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Troacctid

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Everything posted by Troacctid

  1. Longbow sights now increase stats across the board instead of just accuracy. So if you're using a shieldbow, the sighted version is definitely better than the unsighted one.
  2. Varrock, 34 Novtumber 169 The widely-accepted Theory of Evolution of Combat has come under fire from fundamentalist Saradominists, who seek to introduce what they call an "alternative theory" to Gielinor's Combat Academies. "There are a lot of things Evolution of Combat can't explain," said Geoffrey Quack, a representative. "For example, if blue crabs evolved from heim crabs, why are heim crabs still around? And it can't be a coincidence that the banana is the perfect size and shape to fit in a fruit bat pouch." "We just want equal time," continued Quack. "We believe Intelligent Design of Combat is a valid alternative explanation, and it's time our schools recognized this." Lady Deathknell, headmistress of Lumbridge's famed Combat Academy and vocal advocate of the Evolution of Combat, was unavailable for comment.
  3. Regarding dragon claws, they have the same stats as a dragon scimitar, but with an additional bonus to crit. So they're still fine for low levels, but not so good once you can use better gear.
  4. I think he might have been referring more to, like, Taverley and Edgeville dungeons, which were around back in RSC.
  5. If you're training hunter, you might as well drop a few loyalty points on the aura for it.
  6. Varrock, 8 Septober 169 "Black and White", the daily cartoon starring two lovable penguins, has been pulled from the Varrock Herald's comics page. The cartoon, drawn by an anonymous artist under the pseudonym "Flipper", had been the target of criticism from readers, who disliked its thick, political humor and had difficulty empathizing with the characters. Above: Yesterday's "Black and White", criticized by readers as "Too opaque" "It just wasn't popular," said Reldo Trimmly, editor of the Herald and local comic-strip historian. "Black and White" will be replaced in the Herald's funny pages with "Monkey Boozeness", a new strip starring three monkeys and an alcoholic pirate.
  7. Isn't there a familiar scroll that removes their armour or something? Seems like that would do a lot of damage now in the new system.
  8. That's not so much what I'd call power creep as all of those also came with increased level requirements, and the old gear is still (mostly) the best for its respective level range. RuneScape hasn't had power creep so much as "expected level" creep (or whatever you want to call it) as new content has gradually been aimed at higher and higher levels over time. There's been some power creep, like Bandos and Armadyl superseding Barrows and d'hide, but more often Jagex has had the problem of trying to "fill in" the top of the level range, which is a related issue but one requiring very different solutions.
  9. I am a little bothered about Greater Runic Staff being 2H since normally I run around with it everywhere for remote farming. <_< ABS still gives unlimited air runes.
  10. I think that pretty much sums up why it's not a problem. Higher level food heals more, duh. :ugeek:
  11. Your equipment screen now gives you your exact attack and defense info against your last target. Efficiency folks should like that.
  12. As far as Ancient spells: Rush spells cost 3 elemental, 1 death Burst is 4 elemental, 2 death Blitz is 5 elemental, 1 blood Barrage is 5 elemental, 2 blood The Shadow and Smoke effects have been changed. Gale now reduces accuracy by 5% for 10 seconds, and Rock reduces damage the same way, and they can affect any class, not just melee. According to the hover text, the additional effects are the same for each tier--so ice barrage now holds players for the same amount of time as ice rush, for example (10 seconds for NPCs, 5 seconds for players). This is something we'd want to verify to see if the hover text is correct or not. Also, I forgot to mention, Crumble Undead seems to be gone as well.
  13. New rune costs for the standard spellbook: Strike spells cost 1 air + 1 of the element (just 1 air for air strike). Wind rush has been removed. Also, it's "Air" now instead of "Wind". Each tier of elemental spell costs 1 extra rune of each type, so bolt is 2, blast is 3, wave is 4, surge is 5. Confuse: 1 mind Weaken: 1 body Curse: 1 chaos Bind: 1 nature Slayer dart: 3 air, 1 death Snare: 2 nature Vulnerability: 1 chaos 1 soul Enfeeble: 1 body 1 soul Entangle: 3 nature Stagger: 1 mind 1 soul There is a new spell "Divine Storm" at 60 magic, costing 5 air runes. It has an animation similar to Storm of Armadyl. Saradomin Strike, Flames of Zamorak, Claws of Guthix, and Charge are all gone. I can't find them in the book even with my Void Mace equipped. I assume Divine Storm is the replacement. (Storm of Armadyl still exists.) Noncombat spells are unchanged.
  14. The new curses interface: There are new sap curses for mage strength and range strength in addition to the old ones for attack, and defence has to be sapped separately. There are also sap and leech curses that affect adrenaline, which should be interesting. And of course we new about Anguish and Torment, the range and mage equivalents of Turmoil. The three ultimate curses have a different effect now--they apparently raise your stats by a fixed amount and drain the enemy's stats. Lunar spells have not had their rune costs rebalanced at all. Borrowed Power still requires astral runes and the stupid necklace, so still worthless. I tried the basic amulets of Magic, Defence, Strength, and Power, and couldn't see any stats attached to them, so either that's hidden somehow or they have no stats anymore or I'm doing something wrong. Anyone else have any luck there?
  15. That's not where Tarn is. Tarn is in a separate section of the Haunted Mine that isn't used during the quest. Get a Ring of Slaying and use its teleport option and that'll take you right there. (You could go through the whole maze, but it's a humongous pain in the neck, so it's much better to skip it with the ring.)
  16. Yeah, I know. And if you want to bet that any reduced combat xp for slayer tasks survives the beta, I'll give you good odds. :razz:
  17. And there's no way they're going to make slayer monsters give no combat xp since that's stupid.
  18. Crafting: Useless, no benefit for getting 99. Only useful things are Ganodermic repairs at 98 (but since you can assist, it's not actually useful) and flasks at 89 (which is even boostable). If you stop at 89, it'll be pretty much the same as maxing. Thieving: Also useless. Highest notable benefit is at level 82 for Ardougne Elite, and it's boostable. Runecrafting: Highest benefit is at 91 (Karamja Elite), followed by 90 (Runespan rewards). Levels after that are not technically empty since you get slightly more runes per essence, but it's not terribly notable. You can make money from runecrafting, but rune prices have tanked lately and will probably tank even more when the combat update rolls around, so don't get your hopes up. Herblore: Stops at overloads (96, boostable). There are no benefits for 97-99. Farming: Stops at 85 (torstol), but is an efficient moneymaker at all levels, so even though you don't get benefits for the levels, the opportunity cost for training it is minimal (and could even be zero). I'm going to second Cheat's advice: you are much, much better off getting all of these skills into the upper 80/lower 90 range than getting just one of them to 99. Skillcapes are overrated. In the time it takes to get one skill to 99, you could get two skills to 92 or three skills to 88. 95 herblore + 88 crafting is much better than 99 herblore + 54 crafting, and it's not really close. Let alone 88 herblore + 95 prayer, which is only a little bit more expensive than 99 herblore but vastly more relevant. Then what you could do once you have all of them in the mid-80s is you can start going for 99 farming via torstol, which is both fast xp and one of the game's top moneymakers, so it's something you'd want to do even if you didn't want the skillcape. (Just make sure to get scroll of life, a couple tiers of greenfingers, and juju potions.) You can do some Livid Farm while you're at it, since that gives reasonable farming xp and will unlock some good spells (Trollheim Teleport and Remote Farming should be helpful for herb runs, and there are a few others packaged with em that have some uses as well). Don't bother with trees because torstols are already fast enough xp without wasting time and money on expensive seeds. So, get them all to a high level, then get 99 farming (but don't throw money away on it).
  19. Log out between runs. Doesn't get any more AFK than that.
  20. Not really, no. In fact they usually end up getting less efficient xp gains, because they spend proportionally less time on things like the circus.
  21. I get about 17-20k at 86 in a match if the combinations and heaviest fish are called soon enough. So that's 17-20k every 18 minutes (10 match, 8 minutes waiting). So that's 56k-66k xp per hour. If you combine that with shilo fishing (play game, leave, fish at shilo, enter, play game, rince and repeat) with about 6 of the eight minutes spent on fishing in shilo you'll get 101k-116k xp per hour. Of course, this is quite far from AFK that way. Ah, well, there you go, that'll be the best way then.
  22. Fish Flingers used to be the best "AFK" fishing xp by a fairly wide margin, but I dunno what the rates are like post-update.
  23. Afkable 99 mage for free? Ok. 1. You can already get melee skills to 99 for free the same way 2. AFKing without spending any money would be slower xp 3. You can already get afkable 99 mage at a profit Source? [qfc]296-297-313-63795427[/qfc]
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