Everything posted by jettrider
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1st October, 2010: Behind the Scenes - October
So incredibly excessive requirements should just be slapped on JUST for the sake of exclusivity. I guess thats where our views differ. I'm with Obtaurian on this one. I think quests by nature allow players to get greater rewards for their skill levels, not for how good they are at a particular task. It doesn't matter how good at combat or clicking you are, but if you can't complete WGS, you won't be killing more TDs than even the weakest quester. I totally agree, however, that every requirement should have a legitimate purpose behind it. Creating arbitrary skill levels that don't make thematic sense with the content being played does not make a quest better. However, things like having a high magic level to manipulate rune-based puzzles make sense, as does having a high mining level to mine through obstacles, etc.
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3rd bind
Really off the mark a bit here. A promethium 2h (closely followed by a primal battleaxe) is the best weapon for ALL monsters. A second weapon such as a primal rapier does little. The exception would be a primal maul for crush, but it is a horrible waste of a bind slot to bind two melee weapons. As far as range weapons go, there are only two times you need to range in a dungeon: when you get Necrolord as a boss or when you have a Hexhunter bow bound. The HHB is a very usable item and I'd say it's theoretically the best item to bind. One trouble with it is deciding which ring class to use - Desperado or Berserker. It's not worth it to bind bows/arrows specifically for Necrolord since t10 bows can be made with little extra time used if you cut a few t10 logs throughout the dungeon and since Fractite arrows are provided by Smuggler. A t11 bow and t11 arrows save perhaps a minute per Necrolord over t10 bow t5 arrows, but since you can no longer alch arrows, having 125 law runes bound means you can get a quick start with always enough cash for toolkit, astrals, and cosmics. I've never considered binding a staff. If you take the time to make runes in dungeoneering (which is borderline even worth it, considering that you need to get cash, come back to the starting room, and then spend time crafting for a minimal boost in killing speeds), a damage increase is simply unnecessary. If the staff provided a certain number of spells every dungeon before you needed to add more runes to it, I would be much more inclined to use it. However, due to the runecrafting time requirements as well as minimal usefulness on bosses, a staff is definitely not the best bind option. Armor is underrated. If your entire team has platebodies, you will never need to stop and fish for food or cook food for the boss. It is a night and day difference; if you are using the right techniques to do guardian doors, a plate is the difference between a couple of salve eels and no food used at all. Making armor inside a dungeon is a bad decision: you shouldn't take time off from opening doors to mine and smith, and if you have a spare moment, any ores collected should go towards boots and gloves for the strength bonus. This is part of the reason why good teams can do dungeons so quickly while others take ages. A team with platebodies can rush through all rooms with no regard for personal safety and still be ready to boss immediately. It cuts out as much as 10+ minutes of fishing, cooking, coin collecting, and other general preparation. Anyone can key a dungeon and find the boss door within 15-20 minutes. The secret is in doing the boss and the rest of the rooms and finishing under 25-30.
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3rd bind
[99 dung about to get 100] Almost everyone binds a platebody for good reason. An alternative is a blood necklace because it heals you AND increases your offensive abilities. It doesn't give much defence though. A Hexhunter Bow combined with promethium arrows p++ speeds up dungeons a noticeable amount (especially Occult floors) and is a very good alternative to a platebody if you are OK with damage taken. Don't count on getting a blood necklace or HHB right away though. Bind a promethium platebody, see if you like the amount of defence provided, and if not, bind the next HHB/Blood necklace/Cat staff you see.
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Dungeoneering
2) Usually people require 80+ dungeoneering as a bare minimum 3) Flipping entirely depends on how much cash you have. Depending on the item, 500k-1000k is a decent profit margin for the amount you can buy in 4 hours. You can autobuy one and then set the price that much lower, raising if needed. Then obviously practice. 4) Well if you can make 2m/day with daily "chores" and flipping combined, the two months of October and November would net you 125m. If you have more starting cash, you can make 4-5m/day or even more. 5) If you are with a great dungeoneering team, put off EVERYTHING as long as you can because finding good teams is a pain. Otherwise, I would do a herb run every 2 larges or so. 6) Chaotic rapier is the best weapon for training all three melees. It has both stab and slash, attack and defence are stab and strength you can choose stab/slash (better to stab with higher stab bonus). 7) I wouldn't say you won't need a whip after getting a rapier. For one, the rapier degrades, so you may wish to use whip for simple things where it is more than adequate and you don't want to use money. Also, rapier can easily be lost on death and if you don't have another weapon ready you're screwed. If the price of a whip makes a significant impact on your cashpile, then you don't have enough cash to be flipping. You're going to need a dozen million or two at the very least if you want to make noticeable profit right away.
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Number 4+1
Grats we got it on the same night! Had fun dungeoneering with you, but too bad you died on trio 3 times and couldn't get it in the first dungeon >.< Anyway keep going!
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99 Dungeoneering 2400 Total
99 Dungeoneering looked like an ambitious goal until the release of the Occult Floors. When those were released, a few hours with the same team yielded 70-100k for a 25 minute average floor and the exp flew by. My bound items are Primal Battleaxe, Shadow Silk Hood, and 125 Law Runes. When I hit 100 dungeoneering, I will bind a promethium platebody. If I ever hit 120 dungeoneering I will bind either primal platelegs or a Blood Necklace on top of those. However if the rumors about purchasing a bind slot are true I'd get one of those earlier :P I've seen about ~15 Edimmu with 1 Blood Necklace drop, which I didn't bother binding. I've never seen a Soulgazer. As for training, I'd recommend c1s on f2p for floors 1-29 and larges 30-47. I am a member of Dungeoneering Elites. I'd say that with the average IRC team an Abandoned floor takes 25-35 minutes and an Occult Floor takes 30-40 minutes. If you have the same team for a stretch of several floors, you will hit the best times which seem to be around 23 minutes per Abandoned floor and a tiny bit more for Occults. For the most part, however, I did dungeons in 30-45 minutes with randoms but stayed for several hours whenever I could onto a team with a tighter group, boosting my exp rates. Never use any world that's a themed dungeoneering world because those have the worst teams; you are better off soloing up to around level 80 than trying to make random teams work. I want to max my total as efficiently as possible so here are some things I'm gunning for next: Next Goal - Effigy Stats -91 mining -91 RC -92 fishing -97 WC -93 Thieving My next 99s after that -Smithing -Construction -Slayer I might get a few more dungeoneering levels based on how the Warped Floors are, but I want to max before going after huge DG exp. My least favorite skill is RC and I'll be using effigies from Slayer, penguin points, and daily effigy assists to get 99 from 91 without too much effort.
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1st October, 2010: Behind the Scenes - October
Why does it make you facepalm? Grandmaster Quests, up to now, have been great fun, and the Void Knight series have been really good quality. We're not going to see a dragon defender any time soon, considering how powerful and popular the rune version of it has been, and also the fact that defenders, or dragon metal, don't have anything to do with the Void Knights. Because the grandmaster quest is the only update this month that could possibly be useful for everyone with access to the content and because the last grandmaster quest took less than an hour to complete. The rewards are the only part different from a normal quest update.
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1st October, 2010: Behind the Scenes - October
Oh no 80 magic only 400000 people have it!! A thoroughly uninspiring month altogether.
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Tomorows October
Blood Pact 2 No update Gunnar's Ground 2 Halloween Update
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Small or medium at what level?
Do c1s for all except your last 5 floors or so (once you break level 69 - everything f30 and above) and then do solo mediums (c6) for those floors.
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dg expierience
so you are getting 15k, 12k, 9.5k, and 6.5k tokens? Yeah tokens are always exp/10, unless you factor in exp from reward dungeons. Since it is rounded down every dungeon you also get slightly less in the long run.
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dg expierience
47 prestige is about 60k for floor 30 all the way up to about 100k for floor 47. That's rushing with level mods at negative 10-12% and no deaths. For a full reset, doing 30-47 large, you should get about 1250k exp including a random death or unfinished map. Various exp rates: At 23 minutes/large (perm teams) -> 150k exp/hr At 30 minutes/large (IRC teams) -> 120k exp/hr At 40 minutes/large (CC teams) -> 95k exp/hr At 60 minutes/large (random teams) -> 65k exp/hr I used a conservative estimate for average exp per floor. Depending on how much over you go, add 5-15k exp/hr onto those rates.
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200M in all Skills
Yeah I don't understand why players don't save effigies and go for some stats in the 90s. Level 92 will let you investigate all effigies and it's not even halfway to 99. And with 2 options in each pair, getting 92 isn't very hard at all. Asking for effigy assists is very time consuming as well I'd imagine.
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Efficiency
Why are you applying things I'm trying to say in a general manner back to me? That's not what I intended to go for, as generally I am one of the ones pushing for efficiency and I definitely don't have a thin skin problem :\ My point was that at the end of the day, everyone makes their own choice how to play. There's no way you can force people to play a certain way. In the end, if you are playing efficiently, you are giving yourself an advantage in the highscores. You are not at a disadvantage if no one else uses your method, assuming it's efficient. For example, in the dungeoneering binds thread, you can argue for your favorite items all you want but there's no way you will ever get everyone to have the same binds. You can choose not to dungeoneer with people who have certain binds but that's the limit of your ability to change other people's minds. I think my last post was a little misleading and that we're really on the same page about this one.
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Efficiency
I can pull up some examples where some people are practically passing judgment and getting way too involved in telling others their stupidity for playing a certain way. Sometimes I'm guilty of it myself. There are certain topics in which that's okay, but it happens a lot in general discussion, not just in H&A.
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Efficiency
Telling other people that they should be playing more efficiently often gets out of hand. Sure, it's good to post tips and such, but going out of your way to make a point about full-concentration single-hour exp tests and how other people aren't getting them isn't in the spirit of the game. In the end, if other people choose to play inefficiently it's their loss and not yours.
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Timewise, is it worth it to train with the Master Penance Horn?
http://forum.tip.it/forum/11-help-%26-advice/ If it makes you miserable thinking about efficiency, DON'T! Too often people put aside fun for the sake of efficiency. I tell people this all the time: If you don't like something in RS don't do it. There are 27 skills and hundreds of other things to do that finding something fun should not be hard. You don't like finding teams? Then don't. Just go do those skills without the little bonus. What are the last two skills? o.O Anyway the reason why the penance horn is so great is that it prevents you from doing those three boring skills. -It is the most useful for agility because it's such a slow skill and one of the most boring to train. -It's less useful for firemaking because the exp/hour already breaks 450k/h (scale it down based on your clicking abilities) so you won't be putting in many hours anyway -It is the least useful for mining because you can get smithing and magic experience at almost the same rate by superheating gold while mining it. However, if you already have 99 smithing/magic that point is null. I find BA more fun than agility and it does raise the hourly exp rate so I go for it. I know plenty of people who do those skills without it though, so definitely skip it if you've already tried a couple times to learn the ropes at BA.
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200M in all Skills
K so Jagex should drop 1bil in some random person's invent and ban them for bug abuse according to your logic. no: the limitation isn't jagex fault.. It's a safety measure to prevent problems when too many dungeons are created (and thus consuming server capacity): without it there simply won't be runescape! So those who say it's jagex fault, consider that: know that by doing those rushes you are forcing jagex to either buy more powerfull servers (and that will get expensive very soon as the servers are near max capacity) or lower the maximum players drastically. Yet always there will be a limitation! Thus those who are abusing the limitation are simply being selfish! Anyone with over 10 minutes of play time is taking too much server space and must be banned! Anyone who gained a level took up more memory than necessary to play the game! Oh wait... :rolleyes: poor logic altogether, mainly because the monster limit has been identified as a glitch BY JAGEX and the fix is on the way... Definitely should not have banned for ML related activities. I didn't know about the overload trick but up to you to spend the money and invest in 96 herblore or equivalent in the first place to do it. Resetting deaths was a pretty big glitch but not too many people used it. Any way you sketch it up, not having the courtesy to tell players why they are banned for bug abuse on an unannounced "crackdown" is just a terrible decision.
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200M in all Skills
Yes because the xp cap for every skill, including agility, is 200m xp He is talking to Jebrim, who has a goal of getting 200m agility experience on 5 accounts. Why would he want to do that? 154-155-640-61677253 A little research goes a long way. Read up. No matter what you think, it's a fun read.
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21-Sept-10 Gunnar's Ground
I liked the Romeo and Juliet quest much better than this. It does fine in terms of making collecting items or walking around unnecessary, but it's very weird and inconsistent with all other RuneScape quests and very cheesy in my opinion. I would have liked to see the Romeo and Juliet quest rewritten, perhaps using different names and a slightly different plots, but keeping the elements of collecting items, making potions, etc. It was a very good way to get players to explore Varrock's resources and now they only have to walk a few squares the entire quest.
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So....anyone completed strange rock statue yet?
I never went out to get rocks and I need four more skills to complete my first statue. In my opinion, a < 10k experience pack isn't worth training skills over 99 for. I can get 9k runecrafting experience (the slowest rock skill) in about 12 minutes, and much less time for all the other skills, and if you add it up it just isn't worth training each skill for more than a couple inventories worth for such tiny exp bonuses. I think it's a cool thing, don't get me wrong. But with access to the best training methods, a small boost doesn't entice me and I have no reason to train a lot of the rock skills. It helps a lot of players with few 99s out and I'm waiting to see the reward for 30 weeks of dedication :)
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1,500 - done. 1,800 or 2,000?
Over 450k players have over 1500 total. Of the group above 1500 total, the activity rate increases. Also, only a few f2p players have above 1500 total, so you're cramming these 450k active players into even fewer servers - the member only ones. 1500 total is an average of level 60 in each skill. I'd like to see a couple 2000+ servers (65-70k players) added with the same spawn times as a 1500-1800 player world. That keeps it quite accessible while still raising the quality bar significantly. An elite server (2100, 2200 or so) would be a great experience. A 2400+ wouldn't be that great though. Only about 2500 players (I'm almost there) have a total level this high, but since almost every single one of them is active, competition at the best training spots would be fairly intense.
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Dungeoneering: Bindery
I pick up a t8 leatherbody if all my teammates have 3 binds at the start and wear it. I still get hit quite a bit by mages - especially books - and it's not nearly as easy to tank a single ranger or meleer without prayer (which, with hood, is the most common thing you'll be doing at gds). It's certainly better than nothing, but not even close to even a t8 chainbody, let alone platebody. In the end I can't tell you what to bind. I can only post what I find most useful. Most of the people over 100 dungeoneering have bound a platebody, and based on experience I will too (currently 98 dungeoneering). I have never done a dungeon with an elite dungeoneering clan member who bound a leatherbody, which speaks volumes about preference based on experience.
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Dungeoneering: Bindery
You'd be better off binding a binding legs over the shield....you can use ANY shield for tank, so you'd just buy a Novite shield from the shop at the start Also factoring in the fact that most of the things that see you either mage or melee, you'd be better off with a Sag body, since meleers will only get one shot at you as you run through, you could just protect from range, and the Body would protect you from mages. I'm pretty sure at this point, a tanks binds would be.. Shadow Silk hood Tyrannoleather body (since sag isn't avaliable yet) Primal B axe Not sure for 4th bind I loled at the above posts. The best defence possible is binding melee armour and protecting from mage. Not only does a leatherbody lower your accuracy, it offers less defence against mage+melee combined than melee armour offers against melee+range combined. Also, primal longsword is rather useless as stab/slash is not a good style combo. Slash/Crush is the ideal - prom/primal 2h if not using a shield, primal battleaxe if you are. Ideal keying binds would be: Primal Battleaxe Hood 100: Promethium/Primal platebody 120: Primal legs With promethium plate and primal legs, you can get over 400 range defence and comparable melee defence. Another misconception I've seen is that "it only takes one magic-based creature to make hood useless" First, here's a list of at least partially magic-based monsters: -Forgotten Mage -Necromancer -Skeleton Mage -Mysterious Shade -Animated Book -Lesser Demon -Greater Demon -Black Demon -Dragons Only 2 of these monsters can remove your hood. They are fairly common, but do not permeate the entire dungeon as people seem to think. Praying mage through the rest offers 100% protection. Also, the spell wears off quite quickly, so you will only run through a couple more rooms before you get cloaking back. I encourage every hood naysayer to try one out. In all, the hood prevents more damage than any other piece of armour.
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Killing TDs.
What I like to do is: 2 full overloads and 1 1-dose (to free up space) 6-7 brew Rest prayer pots You gotta be good at soul split flashing and prayer swapping. Also, north rock is by far the best place to use a Steel Titan as you can easily lure 3 demons to the spot and safespot them (and up to 5 can reach that spot). It takes a lot of practice to get the lures down and to be able to do them quickly, so I suggest bringing a unicorn your first few trips to practice.