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jettrider

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Everything posted by jettrider

  1. 3 binds is at 100 dungeoneering, not 99. And this is a thread about Pro DG. Yes please, especially for people with only 2 or 3 items bound. My thought process when entering a new room or gtgding is something like this: 1. Is any terrain available? If there are walls separating two parts of the room, I'll try to trap as many monsters as possible on one side while I pick off the ones on my side (even if I would normally kill those monsters last). 2. When entering an open area: Are there any necromancers/reborn mages/dragons? If so, you want to kill those first and use them to block all the melee monsters. Remember, if a monster is diagonal from you, it will move east/west first THEN north/south, so if you are like this: [You][Mage] [Melee] You should walk one square north of the mage and the meleer will be trapped. It's important that no one runs through the mage because once you step off the square the meleer can walk through the block. 3. The next priority is forgotten mages, followed by ghosts/books/skeleton mages. Keep praying mage and blocking meleers north/south in between hits. If you have no armour and are low on food, and there are no dangerous mages left, you can sometimes find a semi-safe spot in the room where only one meleer can attack you (behind a pillar usually). 4. Once that's done, you need to assess the styles your team has. Anyone with a HHB should be killing demons (and you could have left the mages for them too). If there are no HHB, surgeboxes work on demons faster than melee, and surgeboxes should also be taking down t9+ forgotten warriors. The rest can be meleed, switching between slash and crush as needed. Use meleers to block other meleers and pray range if there are multiple high leveled rangers in the room. 5. After everythings dead (or in between hits) pick up charms/herbs/food/etc. Look around for chests if your team needs cash. If you have a decent amount of food, your priority should be opening the next door ASAP and telling your keyer what's there ("ie, gd->pcres") or getting a key from a dead end and putting it at GGS. Note: at all times you want to be flashing either turmoil or soul split. Flash turmoil BEFORE you hit if you are fighting a mage or have full health. Flash Soul Split WHILE you hit if you are down health and the GD is fairly safe. Of course you will sometimes get a deathtrap in a small space, but even then you can hide behind terrain to limit what can attack you while systematically dispatching the most dangerous monsters with the effects of turmoil and the best style. If you just run into a deathtrap construct room and try to fight with no armour....then yes it's going to seem hard. The best way to handle it is to run in, grab chisel/stone, run out and make+imbue the item, run in and repair+charge the construct, then run out and do something else. When it goes all the way around the monsters will be naturally spread out. Barrels, you're typically only spending two seconds in dangerous territory because you push the barrels quickly, so you just need to go in with full health to survive. Fishing rooms are not as bad as people think because you can block almost all the melee attacks with other monsters or by running around to the fishing spot; also, you never need more than 3 cooked fish to do a puzzle, usually 2, so it's not very long of a puzzle.
  2. If only you could teach everyone this SAFESPOTS DO NOT WORK after 2-3 seconds everything will move away from its safe spot and "retargets" you. depends on how you safespot. there are ways to kite or position such that the meleer never really gets to you. it is possible. sometimes, but that really depends on the room (and the amount of meleers, with 5-6 meleers it's like impossible). Also when you wield melee armour, you can ALSO tank rangers very well (even simply katagon). especially things like skelletons suddenly become very inaccurate! You don't even need terrain to do it since mage has such a long attack range. I have a surgebox bound and only rarely do I have a meleer on me unless I just want to do it quick. Also, you can use other monsters to block for you, remember moving north/south is the natural blocking sequence while east/west is harder. A platebody is enough to tank any ranger except maybe sagittarian for no damage (if you soulsplit too). If you have a hex at third bind and you're not 120 you can make a leatherbody for mages and flick deflect ranged. If you insist on spending time each floor making nonessentials, you cap your ability to improve as a dungeoneer at an artificially low level. But honestly there's lots of exceptions to armour, giving armour on starting table to keyer/hexes, making leatherbodies while doing gds, getting armour drops from forgotten warriors, making some to lower Kalger's max hit. The idea isn't to get 200m dungeoneering experience without any armour trying to take as much damage as possible. It's about using a huge number of small tactics and tricks that accumulate to have the same effect as armour while making dungeons very fast. If you just run into a room by yourself and attack the first monster you see, of course it's going to seem very hard and you're going to die if you don't have a ridiculous amount of armour. However, I look at every room as a tactical challenge to solve and you'd be amazed how much it helps. If you want more on this I can make a longer post.
  3. With random teams there's always too much confusion over who's making a potion to do anything like trying to distribute one on hand >.< With familiar teams or voice communication it's much easier, although it takes only a few seconds longer to deal with skill doors the conventional way (free gate gates it, gets based herbs, opens or brings GGS back to it after GDs). Yes, every few seconds helps, but saving 20 seconds in a 1500 second dungeon is only a 1.3% speed increase. With something like growing a herb at the beginning of the dungeon - you can always grow it while doing a GD after you find the door, or let it grow while doing the boss to not lose time. It doesn't necessarily have to be right away. Mining prom ore in the first room in between GDs is definitely worth it though. 90 mining is an important level.
  4. Entirely separate? The old wilderness cannot exist if there is no free trade. And to answer, "why can't we have free trade and keep the current wilderness" - it's a far more natural and fun system than the current PvP worlds. If they kept the PvP armor/brawling gloves drops and removed the stupid statuettes, a huge chunk of the game that went missing for several years would be restored. Changing the wilderness was a byproduct of restricted trade, and as such should be the first thing changed back if free trade is restored.
  5. I had the same thought but this guide was very well done, covered every topic in depth. Lots of the "omg really?" ivy guides are just "go here with a rune hatchet and chop." Nice job.
  6. It sounds like it'll be really hard to solo and that would severely limit your ability to find teams. It would be an awesome incentive for me to train more dungeoneering instead of trying to max, but the 120 dung club is still a little small. Maybe 90 dung (next past frost dragons)? I don't really think it'll involve dungeoneering at all. You'll probably have to get a number of kills (10?) from each god's followers to open it and maybe a further 40 kills of what's inside it (new slayer monsters?). I hope it's a mage-vulnerable boss (still don't have any other than DK Rex) or one that requires style switching.
  7. Awful as an advertisement, awful as a preview, and awful as a story. I suppose the main accomplishment was doing that at all with their current resources.
  8. You have it exactly right. Pay for palms but not for yews.
  9. Great article tortillachp :thumbup: Nothing more to add to it.
  10. I don't think RuneScape needs it. Jagex tends to mess up even medium game-changing decisions. The lower levels (0->70) are filled with fantastic content already. By the time you run out of "fresh" stuff to do, you're already one of the hundreds of thousands who have killed Garagedoor. How about this for a big bang update: new D&Ds to make herblore and prayer affordable for lower levels, and new bosses/90+ skill content for higher levels? All at once, for added kick :) The lack of a new boss monster in well over 2 years - on pace to be 3 if Jagex doesn't get something rolling - is what's stagnating the high-level game.
  11. You would need two hammers and a bit of a third if you were to use them with brawlers, but I wouldn't recommend getting hammers just for one pair of brawlers.
  12. The torso has become pretty much obsolete by Bandos platebodies. It's a good low-cost replacement, but at your combat stats, you shouldn't need it. Penance gloves are a nice perk but aren't worth relearning BA for. To be honest, only relearn it if you want to get a Penance Master horn for skilling.
  13. This, sales are split between equal offers starting with oldest -> newest. That's why people use more than 1 GE slot for the same item (to get more trades per "round" through equal offers).
  14. Just bring it along as one of your standard Slayer items. It's very useful on spectres and is helpful for clicking less drop-piles on all tasks.
  15. Get 91 mining, 92 agility, 92 thieving, 92 fishing to 97 Get 92->99 slayer Use slayer effigies on Runecrafting and assist from 91 to high 90s 106->113 Dungeoneering and find Primal 2h/Hexhunter bow to bind Divine SS
  16. As long as it isn't year of D&Ds they can't go wrong. But I would like to see a new boss at least at the level of the God Wars generals if not at the corp level.
  17. This is an excellent post and the main question of debate is whether that tiny possibility of exploitation can ever be reached on RuneScape. However, we'll never see when in the process psuedorandom numbers are generated and therefore we'll never know how to exploit it. Just as no one can disprove that drops are determined by a player object, no one can prove that drops are instanced on a monster's spawn or death. You can choose to believe one side based on intermittent improbable events in RS' small sample sizes or you can believe in the explanation that there is no "luck" factor based on the most logical places or methods used to generate drops. Either way, don't expect to prove anything without knowledge that Jagex is unlikely to reveal.
  18. Lots of close calls in dungeoneering, it's a nice way to put a chance of dying back in this safed-up game.
  19. I'm guessing they just posted it because they already keep track of your bank's alch value and it was very easy to generate a list like that. Same goes for the efficiency list. I'd like to think that Jagex only chose that data because it was available, not because it was useful.
  20. Magic damage is only reduced with prayer/deflect, unlike melee which offers 100% protection. So, like monoliths, the best plan is to take off any armor (except for hides) and pray the attack style other than mage.
  21. Wow people are way off the mark. Autotyping is against the rules. Repeatedly entering a useful message is not. For example, these messages are perfectly acceptable if spammed: f45+2 selling ahrims robeskirt mid+30k These could be worth a minor offense if spammed: @@@@@@@@@@@@@@@@@@@@@@@@ **** My dog's got no nose, how does he smell? Awful!
  22. Runescape sample sizes are too small to even get close to seeing a pattern among pseudorandom numbers. In addition, although it's interesting to speculate about all the secret ways Jagex could be affecting your "luck," you could be using that speculation time to increase your sample size and decrease the "luck factor." It's as impossible to prove a nonrandom drop theory as it is to prove an exact droprate without confirmation from Jagex.
  23. PC - Hypercam, Camtasia, etc Mac - harder to find good free programs, I just went ahead and bought Screenium
  24. That's what the original post said, if meaningful content was added, how would you feel? Rune smithing at 99 is truly useless, considering that only F2p really wears it. I would probably be willing to get a few levels to unlock fantastic content, but I wouldn't nolife to get 120 fletching or anything like that. I'm pretty neutral on it - high level content would be great, but I would tend to train only skills I enjoy past 100.
  25. First off I'd really like hitpoints to go to 100, 990 is such an awkward number... I don't think it would affect me much either way though. I would probably just change my goal from 99 all/120 dungeoneering to 100 all and decent dungeoneering. I think it would be a fantastic addition if there was meaningful content at those levels, but raising it for no particular reason? I wouldn't really change how I play over that.

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