mages and Rangers) and not being targetted directly by any Mini Boss will be Knocked Back into the walls (taking 50 Life Points damage) and Stunned for 2 Seconds. This counts as Ranged, and Protection will halve the damage. Each time Whirlwind is used, Zilyana loses 30 Constitution. Saradomin Sword (H): When Zilyana is surrounded by 4 or more players, she will use her Sword's special attack each other melee attack. This hits all players within 2 squares of Zilyana for up to half of her Melee damage. A single player - the player who last dealt damage to Zilyana - will be Stunned for 5 seconds as well as Knocked Back from Zilyana into a wall for +50 LP damage. Protect from Melee protects from 25% of the damage, but the Knock Back counts as Ranged while the Stun is halved in time. Magic Spells: Zilyana uses Saradomin Strike, Ice Burst, Smoke Burst, Shadow Strike, Miasmic Blitz, Blood Burst, Fire Blast, Charge, Cure Group (on bosses), Stun, Vulnerability, and Entangle. Prayers: Zilyana may switch between all Protect From prayers, as well as the Sapping Curses from Ancient Curses book. If any players are killed in the Heroic GWD, their Gravestones will be demolished within 5 minutes of death unless Zilyana is killed before this timer ends (the player will have a timer on screen while Zilyana is alive and Gravestone is there) TacticsZilyana will cycle between all of her attacks as she is attacked. She will attack each player who enters the room with a single Saradomin Strike, and then melees as required. When Whirlwind is used, it is directly followed by a Saradomin Sword (H) attack as a part of the melee cycle. Zilyana will then pull back to the Saradomin Altar, and begin to use magic on targets. Drops: Zilyana drops from the General loot, Saradomin loot, and also drops from her own unique table... Anointed Tiara, Anointed Platebody, Anointed Platelegs, Anointed Shroud, Saradomin Sword (H), Rune Boots (S), Saradomin Statuette (H), Bronzed Dragon Claw (H), Saradomin Trinket (H), Saradomin GS Hilt (t) Starlight Life Points: 3050, Constitution: 190 Attacks (damage in LP): Basic Melee (400), Against Ancient Curses Melee (545) Armed with: Equivilent of Full Rune Chain, Hits as if he has a Saradomin Godsword (no spec) Innate: Starlight will strike harder against those using Ancient Curses, with a Max Melee Hit almost equal to that of Zilyana when the player is on Curses. While Starlight is alive, Zilyana will hit up to 650 Life Points of damage in Melee. Unicorn Charge: The first attack Starlight makes against a target will ignore Protection Prayers. Each 30 seconds into combat, Starlight will use the Charge again and change targets. Melee Ward: Each 30 seconds, Starlight will stun a random opponent who is attacking Zilyana for 7 seconds. The opponent will also be knocked back 3 squares towards Starlight. Prayers: Starlight protects against Magic attacks, or against Melee if no Mages target him. Tactics: Starlight charges the first player to attack Zilyana. Drops: Starlight drops from the General loot and Saradomin loot table. The General Loot table has the following items added for Starlight... Unicorn Horn (noted, 1-15), Ground Unicorn Horn (noted, 2-18), Prayer Potion 2 (noted, 1-3), Amulet of Magic (1) Bree Life Points: 4000, Constitution: 450 Attacks (damage in LP): Basic Melee (150), Basic Ranged (600). Armed with: Elven Bow (H), Saradomin Dragonhide (t, stats of Black). Wears Amulet of Ranging (t). Requires 40 Slayer to attack. Innate: Bree fires at one level higher than the Elven Bow's regular rate. His attacks are reduced by 25% by Prayers, not the full 50%. While Bree is alive, Zilyana's Call of the Icyene will have 2x the normal effect. Hit and Run: Every 1 minute that he is alive, Bree will have a 75% chance of using H&R. All players within a 3x3 radius of Bree who are using Melee on him will be knocked back 2 squares and may not attack with Melee for 3 seconds. Bree will reload his Constitution back to 450 at that point. Prayer: Bree protects from Melee attacks, or against Ranged if no Meleers target him. Tactics: Bree will fire at the same target Zilyana is targetting, or his own attackers if under half Life Points. Drops: Bree drops from the General loot and Saradomin loot table. The General Loot table has the following items added for Bree... Elven Bow (H), Amulet of Ranging (t), Slayer Pendant (t) Growler Life Points: 3050, Constitution: 200 Attacks (damage in LP): Basic Melee (200), Magic Modifier (+35% Damage, -15% Speed) Armed with: Full Mystic Equivilent Innate: All Melee hits that Growler deals will have a Magic attack on top of it, which counts as a separate hit. This is in addition to his Magic attacks. While Growler is alive, all Magic attacks dealt by players have a -30% damage modifier applied if they are targetted at Zilyana and will lose all other damage buffs (from Ancient Staff etc). Melee Mauling: Each fifth attack, Growler will deal this special attack. This doubles his Basic Melee damage for that attack. Spells: The spells that Growler uses are Saradomin Strike, Water Wave, Vulnerability, Stun, Iban Strike, and Ice Barrage. Prayer: Growler protects from Ranged attacks, or against Magic if no Rangers target him. Tactics: Growler will attack any players who are using Magic or Ranged that are also targetting himself or Zilyana. Drops: Growler drops from the General loot and Saradomin loot table. The General Loot table has the following items added for Growler... Raw Beast Meat (30), Mystic Robe Top (W/G), Mystic Robe Bottoms (W/G), Staff of Light, Amulet of Glory (4), Ancient Staff The Saradomin Loot Table The Saradomin Loot Table is the 'Rare Drop' selection used for all Saradomin Bosses. It is similar to the one used to generate drops for Abby Demons - such as Abby Whips - only, since this is Heroic GWD, it is a bit more generous. Whenever you get a drop, there is a 1/5 chance that it will go on the Sara Loot Table. Icon of Saradomin (2%) - a rare Icon which may be attached to the Spirit Shield. Gives the Shield +50 Prayer bonus, and reduces all opponent Prayer effects by 5% (so 45%) which does not stack Crystal Seed (4%) - may be sung with Roving Elves completed Anointed Bracers (4%) - a set of Gloves which bear double symbols of Saradomin (one on each bracer). See below No Drop (7%) - the Drop is a General Loot reward instead Saradomin Boots (3%) - a set of Rune Boots which have a Saradomin Trim. Normal Stats, with +4 Prayer bonus Saradomin Sword (3.75%) - normal Sara Sword Saradomin Platelegs (3.75%) - normal TT Saradomin Platebody (3.75%) - normal TT Saradomin Plateskirt (3.75%) - normal TT Saradomin Mitre (5%) - normal thing Dragon Spear (5%) - Actually has a use with my Constitution Damage suggestion, otherwise unchanged Dragon Mace (5%) - Actually has more use with my Constitution Damage suggestion, otherwise unchanged Dragon Dagger (5%) - For teh lulz Godsword Shard 1 (2.5%) - no duh Godsword Shard 2 (2.5%) - no duh Godsword Shard 3 (5%) - no duh Saradomin Kiteshield (15%) + 10,000 to 150,000 coins - normal TT 5 Summer Pies (20%) + 10,000 to 150,000 coins - no duh Saradomin Sword (H) One of the unique GWD Heroic drops is Saradomin Sword (H). This is a more powerful version of the Saradomin Sword, which requires 80 Attack to wield as well as 25 Prayer. The Sword retains the normal Special Attack, but has better bonuses. In addition, by showing the sword to Father Urhney in Lumbridge Swamps will grant you 10,000 Prayer Exp. Once the Sword is shown, it is lost and replaced with a 'Sword of Truth (H)' with the same stats. Description: (As SSH): The Powers of a thousand suns run through this blade, (As SoTH): The Power of a god in one's hand... Speed 7 Slash Atk: +95, Crush Atk: +70, Strength +100, Prayer +5 Retains Atk Styles of Saradomin Sword (Normal) Anointed Armour Each time Zilyana is killed, one of these pieces is a 100% drop Another GWD Heroic drops is the Anointed Armour. Dropped only by Zilyana, this set of armour is almost a mirror of her own. The set is comprised of an Anointed Tiara (Head), Anointed Platebody (Body), Anointed Platelegs (Legs), Anointed Shroud (Cape), and Anointed Bracers (Gloves, though the Bracers are separate as a part of the Saradomin Drop Table). The set has an additional effect when it is completed - a player bearing it will only use 80% of the Special Bar when using the Saradomin Sword (H) Special Attack, and deals +20% damage with Melee or Magic. Full Anointed requires 80 Defence to wield. Each component has the following description: The last remnant of the Icyene's Work. Tiara: +2 Magic Atk, -1 Ranged Atk, +4 Strength, +2 Prayer Platebody: -9 Ranged Atk, +4 Slash Atk, +112 Stab Def, +101 Slash Def, +120 Crush Def, +5 Magic Def, +120 Ranged Def, +50 Summoning Def, +5 Prayer, +10 Strength Platelegs: -15 Ranged Atk, +3 Slash Atk, +100 Stab Def, +96 Slash Def, +110 Crush Def, +1 Magic Def, +90 Ranged Def, +20 Summoning Def, +2 Prayer Shroud: +5 Magic Atk, -5 Slash Def, +5 Magic Def, +15 Ranged Def, +5 Summoning Def, +2 Prayer Bracers: +5 Slash Atk, +5 Crush Atk, +5 Stab Atk, +10 All Defs, +3 Prayer Elven Bow Each time Bree is killed, this is a 25% drop The Elven Bow is the unique drop of Bree, and strikes essentially as a blessed Dark Bow. The Elven Bow is, however, it's reverse. It requires Within the Light and 70 Ranged to wield, as well as the access to the Enchanted Valley in the Fairy Ring Network. Description: From the finest trees in the Elven Lands +100 Ranged, +10 Magic Def, +5 Strength. Speed 7 The Elven Bow does not require Arrows to fire! It is essentially a Crystal Bow in this respect, but needs to be brought to the Temple of Light in order to be recharged - it has 7500 Arrows in it's quiver. The Elven Bow has a Max Hit equal to 50% of your Ranged Level, and adds +10% of your Constitution. The Special of the Elven Bow is 'Soul Shot', and takes up 45% of the Special Attack Bar. The speed of the bow is increased by 4x for 10 seconds, allowing for the peppering of arrows at all foes nearby! The bow essentially fires as a Dark Bow on steroids for this period. However, at the start of this period you are drained of 5-18 Constitution Points as well as 2-18 Defence 'levels' temporarily. This reduces the amount you may heal to, as well as making you more vulnerable to damage. Saradomin Hilt (t) The Saradomin Hilt (t) is the special edition hilt for Zilyana in the GWD Heroics. The Hilt retains all of the standard abilities, but turns the blade a bit more of a brass colour with blue sparks constantly emanating from it. The hilt (t) requires 80 Attack to be used. The special attack for the Hilt (t) deals 5% more damage than the standard hilt for the same special attack usage. In addition, there is a random chance each normal hit that the opponent will lose 3-6 Constitution temporarily. The Saradomin Godsword counts as a Saradomin Staff for purposes of spells when it is used with a Trimmed hilt. [/hide] [hide=Armadyl: The Four Bosses] For all, Flying Creature means they are unaffected by Melee, and all Magic and Ranged attacks lose 20% of their Accuracy. Kree'ara Life Points: 4500, Constitution: 500 Armed with: Equivilent to full Armadyl Armour and Dragon Dagger. The Dagger is Poisoned with a special poison known as Skybrew, which poisons for 250LP. Attacks (Damage in LP): Melee (700) Innate: Flying Creature. Kree'ara may use melee against players 3 squares away from him. Flock of Aviantese: Each 1 minute of combat within the Armadyl Boss Chamber, this ability activates. Five Level 97 Aviansie (from basic GWD) will spawn in the sides of the room and charge those who are attacking any of the Bosses. If killed, they will drop from the General Loot or Armadyl Loot tables. Hurl the Heretic!: Once each 2 minutes of combat within the Boss Chamber, a single opponent who is within a 5x5 radius of Kree'ara will be thrown a great distance into one of the walls. This is a ranged attack which hits up to 600 Life Points (150 to those with prayer enabled). The Thrown player will be stunned for 15 seconds, and have all prayers deactivated. Descending Flight: If combat within the Chamber takes longer than 4 minutes, Kree'ara will descend to the earth for 1 minute. This makes him vulnerable to Melee attacks, but makes Hurl the Heretic! occur each 30 seconds and also causes Kree'ara to ignore Melee prayers (making them protect from 25% of the damage he causes). Prayers: Kree'ara will pray from Ranged attacks while Skree is alive, and from Melee attacks if 5 players or more attack him with Melee while descended to the earth. Tactics: Kree'ara melees any player who enters the room, and will use Hurl the Heretic on the player who has dealt the most damage to him. Drops: Kree'ara drops from the General Loot and Armadyl Loot Tables, with the following items added to General... 10-5000 Feathers, +250-7500 Coins, 1-5 Phoenix Feathers, 5-2500 Striped Feathers, 50 Raw Beast Meats, 10-5000 Iron Arrows, Armadyl GS Hilt (t) Wingman Skree Life Points: 2700, Constitution: 300 Armed with: Ancient Staff (Equivilent), Full Armadyl Armour, Soul of Shard Attacks (Damage in LP): Melee (220), Ranged (200) Innate: Flying Creature. All Magical attacks directed at Skree will be deflected back at their users 25% of the time. This means that Skree takes 25% of the damage, and the other 75% is taken by the user. While Skree is alive, this ability to Deflect spells means that 50% of the spells used by mages on Kree'ara will be deflected at Skree instead. Magical Spikes: Skree hits 50% more accurately and 25% faster than other mages. He will alternate between Melee and Magic each round of combat. Spells: Skree uses Claws of Guthix, Wind Surge, Ice Barrage, and Entangle. Prayers: Skree prays against Ranged attacks. Drops: Skree drops from the General Loot and Armadyl Loot Tables. The drop of 'Soul of Shard' is added to the General Loot table for Wingman Skree Flight Killisa Life Points: 2700, Constitution: 300 Armed with: Dragon Longsword, Dragon Dagger, Full Armadyl Armour Attacks (Damage in LP): Melee (350), Ranged (200) Innate: Flying Creature. While Killisa is alive, all players who are not under attack by an Armadyl Boss in the Chamber will be hit for 50 Life Points of damage each 10 seconds. Players with 100 Life Points or less will only be hit for 10LP damage each 10 seconds instead. Dual Wield: Killisa may attack with both of his weapons! She strikes normally with the Dragon Longsword, but has a 25% chance of striking with the Dragon Dagger when a player attacks her. Killisa will periodically use the Longsword's special attack. Descending Charge: Each 30 seconds, Killisa will change from being in the air to being on earth. When she switches, she will deal 2 Melee attacks to the player she is targetting at that moment. When on earth, Killisa may be meleed. Prayers: Killisa prays against Magic attacks, or Melee if targetted by 5 players or more while descended. Drops: Killisa drops from the General Loot and Armadyl Loot Tables Flockleader Geerin Life Points: 2700, Constitution: 300 Armed with: Crystal Bow, Full Black Dragonhide, Winged Heart (Range Buff) Attacks (Damage in LP): Melee (200), Ranged (200) Innate: Flying Creature. While Geerin is alive, Kree'aras Flock of Aviantese ability activates each 45 Seconds Flying Arrows: Each 10 seconds, Geerin will deal a Ranged attack which hits all players in the Boss Chamber for 100 Life Points of damage. He will then lose 30 Constitution. Prayers: Geerin prays against Ranged attacks. Drops: Geerin drops from the General Loot and Armadyl Loot Tables. General Loot has following added... 50-1000 Iron Arrows, 50-1000 Steel Arrows, 50-1000 Adamant Arrows, 5-50 Tanned Snakeskin, 1-10 Black Dragonhide, Winged Heart Armadyl Loot Table The Armadyl Loot Table is the 'Rare Drop' selection used for all Armadyl Bosses. It is similar to the one used to generate drops for Abby Demons - such as Abby Whips - only, since this is Heroic GWD, it is a bit more generous. Whenever you get a drop, there is a 2% chance that it will go on the Sara Loot Table. Pennant of Armadyl (3%) - this is a special banner which is dropped only by Armadyl bosses. Bring this to the knight in Falador and you may use the banner for your house heraldry. When wielded, the bearer may also use a bow, and this bow gains +15 Ranged Attack. The Banner is used in the Shield slot. Crystal Seed (4%) - may be sung with Roving Elves completed Soul of Shard (1%) - see below. Necklace Winged Heart (1%) - see below. Necklace No Drop (7%) - the Drop is a General Loot reward instead Armadyl Boots (3%) - a set of Rune Boots which have a Armadyl Trim. Normal Stats, with +4 Ranged Atk and Def bonus Armadyl Platelegs (3.75%) - normal drop Armadyl Platebody (3.75%) - normal drop Armadyl Plateskirt (3.75%) - normal TT Saradomin Mitre (3%) - normal thing Skybrew (5%) - this is the poison which Kree'ara uses. This may be used on your Dark Bow - making all ammo super weapon poisoned when fired from it, including in the special - as well as on spears, hastas or daggers. Spears and Hastas which have Skybrew used on them will strike at one speed faster than usual. Dragon Spear (5%) - Actually has a use with my Constitution Damage suggestion, otherwise unchanged Ancient Staff (5%) - For teh lulz Dragon Full Helm (5%) - For teh lulz Godsword Shard 1 (2.5%) - no duh Godsword Shard 2 (2.5%) - no duh Godsword Shard 3 (5%) - no duh Teleport to Eagles Peak (15%) + 15,000 to 176,000 coins - Teleport to Eagles Peak is a new teleport which must be learned through a scroll, such as the one in this drop. The scroll is untradeable. The runs for Teleport to Eagles Peak are 1 Law, 3 Air, and 1 Steam (specific). You need to have finished the quest Eagles Peak, as well as needing 35 Magic to use this spell. It gives the exp for Varrock Teleport. 5 Summer Pies (20%) + 10,000 to 150,000 coins - no duh Soul of Shard The Soul of Shard is a [/hide] [hide=Bandos: The Four Bosses] Though in the normal GWD each boss has a certain speciality (Magic, Ranged etc), the Bandos chamber has been completely overhauled. This chamber now works as an instance in itself. Each of the mini bosses is no longer inside of the chamber, and are instead placed at various points across the outer levels. Thus players must work through the zone as a gauntlet - either facing off against the individual mini bosses to take the heat off of the final battle or leaving them and focussing on Graador. While Graador is alive, the mini bosses do not respawn when killed. However, his normal minions will... on a 30 second timer. This is in comparison to something like a normal 1 or 2 minute timer for most monsters in the normal RS world. When Graador is killed, the mini bosses will respawn in 1 minute. Graador respawns each 5 minutes. General Graador Life Points: 7500, Constitution: 1000 Armed with: Nothing. Wears full Bandos Armour (t). Attacks: Melee (Basic) 600, Melee (Rage) 850 Innate: Graador's attacks will lose 20% of their effectiveness against Protect From Melee based prayers. He is unaffected by prayers such as Sap. He may not be binded and is unaffected by spells such as Vulnerability. Graador loses 5 constitution each round of combat - when he reaches 250, he will go into a Rage boosting his Melee attacks to nigh unstoppable levels. Drums of the War God: Each second round of combat, a single Goblin, Ork Legion, Ork, or Giant (at random) will be spawned against a single random player. The player who has the goblin spawned against them will stop attacking Graador and immediately target the Goblin. Thunderclap: Each third round of combat, Graador will use this special attack. He loses 10 Constitution, but each player within 2 squares of him is knocked back and takes damage equal to Graador's current Melee damage divided by the number of players affected. Unleash Wrath: If Graador goes below 500 Life Points while in Rage, he will activate this ability immediately. Every player in the boss room is immediately affected by Drums of the War God. Avalanche: This attack occurs when Graador goes below 200 Constitution. A rumble effect occurs in the boss room and the text 'The Ceiling appears to begin collapsing!' will appear in the chat box, in orange. In five second, six boulders will land randomly across the boss room targetting specific places where players were when the text appeared. Any player hit by these boulders will be thrown out of the boss room and take 400 Life Points of damage. Graador will then exit Rage and return to his full amount of Constitution. Chokeslam: If any player uses an Ancient Mace, Bandos Godsword, or other Bandos marked items then Graador will be incredibly angered (yes this includes the Bandos Pool in Oo'glog). He will use this Special Attack, which immediately halves the target's Constitution. Graador will then attack twice against that player, with the first attack having a maximum of 400 damage and the second hitting exactly half of the damage the first attack does. Drops: Graador drops on the Bandos and General loot tables, and is the only boss in the Bandos zone to do so. He has a 5% chance of rolling loot on the Bandos table, which is modified by +3.3% for each Mini Boss killed in the main dungeon. Graador will always drop five random charms from Green, Crimson, or Blue. The General Loot table adds the following items for General Graador: Graador Head, Battered Warhelm, Bandos Hilt (t), 3 Ourg Bones, and Relic of Sanguine. Sergeant Strongstack Life Points: 2000, Constitution: 400, Count as 5 KC. Armed with: Bandos Warhammer, Full Bandos Armour Attacks (Damage in LP): Melee (Basic) 250, Melee (Rage) 400 Innate: Strongstack guards the gates to Graador's chamber and must be killed in order to challenge him - this makes him the only Mini Boss who must be killed to continue. Strongstack will revive himself three times in the battle, starting each new time with 1000 more Life Points. The third time Strongstack revives, he will be in Rage Mode. Strongstack is in a single combat zone. Ritual Combat: Both Strongstack and his opponent gain a +10% damage buff while in combat. Only one player may be in the same room as Strongstack at the same time. Only Melee may be used in combat with Strongstack. Crushing Blow: Strongstack will use the special attack of his Warhammer each fifth round of combat. This cancels any prayers which are currently in use by the target for 10 seconds, and for those 10 seconds Strongstack will attack 2 speeds faster than usual. Hammer Throw: When Strongstack reaches 0 Life Points, he will throw his warhammer at the foe. This is a ranged attack which hits up to 200 Life Points, and also immediately has the Crushing Blow special attack applied as well. Finish Them!: On the moment that Strongstack dies the third time, five Ork Legions will spawn. The Ritual Combat ability above ceases to operate. Sergeant Steelwill Life Points: 3000, Constitution: 400, Count as 3 KC Armed with: Ancient Flail, Full Bandos Armour Attacks (Damage in LP): Melee (Basic) 200, Magic (Rage) +10% damage. Innate: Steelwill is the first boss you will meet through the Stronghold, and is the weakest. He has his own separate chamber which is connected by an Agility Obstacle (40 Required. 50exp for success). Steelwill's spells have an unlimited range, and can hit anyone in the Stronghold if he is not taken out. While Steelwill is alive, all Magic attacks against Graador will heal him for 50 Life Points rather than dealing any damage. Spells: Steelwill is a level 95 Mage, and will use any spell from the Lunar, Normal, or Ancient spell book. He rotates between them with each attack - using the Lunar one when he needs to heal. Buffeting Blows: Steelwill will use the special ability of his Ancient Flail in melee each fifth round of combat. On activation, the flail boosts Steelwill's MAGIC attack speeds by four notches, making them 2 speeds faster than a Scimitar. This lasts for 10 seconds. Steelwill will rage on the second time this is used. Flail Throw: When Steelwill reaches 0 Life Points, he will do one last attack with his flail at the foe. This is a ranged attack which hits up to 200 Life Points to any player within 3 squares of Steelwill. His chamber is so small that the vast majority of players will be hit by this. Finish Them!: On the moment that Steelwill dies, five Ork Legions will spawn. Sergeant Grimspike Life Points: 4000, Constitution: 400, Count as 4 KC Armed with: Ancient Bow, Full Bandos Armour. He has an ammo holder with Adamant Arrows and Rune Bolts (dstone) equipped. Attacks: Melee (Basic) 200, Ranged 400, Ranged (Rage) 600 Innate: Grimspike is th second boss you will meet in the Stronghold, and is the more challenging of the range based bosses. He has his own separate chamber which is connected by a tunnel (40 Hunter required. 200exp for success). Grimspike's bow attacks will be able to hit any player who enters the small bridge between Steelwill's 'area' and his own, but will only deal up to 100 Ranged damage until players reach him (get within 3 squares of the Hunter obstacle). While Grimspike is alive, all Ranged attacks against Graador will also deal 40 Life Points of damage to their user as well as healing Graador for 10 Life Points. Ancient Shot: Grimspike will use the ability of his Ancient Bow in combat each third round of combat. On activation, the bow will both use the special effect of Grimspike's ammunition as well as firing two attacks at once - one bolt and one arrow. Complex Machine: Grimspike's bow will rotate between using his Rune Bolts and Adamant Arrows each round of combat. The Bolts have a 75% chance of activating their effect in Grimspike's bow. Bowdemonium: When Grimspike reaches 0 Life Points, he will do one last attack with his Bow at the foe. This is a magic attack which hits up to 300 Life Points to every single player within the room. Finish Them!: On the moment that Grimspike dies, ten Ork Legions will spawn. Players may not use the Hunter tunnel out until these legions are killed. Bandos Loot The Bandos Loot Table is the 'Rare Drop' selection used for Graador. It is similar to the one used to generate drops for Abby Demons - such as Abby Whips - only, since this is Heroic GWD, it is a bit more generous. Each time you have a drop from Graador, there is a 5% chance it will rolled on this loot table. High War Statue (3%) - this is a large statue which may be added to a POH as a Centerpiece within the Garden or Formal Garden. The statue is a large bust of General Graador which looks like it is made from marble and gold leaf. The Statue may be 'used' within the house, thus giving the user a choice of where to teleport to from Oo'glog, Falador Goblin Village, Troll Stronghold, or Dorgesh'kaan. Ancient Mace (t) (4%) - a more menacing version of the Ancient Mace with green trim and a large Bandos symbol. See below for more details No Drop (7%) - the Drop is a General Loot reward instead Bandos Boots (4%) - a set of Rune Boots which have a Armadyl Trim. Normal Stats, with +4 Ranged Atk and Def bonus Bandos Tassets (4.75%) - normal drop Armadyl Platebody (5.5%) - normal drop Bandos Warhammer(3%) - normal thing Ancient Flail (3%) - this flail is the one used by Steelwill. If Steelwill was killed, this drop is also dropped by him 20% of the time Ancient Bow (3%) - the bow used by Grimspike. If Grimspike was killed, this drop is also dropped by him 10% of the time Ancient Staff (5%) - For teh lulz Ammo Holder (6%) - this is a special bag which is equipped in the Ammo slot - it is needed to use the Ancient Bow. The bag may equip up to 3 types of arrow AND 3 types of bolt. If the wielder also has a bow, the ammo holder will switch between each type of ammo each round of combat (bows = arrows, xbows = bolts) Dragon Two Handed Sword (3%) - For teh lulz Godsword Shard 1 (3.5%) - no duh Godsword Shard 2 (3.5%) - no duh Godsword Shard 3 (6%) - no duh Blessing of the Big High War God (12%) - this is a special scroll droped on this table, which enables access to a new Prayer! The prayer is Brawl Blessing, and required 78 Prayer to use. When active, your HP are raised by 10% while your Attack and Strength are raised by 5%. Your Defence, Magic, Ranged, and Summoning are all decreased by 7% while this is active. 5 Chilli Potatoes (20%) + 25,000 to 250,000 coins - no duh [/hide] [hide=Zamorak: The Four Bosses] [/hide] [hide=Behind the Frozen Door] [/hide]
  19. How about making two RP worlds for each type of player... - 1 is plain RP, with no modifications or anything. Players could tag themselves as IC or OOC at any point in the world. - 2 is FULL RP, with permanent IC. Players in the world will also have a custom chat filter applied for that world, which changes all text to that of the olde fashioneed english.
  20. Meh. I've seen worse. Perhaps this will inspire me to DO something! (Also - Clan Rankings + Tip Times merger?)
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