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The_Maddest

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Posts posted by The_Maddest

  1. Just been to Duel Arena, and challenged a level 82 melee kid. I made great use of the obstacles, and kept him Binding over and over again. I think I used around 20 Binds just for that single person. And my Fire Blast kept hitting around 8-10, even though he was wearing melee gear. #-o I won though. The reason that I wasted so many Binds on him, was because he was maybe frozen for 3 (I counted!) seconds, and I had to Bind him over and over in order to get to a good safespot. :s I want Snare!

     

     

     

    Also, I highly advice those Druidic robes to every F2P mage out there. They help really well. I rarely fail a Bind now.

    Just try fighting with full food now, you'll use insane numbers of runes even if your opponent keeps their armour on (unlikely).
  2.  

    All I did was state that even if the magician gets their opponent to low hp, THEY HAVE NO KO, so the opponent just eats out of the tight spot.

     

     

     

    Assuming everyone wants a rune weapon the "ko" of a fighter at the same level is actually less damage than the mages normal hit. So having no ko is not a problem when every hit they make has the power of a KO

    "If the opponent is a mediocrely fast eater, he can out eat the mage. Remember, magic has very slow attacks - not like range where you find it very hard to eat through rapid 18s in a no armour fight. If the opponent knows the mage can hit 16, as soon as they get to 16hp, they will eat. Bear in mind, the mage will also have low hp and the opponents hits will be faster than your own."

     

    Ready the replies before you before saying the same thing again?

     

     

     

    I'm sorry, but no amount of drop potential is going to give you loot to cover costs from any number of fire blasts. Every mage pure I've spoken to, old wilderness and PvP, say that they needed to be subsidised by the main/spend most of their time money-making.

     

    The simple fact is, that Compfreak doesn't seem to understand, that PKers at that level DO NOT raise attack and strength at the same time..

    My mage got himself money, seriously, i got fairly decent pks, and i skilled as well. And a melee pure would need to get money from his main by your logic as well.
    I'm guessing this is in the old wilderness? In PvP, to get access to a decent drop table you need:

     

    a) Your opponent to die with 25k, which hardly ever happens

     

    B) You need to have 25k risked, which NEVER happens.

     

    In the tiny chance you do get a kill, the chance it will be worth about 30k, which pays for about 100 of your casts?

     

     

     

    Also, pkers need a rune weapon, enough said, unless you want an addy weapon, and they seriously do suck.

     

    Pkers, at level 40 use rune. Maybe you don't but a decent amount do, a great deal of pkers want a rune weapon before they get overly high strength levels.

     

    At 35 combat? Nope.

     

     

     

    If they instead do use addy as you stated, they have 58 strength, and do 15 damage with r2h, which is still less than mages normal hit.
    Yes, but the meleer hits faster, and has more hp, putting up a good fight. Also, rangers have d'hide chaps and vambs which provide good defence against the magicians spells. These hit rapid 9s/10s, ripping through the mages crappy robes.

     

     

     

    i think mage is incredibly good, even in F2P. and btw, u say they have 1 staff? i scoff at u. range is underpowered, yes, but that's why there's P2P.
    Mage is the underpowered style. Ranged isn't underpowered at all -- you obviously haven't fought a lv99 ranger in a no armour fight.

     

     

     

    see avatar. if u wc with 26k on u, ur drop potential raises rather quickly. u can get corrupt d, and i even got a d mace, R2H, and a rune scim in same drop. granted i wasnt maging,and i never would on F2P, but im pretty sure that would cover it now. ;)

     

    Sorry pic doesn't work ::' . We're on about pure mages with low hp here. The last thing they want to be doing is wcing with 26k with them. If you read the replies, I said people don't risk 25k when fighting, not that I'm not getting enough drop potential :wall:

     

     

     

    Sorry mageofpies, I don't want to quote a huge block of text. Most of what you say doesn't relate to -35cbt. And btw, I haven't seen many "cocky noobs with addy (g)" or a "noob with full rune and not a clue how to use it". I think by wearing the rune he's using it pretty well :P . May I add that if you kill someone with addy (g) you don't necessarily get the addy (g) he lost?

  3. Irrelevant since fire blast hits far harder than a rune scimitar or adamant arrows at that level, even if you factor in the slower speed. Mage spells are longsword speed, one notch less than scimitar.
    I made the point that it is possible to outeat the extremely rapid hits of range, so outeating magic is a piece of cake (not using cake of course :P )

     

     

     

    This is a rant about how powerful mage is compared to range/melee, am I correct? The argument you use can apply to the other two combat styles. And, as compfreak pointed out, mage is the most powerful if you're a pure.
    Nope, that isn't correct :S . The topic is "F2P Mage and range are underpowered". However compfreak seems to be the person posting on here most which is why you got that impression.

     

    All I did was state that even if the magician gets their opponent to low hp, THEY HAVE NO KO, so the opponent just eats out of the tight spot. This is fairly easy, as stated above. This means that unless the magician leaves safe areas behind, they won't be getting any kills. This is unadvised because it is quite likely you'll run into a clan/higher levels that will destroy you.

     

     

     

    Try getting some drop potential. I got a kill the first day PvP worlds came out, with ZERO drop potential, BEFORE the update that improved PvP loot, and the fight basically consisted of me five-hitting a one-itemer. The drops were worth at least 500gp.
    I'm sorry, but no amount of drop potential is going to give you loot to cover costs from any number of fire blasts. Every mage pure I've spoken to, old wilderness and PvP, say that they needed to be subsidised by the main/spend most of their time money-making.

     

    The simple fact is, that Compfreak doesn't seem to understand, that PKers at that level DO NOT raise attack and strength at the same time. This means at that level they will most likely have 20/30 attack. On my lv 40 range/2h pure, I have 56 ranged, 30 attack and 54-ish strength. At that level, only the lv 43-45+ use rune weaponry. Also, do not forget, the magician needs to be risking 25k to get loot, even if the person killed loses 10m.

     

     

     

     

     

    Also, the other player is losing 50k+ with a RTH and scimmy. Drops are NO problem at all, especally considering that the meleer probably doesn't have the mage level to tele.
    No. Read above -- PKers at that level don't use rune. Also, most PKers at that level are novices so they raise their mage to 25 just for the teleport ASAP.
  4. It outhits melee by fair margin if they are in iron armour, but rangers have d'hide and RAPID hits which put up a rather good fight against magic.

     

    Not at all. In order to have d hide, they must have 40 defence; this will drastically penalize their range level and max hit.

    No, 40 ranged is the only requirement to use d'hide chaps and vambraces. Combined with a leather body and coif, this leads to a fair few splashes

     

     

     

    If the opponent is a mediocrely fast eater, he can out eat the mage. Remember, magic has very slow attacks - not like range where you find it very hard to eat through rapid 18s in a no armour fight. If the opponent knows the mage can hit 16, as soon as they get to 16hp, they will eat. Bear in mind, the mage will also have low hp and the opponents hits will be faster than your own.

     

    Mage is only 1 bar slower then a whip, and I wasn't aware that range can hit "rapid 18s" at level 40 range :roll:

    The rapid 18s are from my main's experience fighting rangers. I'm sorry, aren't we allowed to talk about fighting above the combat of 40 on this thread?

     

     

     

    So now your argument is that "well, if they eat fast, they can eat faster then the mage can hit"? Really?
    This is in the hypothetical example of the meleer using iron armour as opposed to monks/wizard robes/d'hide chaps. In the context, I was talking about if the mage gets a few lucky hits in and gets his opponent to low hp. In that situation, the slow rate at which the magician casts his spells leads to the opponent eating their way out of the tight spot.

     

     

     

    How do you pay for 300+ a cast of fireblast, possibly with binds with magic ammies and mithril scimitars as loot? My mage pure only ever PKed because they were heavily subsidised by my main, and that was in the old wildy, multicombat areas, where I got most of the kills and I got exactly what my opponent dropped.
    Your forgetting the little incident of rune scimitars, along with the substantial profit of adamant arrows. One does not use "300+" casts of fire blast; that would be 2.1k+ damage, equivalent to 230+ salmon or 130+ lobsters in a single fight. Another made up number of yours, I suppose? :roll:
    If you read what I said, it says that you use 300 GOLD PIECES PER CAST, not 300 casts of the spell. You also fail to notice that the new PvP system gives crap loot which doesn't nearly cover the cost of spells used.

     

     

     

    On the contrary, anything higher than your main weapon's hits can be used pretty well as a KO.

     

    Except that in this case, your max hit is 16 while your opponents is 11. You already have a built in KO, similar to DH.

    Notice how I'm not going to jump in and sarcastically comment on how pures with 40 combat are going to have 70 atk/str/def and dharoks in F2P. The comparison does not work because dharok's normal hits hits are much, much higher than the food consumed heals. The same is not true for magic, which, hits only slightly higher than the food consumed heals

     

     

     

    What use is the power when you hardly get kills, the kills you do get are magic amulets and mith picks, and you spend 400gp PER CAST.

     

    See above. As I said before, it's not that difficult to break even with mage PKing. Obviously your not going to make a huge profit, but that's true for any PKing.

    Explain how I can break even with 300gp+ used per cast but only around 300gp loot?

     

     

     

    The fact that attack isn't raised at the same rate as strength doesn't seem to register in your head. PKers at that lv do NOT use rune weaponry. Heck, at 40 combat only a few do.

  5.  

    - Mage doesn't "own" to the degree you've stated. It does have the upper hand against melee though

     

    It most certainly does. It hits far more then the other two combat skills

    It outhits melee by fair margin if they are in iron armour, but rangers have d'hide and RAPID hits which put up a rather good fight against magic.

     

     

     

     

    - Magic has no KO, and so if the opponent is to die, it will be by him not escaping. This is unlikely because most of the fighting is around banks. If it isn't, the opponent will almost definitely have a teleport with them.

     

    At a level when most players have 20-30 HP and the max hit of the other classes is 11, 16 counts as an extremely effective KO.

    If the opponent is a mediocrely fast eater, he can out eat the mage. Remember, magic has very slow attacks - not like range where you find it very hard to eat through rapid 18s in a no armour fight. If the opponent knows the mage can hit 16, as soon as they get to 16hp, they will eat. Bear in mind, the mage will also have low hp and the opponents hits will be faster than your own.

     

     

     

    - As a result of the last point, kills are not obtained, meaning both parties lose out

     

    - If the mage gets extremely lucky and hits a number of 16s in a row and gets a KO, they get crap loot because people at that level don't risk 25k. Most PKers raise strength before attack, so it is more likely for them to have 20-30 attack at that time.

     

    Because low level PKing has very few costs, it's fairly easy to break even - much more so then range or melee.

    Again, [cabbage]. How do you pay for 300+ a cast of fireblast, possibly with binds with magic ammies and mithril scimitars as loot? My mage pure only ever PKed because they were heavily subsidised by my main, and that was in the old wildy, multicombat areas, where I got most of the kills and I got exactly what my opponent dropped.

     

     

     

    1 extra damage is not a KO, i would rather have constant 16's.
    On the contrary, anything higher than your main weapon's hits can be used pretty well as a KO.

     

     

     

    I don't deny the cost is a gigantic pain in the [wagon], but in terms of power, its fairly balanced.
    What use is the power when you hardly get kills, the kills you do get are magic amulets and mith picks, and you spend 400gp PER CAST.
  6. Nope, still not talking about higher levels. Just covering for when someone jumps in with teleblock. Why would I refer to level 59 magic then speak of teleblock?

     

     

     

    Let me straighten this out for you. I'm talking about pure mage PKers, combat level 30-35, with level 59 magic and low HP. They are fighting their melee counterparts with 1 prayer and a max hit of 11.

     

     

     

    Obviously a KO only counts if the person has food left; it's the entire definition of a KO. It's really not necessary to "inform" me of that.

    Look, you said virtually all PvP fights and talked about teleblock. I don't see how either of those statements refers to pure mages under the combat lv 35.

     

     

     

    I'm going to lay out my points very clearly for you. Under the combat of 35:

     

    - Mage doesn't "own" to the degree you've stated. It does have the upper hand against melee though

     

    - Magic has no KO, and so if the opponent is to die, it will be by him not escaping. This is unlikely because most of the fighting is around banks. If it isn't, the opponent will almost definitely have a teleport with them.

     

    - As a result of the last point, kills are not obtained, meaning both parties lose out

     

    - If the mage gets extremely lucky and hits a number of 16s in a row and gets a KO, they get crap loot because people at that level don't risk 25k. Most PKers raise strength before attack, so it is more likely for them to have 20-30 attack at that time.

  7. As happens in virtually all PVP fights that aren't teleblocked or past level 20 wildy.
    That, compfreak, is what on earth I am talking about. You also said teleblock. This further led me to the conclusion that you're talking about all levels.

     

     

     

    And BTW, a kill generally isn't registered as a KO unless the person defeated has food left. A DM doesn't result in a KO.

  8. PJing won't necessarily kill a well prepared mage, but it will be DAMN annoying when you waste your food/pots/whatever and then have to run, as the maddest said.

     

    As happens in virtually all PVP fights that aren't teleblocked or past level 20 wildy. Without any decent KOs, FTP pkers simply fight until they are out of food and tele. At least at this level, it's fairly likely their opponent won't have the magic level to tele, and will have fairly low HP and thus be KOed easily by the 16 hits.

    That is complete and utter [cabbage]. About 50% of the time when I solo PK either I die or my opponent dies. Don't try and bluff your way through this area of the game which you OBVIOUSLY have no experience with.
  9. Lol, that was my siggy.

     

    As far as KO ability with range, 99 range with addy arrows does wonders - its why I don't BH as much as I should (Grrr tanks).

     

    KO ability is generally lacking in F2P, the chance of hitting above a 28 is 13% with 99 str (4/31), and even then you'd have hit through their defense (around a 1 in 3 chance) giving you about a 4% chance.

     

    Hitting 2 14 or above in succession with range with 99 probably is higher, say 5/18 for hitting one 15 or above, and generally when a ranger will hit high they don't splash (I think range only generates 1 random number, where melee generates 2). So that's about a 8% chance to hit a combined higher than a r2h.

     

    I agree wholeheartedly that F2P Mage, from combat level 50 to 100 severely stinks (100 being a tank), which is why I have my suggestion.

     

     

     

    There are other parts of F2P that lack, but the one most notably is the combat triangle.

    Range is great for regular damage dealing -- throw in a 2H and you now have the best KO in the game. You can range/2h with a mediocre level in range or strength as long as you are high in the other. For example, I range/2h with my rubbish ranged lv and I get kills despite my max with addies is 13-14.

     

    KO ability rockets as soon as you fighting no armour. Fighting with full armour is a waste of resrouces.

     

    F2P mage needs an update for solo PKing :x (for clan PKing it's great :D )

  10. Yes, but as compfreak has said, it would be better maxed out.

     

     

     

    The best you can hope for in competition to 59 mage with equivalent melee stats is an epic fail.

    Not quite epic fail. You are probably have the slight upper hand, but unless you are fighting far from a bank (no one at that level does), neither player will get the kill, so you both lose.

     

     

     

    You have alot more to be scared of in P2p.

     

     

     

    Pjing in f2p is sort of like, meh. Max hit of 30ish at 99 strength, yea like thats gonna do alot.

    Stops you getting a kill (assuming that you can) meaning you lose money. Just like if you die.

     

     

     

    Great, you won't die. You won't get the kill either though and you waste money in resources

     

    It's very easy to get the kill. You've got the highest max hit, and the only freezing spells in the game.

    It's far too easy to escape and far too hard to get a KO hit when fighting near a bank, and hardly anyone fights away from the bank at that level.

     

     

     

    It hits 27.

     

    At 40 attack\strength it hits 27? That's odd, I wasn't aware of it. It appears tip.it's max hit calculator differs slightly, saying it's a whopping 10, 11 with a strength pot. It would appear your are dead wrong.

    I was not talking to you when I said that. Someone said the max with rune scimi is 33 and I pointed out it is 27.

     

     

     

    That doesn't really work very well :S . I've tried it a little on wcers on PvP, and even then they escape/I get PJed. The mindset of people is "Look a mage, attack him and he will die because mage sucks on F2P".

     

    Almost impossible to get a PK on any combat style at that level. PK where people aren't crowded around, and you'll find it much easier.

    Generally speaking, players don't randomly wander about PvP worlds looking for fights -- they stay near a bank where fights are guaranteed. It just leads to more (fun) fighting and less (not fun) walking around.
  11. It may be pjing, but your hardly going to die from it when the max hit is 33.
    Great, you won't die. You won't get the kill either though and you waste money in resources

     

     

     

    "Ye old scimitar" Dosent hit 33.
    It hits 27.

     

     

     

    I've tried PKing with magic in F2P. So far, I've gotten 3 kills (that's not to say I haven't tried - I've probably used on the order of 10k death runes trying to PK). But the 3 kills were only because I hybrided.

     

    What I do is I dress in combat robes, rune kite, amulet of power. I'll pick on a guy in full rune. I'll usually hit 3 out of 4 times, averaging 8. During that time, though, he'll hit me every other for 10-20 with his scimitar, usually averaging around 12 when he hits. Since they're about the same speed, we're even.

     

    Then he'll get the bright idea to take his armour off. I'll start averaging about every other hit too, so he'll have a bit of an advantage. Once I get him down to about 25 health, I'll turn on my prayer, drink a pot, switch to my 2h and hope for the best. I can hit up to 28-29? with a r2h, so if I don't KO him there, I'll switch to a scimitar for a semi-no armour (I'll still have a kite on). If at any point they put their full rune back on, I'll go back to mage. But once again this isn't pure mage versus pure melee.

     

     

     

    If at any point in time, a ranger decides to jump in, I'm dead or teleing. If another player decides to jump in when my opponent eats twice or runs away, I just wasted about 30k in deaths. These problems make F2P mage at higher levels a joke.

     

     

     

    I do agree that up until about level 35 a pure mage owns in F2P. Its just after that, they don't.

    That doesn't really work very well :S . I've tried it a little on wcers on PvP, and even then they escape/I get PJed. The mindset of people is "Look a mage, attack him and he will die because mage sucks on F2P".
  12. In f2p PVP, your hardly going to be PJED if the enemy can only hit a max of 33 (around those lines) with 99 str and max str bonus, and assuming your enemy can't hit you, the potential death gets nullified.
    When you're happily binding and running, the game thinks you're out of combat so other people can attack you. This is PJing.
  13. Having done a little research, magic maxes out (59 magic) at around 42-43 combat, at which point meleers often get 40 defence for d'hide chaps and vambs, hit 13-14 with a scimi (and around 16-17 with 2h), and do very well in fights with mages. At this point the combat triangle is NOT 'mage>>melee' even though mage has just got fire blast.

     

     

     

     

    59 mage is equivalent to 40 attack and 48 strength, assuming you want rune thats just about as good as you can get. Max is 17 with aggressive style strength potion AND ultimate strength. Which requires 31 prayer.

     

     

     

    Also, no setup with 40 defense and attack and str equivalent of 59 mage can be level 42.

     

     

     

    So assuming Meleer has these stats.

     

    40 attack

     

    48 str

     

    40 def

     

    50 hp

     

    40 range (d'hide)

     

    31 prayer

     

    He is level 54.

     

     

     

    A mage setup would be

     

    59 mage.

     

    50 hp.

     

    40 defense

     

    31 prayer (Why not put them on even ground)

     

    Level 51

     

     

     

    Meleer hits a max of 13 with longsword, with less accuracy than the mage due to defense level AND mage being accurate. The KO dose 1 hit more than the mages normal hit.

     

     

     

    Mage dose constant 16's.

     

     

     

    And yes, i have f2p pked, before i went member shortly after the introduction of PVP worlds, i had a similar setup without defense and with 43 prayer, and NO ONE my level could stand a chance except for this one range 2her =S.

    I'm sorry, I meant 40 ranged for the d'hide. Defence is not needed for chaps and vambs :P

     

     

     

    Compfreak talks about 'when mage maxes out' which is without defence and without prayer, which is around 42-43. Melee around that level does hit 13s-14s with scimi and 16s-17s with 2h. Don't bother trying to estimate a hp level, just check pures fighting on PvP worlds and see how hard they hit. Typically they wear d'hide chaps if they have 40 ranged. This means the meleer has high defence against magic, the mager has no defence against melee, the melee hits slightly faster than the mager, with slightly less power and has a KO weapon. Melee may even win at this point.

     

     

     

     

     

    Yep, I have. Curious about this 'abuse of the combat system', I suppose beating meelers is considered 'abuse'? I'll be sure to report the next tank I see.
    If pures are told that they're 'abusing the combat system', then 99 defence 99 ranged tanks sure as hell are. Would you like to expand on how much and at what levels you have PKed on pures, and the same about tanks? Safe PvP does not count.

     

     

     

    Yep, I have. I don't think I've ever profited over any long stretch in a 40- PKer using lobsters. The high hits from mage got me considerably more kills then range, though, and the distance attacks were a huge help.
    Could you possibly be more vague about what you say? #-o Where did you PK using magic where you could use distance to your advantage? It sure wasn't edgeville, and I've already discussed multi-combat PKing. You wouldn't have been able to get a considerable number of kills PKing in the deep wilderness on your own because low levels don't venture there when not in a team. Also, at what combat level are we talking about here?

     

     

     

    Except the low levels, where it sucks. Really, the guy has a point, range doesn't stand a chance in the low levels, before around 30-40 ranged due to its accuracy being about the same or less than melee's, and the power being rather low.

     

    Melee is what, level 20 attack and strength? Really, no one is going to be PKing at level 12 combat. Range does, however, train much faster then melee at any level.

    What kinda low-level PKer trains attack and strength at the same rate?

     

     

     

    Oh, and many people including me have PKed at combats lower than 12. Heck, I started PKing on some of my accounts at level 3. Sure, it wasn't profitable -- pures hardly ever are, but it was fun, and people did get kills.

     

     

     

    Really? What tipped you off on that, the fact that range maxes out at under 100 combat? This point has been beat into the ground. I'm not talking about where melee maxes out, I'm talking about where RANGE maxes out. A 115 meleer won't even be able to attack most tank rangers.
    What tipped me off was what most of the PKers 115+ on W21 were wearing when fighting :wall: . Most tank rangers? Most tank rangers have combat levels of above 100 because they've trained melee as well. Besides, a 99 defence 99 ranged account will never, ever get kills solo PKing solely because they lack a KO. Sure, they'd win a DM but no one in that low combat range ever fights till the death.

     

     

     

     

     

     

     

    Look, the topic is named 'F2P Mage and range underpowered'. So far you've said that ranged is not underpowered as long as it has no defence, no prayer and no melee/ranged levels (despite the fact they still suck for a large proportion of that time).

     

    You've also said that rangers aren't underpowered if they don't train melee (despite the fact they'll never get a kill when not in a DM).

     

    The fact is, in general fights, melee is needed to win! Mages do not own and rangers need a 2H to get a kill.

  14. It's typical in members because of the accumulator relying on a ranging body, it tends to carry over.

     

     

     

    I have used range tanks extensively, making it quite obvious that rune works. It's called tank armor for a reason :roll:

     

     

     

    Oh, and cost doesn't matter? Which would you rather PK, 5 250k rune pures or 5 30k range pures? Which would you rather die in? If you go in welfare gear, yes, your going to lose more fights.

    The rune full helm/legs combo has been around for a lot longer than you accumulator.

     

     

     

    Have you used ranged tanks in F2P though? Providing you don't abuse the combat system and get 99 ranged and 99 defence with around 100 combat, they don't 'own' to the degree you describe. Sure, they last a little longer against melee but both the melee and the ranger hit with about the same frequency (at higher levels). At lower levels tanks get owned by pure rangers.

     

     

     

    If you know much about PKing in F2P, then you'll know that full armour fights only have a minuscule chance of resulting in a kill, which is why everyone uses your 'tank melee gear', also known as the only melee gear.

     

     

     

     

     

    Oh, now we're only talking about mages with exactly 59 magic or under?

     

    If the account you're talking about is a mage pure, then yes it is great until around 40 combat where you reach 59 magic. Meleers at that level will hit around 12s with scimitar so magic will hit higher and probably more accurately. Pity the "mage >> melee" principle doesn't work with anything other than magic pures under 40 combat.

     

    Glad to see you got the point.

    Having done a little research, magic maxes out (59 magic) at around 42-43 combat, at which point meleers often get 40 defence for d'hide chaps and vambs, hit 13-14 with a scimi (and around 16-17 with 2h), and do very well in fights with mages. At this point the combat triangle is NOT 'mage>>melee' even though mage has just got fire blast.

     

     

     

    Also, what do you consider a win? Your opponent running from you or keeling over and dying at your feet? The former can just be achieved by flicking on a protection prayer, but the latter isn't achieved by magicians at any level, due to their total lack of a KO.

     

     

     

    Again, do you have experience with mage pures? It certainly doesn't sound like it. I have, and the only place I managed to PK with them was low level varrok wildy, and by the time I got to blasts (wind), my PKs didn't make enough money to cover the rune and food costs, and other combat styles started to get lots of kills as well. I didn't even bother PKing in solo because you NEVER get a kill and it is just a waste of resources

     

     

     

     

     

    Mage is far more accurate then melee; hybridizing with range armor works very well.
    Yes, mage is far more accurate on rune than a scimitar or addy arrows are on rune armour, but the mage is still easily outhit by the meleer because the robes (or d'hide) give very little magic defence.

     

     

     

    Range does very well at ANY level.
    Except the low levels, where it sucks. Really, the guy has a point, range doesn't stand a chance in the low levels, before around 30-40 ranged due to its accuracy being about the same or less than melee's, and the power being rather low.

     

     

     

    I don't have enough pvp experience to really comment a lot, but I guess I'll throw in a question. F2P Range/Mage are amazing at lower levels, and range definitely so in the mid levels. I remember seeing the sheer awesomeness of a 99 ranger just perhaps a level or two above me (I'm 71 combat, meh) tearing up people left and right. But what happens at the high ends? Like for the lv100+ characters? I generally chill with pvp acquaintances in fally, and anyone I see above lv100 is almost always melee. Since the range tank is designed to be below 100 combat, does it mean that in the end, melee wins at the highest levels of f2p?
    Well ranged is still used under around 115 combat, but above that, generally speaking, people tend to melee.
  15. Range pures own pures and mains. And how is meleeing in full rune 'tanking'? Is there any offensive F2P melee armour that I've overlooked?

     

    Take a look at the cost of green d hide vs. rune - the ranger dies and loses 30k, the meleer dies and loses 250k. The ranger should be tanking in rule legs\helm too; the poster made no mention of his or his opponents outfits.

    Cost is irrelevant. Full rune for melee is the standard gear for melee, and green d'hide with coif is the standard gear for rangers, but they get obliterated in this so they use rune (melee gear) to beef up their defensive stats. But of course, you have only experimented with pures and you have no experience with ranging with rune on verus a fully armoured melee opponent ::'

     

     

     

    Sidenote: Why does everyone use the rune helm/legs setup when rune helm/chain one gives better stats?

     

     

     

     

     

    Care to explain? I'm assuming you're talking about solo PKing.

     

    What needs explaining? Up to its cap in FTP, an equally leveled mage will destroy a meleer.

    Oh, now we're only talking about mages with exactly 59 magic or under?

     

    If the account you're talking about is a mage pure, then yes it is great until around 40 combat where you reach 59 magic. Meleers at that level will hit around 12s with scimitar so magic will hit higher and probably more accurately. Pity the "mage >> melee" principle doesn't work with anything other than magic pures under 40 combat.

  16. F2Pers in the RSOF? Is Jagex giving F2Per's everything!?!?!

     

    How is letting a select group of F2P'ers post on the RSOF the same as giving them everything?

     

    It isn't - I was poking fun at the idea of "We can't give f2p that - otherwise people won't become p2p."

     

     

     

    So, my idea for a minimum total level is 759, Makoto says 1100 - any other ideas?

     

    What about a length of time? Would this be the same as total level? I.E. Must have played runescape a total of 100 hours, or had an active account (at least 5 hours a month) for a year?

    I'd say 1000+ total, 90+ combat, all quests done and total hours played, but I don't have a clue for how long. I also believe that there should be a req for P2Pers to post there, not just membership.
  17. magic >> melee in FTP
    Care to explain? I'm assuming you're talking about solo PKing.

     

     

     

     

     

    A couple weeks ago, I was pking F2P with range. I was 87 combat with 85 range (which isn't too bad). Eventually, a lvl 84 decides to fight me. He had 63 defence, and <75 str and attack stats.

     

     

     

    He ran me out of food before half his inventory was gone. :wall:

     

     

     

    I mean, this guy was the average main... And the fact that it was 85 range Vs 63 def is just messed up.

    Range doesn't really do well in full armoured fights. In no armoured fights though, that's where it really shines. Heck, I often use 74 ranged for a range/2h style over my 94 strength scimi/2h setup.

     

     

     

     

     

    Then you were unlucky. I tried range pure, it out hit melee every time. What were your outfits\invos? If he was tanking in full rune and you were in d hide, it would make a big difference.
    Range pures own pures and mains. And how is meleeing in full rune 'tanking'? Is there any offensive F2P melee armour that I've overlooked?

     

     

     

     

     

    Teleblock's available to a F2P mage now.
    This does absolutely nothing for solo PKers (although it's a dream come true for clan PKers like me :D )

     

     

     

     

     

    Mage is supposed to be more of a support in f2p, you have all the vital skilling spells like superheat and high alch.
    Where did you get this idea that mage is a 'support skill'? It's meant to be it's own combat skill, just like melee and range.

     

     

     

     

     

    i hate how people say mage doesn't have new robes in f2p. *cough* RUNECRAFTER ROBES AND THE ROBES FROM FOG*cough*
    Sorry but I'm not prepared to get 3k/4k GoP tokens/205 FoG tokens per death in F2P. That just means I'm spending more time in the minigame than I am PKing.
  18. Jimmyw3000 lv 103 vs The Maddest lv 108.

     

     

     

    He was lower and challenged me, so we dueled by Jimmy'd rules:

     

    - Range/2h fight

     

    - No potions

     

    - Any food

     

    - No armour (except monks robes)

     

    - No overheads

     

     

     

    Jimmy has 80 ranged, 87 defence and 80 strength, while I have 74 ranged, 80 defence and 94 strength, so that's why he chose those rules. He kindly agreed to a no safing rule as well.

     

     

     

    The fight started out with him wtfpwning me. I used almost half of my inventory of food, while he didn't eat -- It's amazing how many 0s addy arrows can hit on no armour. I finally got him to eating hp, and hit a 13-19 range/2h KO, almost perfectly executed (been practicing :P ) so the numbers hit in rapid succession. I won having used half an inventory of food, and Jimmy didn't eat :D

     

     

     

    jimmy1.png

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