Everything posted by jettrider
-
High level Slaying
Couple things there: -Not sure on effigy rate, but posted rate was average or low. -Exp isn't terrible, but the spawns are VERY spread out and don't spawn fast enough even on a 2000 population world to be consistently good exp -No profit (terrible drops and mining the minerals is a waste) And I don't like to kill them on top of all that.
-
High level Slaying
Kalphies are slow. They spawn mega slow even on 2k pop world. Greaters are crap xp and too spread out. Likewise, Greater Demons and Gargoyles are slow experience without the effigy or dragon bone drops to support the drop in exp. Fire Giants and Dust Devils are faster, but unprofitable with almost no effigies. Nechs and Abbies are on the chopping block for their mediocre exp (between the two groups above), mild profit, and average-low effigy rates.
-
High level Slaying
Hmm that was in the back of my mind about abbies, I'll put them in the questionable category. They are actually a pretty good mix. Decent profit, and while the effigy droprate isn't great, it's not terrible considering how many you can kill per hour. But I totally agree they are not an elite exp monster or a great effigy dropper.
-
High level Slaying
I have a couple questions about training Slayer while already having the relevant stats maxed. I am 92 Slayer, but familiar with how Ice Strykewyrms work. First, you need to know my priorities. My #1 priority is effigies (used on RC). A close second is Slayer experience (obviously I'd rather kill Frost Dragons or TDs for effigies than Slayer monsters after 99). Third is profitability/enjoyment (drops), I value time at about 3.5m per hour, though I do not really need any cash, I can always use more. I do not value charms at all since I'm not going for exp past 99; I always pick up blues, and I pick up crimsons if the monster is primarily a crimson dropper. I have all chaotic weapons, 99 herblore (I have around 2.6k overloads, but would prefer to use extremes since I don't want exp past 99), I cannon everything I can, etc. Having fun comes first but I generally try to use the best methods. I need help because I've only gained 2 Slayer levels over the past 2-3 years and don't have a lot of the experience needed to make these decisions. I've seen lots of material but I can never find a truly huge compilation to see effigy drop rates. Critique my tasklist: Always do Aberrant Spectres Black Demons Black Dragons Bloodvelds Blue Dragons Dagannoths Dark Beasts Hellhounds Ice Strykewyrms Iron Dragons Mithril Dragons Steel Dragons Suqah Questionable Abyssal Demons - average/low effigies, average exp, decent profit Nechryael - Not one of the fast cannon tasks, average effigies, and mediocre profit. Are these still worth doing? Terror Dogs - Not good for effigies or exp, but a short task. Will I need the points to skip all these other tasks? Tzhaar - I like doing these, though they're not great experience or profit, but I've seen some conflicting numbers for their effigy droprate. Can anyone give me a better approximation? (The high level forum list has a very low droprate which probably includes Jad tasks, and a friend has a seemingly high droprate) Waterfiends - I am perfectly willing to block these since I don't care about charms. However, I do have a Chaotic Maul and Steel Titan, and I've seen conflicting exp rates. I seem to be assigned these a lot, so blocking would be very appealing, but what are some good exp rates? Blocked/Cancelled (Aquanites) Desert Strykewyrms Dust Devils Fire Giants Gargoyles Greater Demons Jungle Strykewyrms Kalphites Living Rock Creatures Skeletal Wyverns Spiritual Mages Warped Tortoises So please tell me if I should move anything around and give me your opinions on the ones I listed as questionable. Also, if you could rank the last list in terms of frequency with which they are assigned (I've seen a few lists but can't pull too many conclusions), I'd be interested to hear which deserve blocks and which should be skipped.
-
200M in all Skills
As a person with 100 dungeoneering I'd say that Squisher is closer to the truth. It depends on teams, but c1s aren't hard to not lose any ticks at all on, and ever since the monster limit was fixed you don't get any more randomly long floors and it's much easier to get a consistent average.
-
Cannon Gear
A little over 1 more damage per cannonball compared to 1-2 higher melee max hits is about equal. And tanking melee in Bandos is easier than tanking mage in Karils at Frost Dragons.
-
Frost dragons @ my stats?
Well look at xpx's guide, as others have said use piety. A war tortoise really isn't ideal; if it all possible, you should finish up Slayer first to 96 summoning/higher defence. But it's a long way to 96, and I understand that everyone needs money, so here are a few pointers: -With war tortoise you can bring food (can't soulsplit), experiment to see how many you need so that you run out right as you fill up on bones. Don't use brews as you can't use overloads. -Gear should be the same. Use a chaotic weapon, rapier preferred, or zammy spear if no rapier. -Get your inventory down to a science. You should run out of supplies as you fill up on bones to maximize profit. -Make sure you look at every drop pile...once I missed an effigy drop >.< -ALWAYS CANNON
-
Dungeoneering: Not sure
Depends on if your friends are dungeoneering properly or not. If they are, then I would agree, do 2:2 or 3:3 or whatever you can find over 1:1s.
-
Dungeoneering: Not sure
I would suggest just doing 1-24 or 1-29 c1 and the rest solo med. W117 is not worth it, period. You can try w77 (just as bad), other worlds aren't going to be as accepting until 80-90 dungeoneering. A couple advantages of solo meds are: -You dictate your own pace (with practice you should be able to get under 20 minutes consistently, regardless of boss) -Any hood drops you get are yours alone to bind instead of fighting over them -No time spent getting teams; you are dependent on others not quitting. So yeah, I would just work on soloing and trying to improve your times. See if you can't refine your technique and get 4:30 c1s and 20 minute mediums. Keep going and try to hit long-term averages of 4:00 c1s (that includes time between floors) and 16-17 minute mediums.
-
12-Oct-2010 - Charm Sprite Hunting
At least Jagex didn't nerf monsterhunting for charms. Hard to get through an update without a major break in game mechanics these days.
-
200M in all Skills
They don't work absolutely perfectly on every computer, don't worry. I am on a Mac OSX 10.5.8, and I cannot make my mouse pointer jump (instead of tracking) no matter which settings I play with - it is only possible by running Windows on my mac, something which I don't want to do simply for the purpose of getting slightly faster experience (in a skill I won't train past 99). Saying that players consistently get perfect (no ticks lost) training with the most efficient methods (no matter how boring or click intensive they may be) is just incorrect. Stating near-unbelievable max rates is done for a couple reasons: Speculating on the least amount of time needed for certain exp goals (the topic of this thread) Trying to use your best few minutes of training ever as an hourly average as a way to make yourself seem like a better player (this is mainly human nature to take the data you feel best about and use it as a base)
-
Frost dragons
I'm not sure what your farming level is, but under ideal conditions, the hourly profit on herb runs is about the same as it is on Frost Dragons. Having realized that, and already being 99 farming, I ragequit herb runs after a couple bad yields.
-
TD's with my stats and uni
You have terrible supporting stats (herblore, dungeoneering) and you will be getting a very low kill rate/hour, but I suppose you have to start making money somewhere. Use a whip and rune crossbow with broad or diamond-tipped bolts. Dragonhide or Karils as the armor, and if you're still learning how to prayer switch, I recommend a shield instead of a defender. You really need to reconsider using sharks because they severely limit the number you can kill per trip. Unicorn specs will be enough healing for a 1-demon spot once you learn how to pray switch, so food should only be for emergencies, and brews/restores are the best emergency healing food. If you get into a jam, sharks just won't last long enough for you to keep going if you mess up badly. As for the rest, darklight and a spec weapon (do NOT use hally as primary weapon), a couple sets of super potions (defence too), fill up with prayer pots. I recommend trying 8 prayer pots for your first trip and adjusting from there depending on your ending supplies after the first trip.
-
Tip.It Times: October 10
I remember people by the name they had when I first added them (much of my list was added years ago, another large portion when dungeoneering was first released). I don't keep track of about 125 or so name changes every month and I've lost track of original names. What you are suggesting only works if you only have a few namechanging friends. You can still forget names even if you play multiple times a month. Yeah but do you really have 125 friends on RS that you really care that much about, and if you did really care about them wouldnt you take the time to write them down somewhere, oh and you can REMEMBER 125 "close friends" but you cant write down the 20 or 30 you may actually care about I consistently have close to 200 friends, more than half of which change their name every month. I do not have 125 friends that I regularly talk to. Many slots are occupied by people I can play BA with, form a dungeoneering party with, or go monsterhunting with, as well as people from the various pvp and pvm clans I've been a part of. When I add a friend, my mind categorizes the original username into one of these areas. When the "last known as" switches to something I don't recognize, I lose the ability to quickly recognize what I met them doing (sometimes the highscores make up for this) but more importantly I have no idea how many times I've messaged that particular player or how good they are at a specific activity. So yes, I can remember basic things about every player on my 200 player friend list (if I don't, I often remove them when I need space) and about the 125 namechangers. I never used the phrase "close friends" in my post, so I'm not sure where you got the impression I routinely talk to 125 people each log-in. Lastly, relationships are dynamic, meaning the 25-30 people I regularly talk to is a constantly changing group. There is currently no way to organize friendlists and therefore trying to run a monthly search and documentation session would be a huge pain. Name changing is something I view as annoying to the extreme but more or less a necessary game addition as soon as the game engine could support it. It doesn't make playing the game any easier, but is certainly doesn't make it unplayable.
-
Tip.It Times: October 10
I remember people by the name they had when I first added them (much of my list was added years ago, another large portion when dungeoneering was first released). I don't keep track of about 125 or so name changes every month and I've lost track of original names. What you are suggesting only works if you only have a few namechanging friends. You can still forget names even if you play multiple times a month.
-
Flaming
We have such a small sample of high level content that we can't make any conclusions about it yet. My opinion on whether or not WGS deserved grandmaster status, for example, changed drastically from the day of its release to after the second and third grandmaster quests were released.
-
Tip.It Times: October 10
Others on this topic and I may not agree with everything stated in the first article, but it was well written and concise and therefore I enjoyed reading it anyway. Well done in terms of identifying a topic and putting some arguments together. As others have said, I don't think asking someone to complete the tutorial or one round of a minigame is going too far, but I do see the controversy over whether quests and minigames should share content. Completely agree with name changing, I can no longer tell who's who and have lost contact with most of my friends except for a few I speak with every time I log on. Good DYK, but I've welcomed randoms after realizing how valuable 800-1k runecraft exp is :D
-
Could they have picked a worse world for Dung??
The true culprits are the people who flocked to 117 in the early week of the skill because the higher levels (in Dannni's cc) congregated there. W117 grew to a dungeoneering world, Jagex didn't choose it, and the only reason people are there is because a couple of high level friends used to use it.
-
Dungeoneering clan
Also, one last thing I forgot. Having the right binds will greatly increase your chances of getting into a good team. Weapon-wise, you should have a Promethium 2h and a decent tier on a berserker ring. Once you get access to floor 45 and up, you can bind a primal battleaxe if you find yourself keying often, but else use a t10 2h. Armour-wise, you should bind a shadow silk hood if you ever get one as a drop. I don't want to get into the debate about whether it's useful as a bind - it is, and it is also required for most good teams. One good thing about solo floors is that if you get a hood drop it's all yours. Until you get one, use a promethium platebody, but be aware that if you're in a team where everyone else has a hood, you'll be taking the most damage. If you ever have a question or anything, I've picked up most of the tricks along the way to 99 dungeoneering. As much as I hate to do cross-site advertising, a guide on RSC (http://forums.zybez.net/forum/317-general-guides/) is more up to date and easier to read than sseli's guide here (though both are excellent).
-
Flaming
I just put it all in one topic because both make people angry: -Manipulation clans make everyone angry because they use a pyramid scheme to make the already-rich players multi-billionaires -Solo merchanters sometimes draw flak for sometimes over-exaggerating daily profits and for earning money without "working for it." Also, many players have lost money trying to merchant and are frustrated at these people.
-
[WIP] The Pro Barbarian Assault Guide
Can't see anything wrong with it so far so it looks like an excellently written guide. Here is generally what I think about each of the four roles: -Attacker: least clicking, most laid back; generally these two people are high levels who are just cruising through the waves -Collector: least skill required, collector rank matters little, can be done by almost anyone. Best for those trying to learn the ropes at BA, but has lots of clicking. -Healer: Lots of clicking required. The healer is usually the last person to finish the later waves and also has to watch out for teammates dying. Rank matters, and I'd say this is the hardest role; however, the healer has the most potential to increase the speed of waves, so pros thrive here. -Defender: rank matters the most here. This is a quirky role and many players hate it, but once you learn how to do it, waves go by quite easily. A pro defender can finish all the runners before two maxed attackers finish.
-
Flaming
I'd say four things. -The growth of merchanting (solo or in clans) -The growth of the concept of efficiency -The growing number of high level players -Dungeoneering and the art of making good teams and rushing People are led to hate each of the above groups/concepts. Proponents of each tend to respond snobbishly because they have ridiculously more experience or money already than the masses led to hate them. As people have higher levels or more money for a longer and longer amount of time, they forget what it was like to play with less and turn their noses at the players earlier in the grind.
-
Dungeoneering clan
Your supposed to mention these clans in your first or second post, not after your spamming. Now stop trolling, you do because you always leave a undetailed comment on my topics. And later you make it detailed after your being accused of trolling, to look like your not. And here is proof: World 117/77/148 are not clans, they're general dungeoneering worlds where you can make random teams using only the ingame chat. He assumed you already knew that the worlds labeled as dungeoneering worlds would have teams being made on them. World 148 tends to be higher levels, and while that may raise the quality of teams, it also increases your chances of being kicked or raged at for not being fast enough. You are also overreacting to squareroot's classification of dungeoneering levels. However good at DG you think you are at level 80, you learn MUCH more over the course of getting level 100 and your third bind. A fast large dungeon to you may mean 45 minutes compared to the 60-75+ minute maps on world 117/77, but to me it means 19-23 minutes. These times are only possible if EVERYONE is on the same page and can utilize all the little tricks you pick up over the course of a dozen million experience and use them constantly. My advice would be to join DGE's IRC (information on DGE forums) or go to world 148. You can join teams there without being a member of the clan. Around 80 dungeoneering is considered the minimum to be picked up by a team needing a few more people, and you will learn quickly if you get in a team with someone high up the highscores, so it's a win-win situation for both parties. DGE recently changed their CC so that you can be kicked for having less than 90 dungeoneering. Therefore, I recommend trying the IRC if world 148 isn't cutting it. Most DGE members, myself included, take teams from IRC>CC>world 148, in that order of preference. Being in IRC at all gives you a giant leg up to getting into teams, therefore. Dungeoneering is a difficult skill because it requires an unfortunately large amount of networking and luck to get into the good teams then to prove to them you're good enough to take again. You will find a lot of people making permanent teams, taking you for one floor then kicking you for a friend. You've just got to accept it at that moment, grit your teeth, join another team, and slowly improve until teams WANT to take you. Keying can also help you gain value in people's eyes.
-
The Archaeology Skill - (Surprise on Page 26!)
After a couple of years and the breaching of the 25 skill barrier, this skill would STILL make a good addition to RuneScape. If I worked at Jagex, I would be pitching for it to go into development right away because we need to get another skill out within the next couple years and this is a great choice.
-
3rd bind
False, for low def/stab weak monsters a Primal Rapier easily beats the 2H I apologize for bad wording. I should have said it's the best overall; a rapier belongs in a supporting role at best. While I wouldn't bind a staff, I disagree that magic isn't useful to use for combat, it takes maybe a minute or two to make runes for 50 fire surges, which speeds up any GD Warrior kills, and is great on some bosses (like gravecreeper, skeletal trio meleer) Range is as good as mage with a staff on gravecreeper. Skeletal Trio Meleer is the one boss you can mage, but it's 1/3 of one boss which I don't consider significant. It does help for meleers, but they go down plenty easy to crush/slash (depending on body) and leech defence, so mage is really only saving several combat rounds. Overall, I'd say that a HHB or staff would be the best third bind theoretically but in practice it's much easier to use a melee platebody and melee everything (not to mention not having to get HHB drop).