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Troacctid

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Everything posted by Troacctid

  1. Your setup is fine except that there's no reason you should even be considering dwarven helm. That's just silly. Bring prayer potions, EE, super att/str, bunyip, swallow whole scrolls, and some food. Make sure you have some space for drops too. I would piety them (which would probably make Ardy Cloak better).
  2. An egregious misunderstanding of economics. Merchanting involves buying items from players who don't need them and are willing to take a small loss to sell quickly, then selling them to players who need them now and are wiling to pay a premium to do so. Nobody is getting swindled.
  3. You can't say that 99 is nothing and then turn right around and say that high total levels deserve respect. They're the same thing.
  4. http://runescape.wikia.com/wiki/Snowy_knight_%28item%29? wow 1 item to help someone else.. Technically there's four of them. :mrgreen:
  5. Income has also increased massively in the past 4 years. It used to be difficult to make 1m gp/hr; now, almost anyone can do it. Inflation has made prayer more expensive, but it's also made money easier to get. Also, would you prefer that they cost 8 gp/xp and be totally worthless, or 22 gp/xp and be super-awesome? Think about it. And of course, the obvious response to the increasing price of dragon bones is, "Hey, go kill dragons, duh." And this isn't even getting into your implicit assumptions, including whether players should be encouraged to train combat, whether combat and noncombat skills need to be represented equally, and so on. That's only selective memory at work. There have been plenty of updates aimed at skills and only a few aimed exclusively at high-level combat, alongside lots of updates that included neither or both of them.
  6. Wilderness or Morytania are the most likely choices. Tirannwn is extremely unlikely as it would have to start at hard, since a Master quest is required to access the area.
  7. http://runescape.wikia.com/wiki/Snowy_knight_%28item%29?
  8. Well, imitation is the highest form of flattery, right? :ugeek::thumbup:
  9. Yeah, you're right, the update gives an unfair advantage to people who already trained their skills to the required levels! :roll:
  10. You could suicide for ranks in Mobilizing Armies.
  11. I'm sorry, but I take offense at that. Most free play friends I know are great friends to talk to, and aren't actually showoffs in any way (aside from what they wear, but that doesn't really count). There's this maxed free player that comes into this dungeoneering clan chat that I go to (they are GOOD, btw), but does she ever mention anything about it? NO. In fact, this other day, while I was slaying greaters on my p2p account, some 105 comes and was like "gtfo black mask noob, go to the other side". I don't recall hearing anything like that in free play, at least not when I was cockroach killing. Yes I know that since it's free, there will be more players and a greater chance of immaturity, but please, don't assume that just because it's free it will be full of immature [wagon]es. The free community is better than you think. i definitely agree that there are mature people in f2p and i also definitely agree there are immature people in p2p as well. but if you play f2p FoG you'll get a lot of comments like that (prayer n00b, pure gtfo pl0x, etc). and the same goes for p2p castle wars. I notice the link between combat, especially PvP, and immaturity. Maybe this is just the result of how combat is designed in Runescape? Barring lunar magic, which only sees play in a limited number of situations, there's no real content that actively involves teamwork in combat. A team in WoW is much more effective together than if the individuals rush in separately, Leeroy Jenkins style. A Runescape team can really only function as individuals fighting the same targets, and there's very little you can do to aid your allies. Maybe this is just something that needs tending to by Jagex? Dungeoneering, Barbarian Assault, and Castle Wars, for example, all operate on a pretty teamwork-heavy paradigm where an organized group is much more effective than the sum of its parts.
  12. Actually, the biggest required skills are 96 fishing and 91 runecrafting in terms of how difficult they are to achieve, and those cater largely to skillers. While no combat based character will have 91 runecrafting(once the best moneymaker, remember) and 96 fishing, the skillers really shouldn't consider themselves elite without 92 herblore and 95 prayer- the fact that those cost money is no reason for skillers to not train them, being unable to make alot of money without combat, afterall, is not a sign of being elite(particularly nowadays, other people actually used to bury bones for their prayer xp and had to go to the market and communicate with people in order to buy or sell anything). The argument of not being elite without 95 pray & herblore is moot: same could be said about fishing (most relaxing 99 for a long time) and 86 rc. Let's do the math (I define a skiller as someone who levels equally, so having 95 prayer would also mean 95 stats in everything else) ok lets consider a skiller someone who has equal stats, and lets say he has lv 85 in all stats (with 91 rc for simplicity).. And for simplicity: his fishing level is 91 (which is pretty generous, not many skillers train fishing). Also lets say he did level for the ardougne diary: he has 92 summoning. A monster hunter is someone who's purelly combat stats (& herblore).. maxed combat, 95 prayer & summoning and 88 herblore (for super anti). The rest is around 30-40 (neglectable xp) Considered both about equally difficult right? With these stats the skiller could make 1M an hour (rcing), combat stats would be too low to get in any team or solo (you would get crashed) The combat based person can make 4M an hour (frost dragons, TDs & dk) Well the skiller would need: 22k dragon bones (around 5600 each) = 123M - about 15 hours burying them, thus a total of 138 hours for 85-95 prayer now for herblore, similar: at 40 gp/xp (which herblore is these days or so I heard), it's for 85-87 around 1M xp: thus add another 40M = 40 hours. Also he needs an excess of 2.2M summon xp.. - At around 100 crimsons an hour (and 400 xp a crimson), this is another 55 hours of gathering charms, making 5500 wolpertinger pouches (costing around 6300-3575). The summoning levels thus cost another 16M (= 16 hours). Now I ignored the time actually spend on "making pouches" (which will add another 4 hours or something). Thus the pre-elite skiller would need around 250 hours before he's a "true elite". - And notice that I didn't even take slayer into account (which is also a lot of efford to level from 85 - 93) Now for the combattant: his "only" problem is 86 rc and 91 fishing. The money for feathers for fishing will be ignored basically. Thus the time is equal to the time leveling. RC is a bit of difficult to guess (low levels are slow leveling), yet in 80+ levelling with 75K xp/hour is possible.. On average lets say you level with 50K xp/hour. for 86 you would need 3.6M xp: that's thus 72 hours fishing also levels at around 85K xp/hour, you would need. For 91 you would need 6M xp: that's thus 71 hours. the third high level skill is smithing 85 is necessary: for easiness sake consider training with mithril platebodies the whole time, morphic hammers will be used (the total time to smith + gather hammers earns the same xp/hour as normally, but half the gold is needed): 32.5k mithril bars, a 1.8k each = 58.5M coins. Thus around 15 hours for the combatant to collect. Now the problem would be smithing them, but lets say this method is around 250k xp/hour (which is pretty low): that means for the 3.3M xp we need it takes around 13 hours to smith. Finally agility might pose a problem, a level from 75 is needed. This is around 1.2M xp. Being slow to level (30k xp an hour at these levels) this would take another 40 hours. Summing all time needed: 72 + 71+ 15 + 13 + 40 = 210 hours.[/b] The difference between someone who levels equally, and someone who didn't is: 250 hours needed to become elite, vs 210 hours needed (and now I was really exaggerating the time needed for the combatant, and since I assumed the skiller had 92 summoning: was reducing the time for him - also I didn't include slayer, but this would even make the skiller fall more behind on average). There still is a 40 hour difference - or a "20% gab" between a well rounded character and a character who's only combat based. And really is "85 in all skills + 91 fishing" 20% worse than "88 herblore 95 pray, rest 1" Wow, you're right, in a hypothetical situation that you just pulled out of your ass with no relevance to reality, the elite diaries really are biased against skillers! :roll:
  13. They do and it isn't.
  14. You don't need to fill every equipment slot to have a good outfit. Why not just leave your shield slot empty? :shades:
  15. They do plan to eventually. They said so in the Runefest interview.
  16. I'd prefer superheating, since you get the magic xp too.
  17. The superheating loses money, and the crafting gains money. If all you're trying to do is break even, don't feel obligated to only craft the bars you superheat. You can buy more bars, craft them, and use the profit to cover any additional losses.
  18. I would definitely not block them. Pretty sure they're the fastest melee xp of any task, or if not the fastest, then at least right there near the top. They also have great drops, they're fast slayer xp, and they have low attack and defense. They're not great for charms and the slayer points are fairly slow, but otherwise they're quite good. Piety and cannon are both good ways to speed up the task. If you're not using both, then I'd just use piety, but there's no reason why you couldn't use both. Whip + defender is fine. The crush weakness doesn't matter much because their defense is so low to begin with.
  19. Useful link for the Ring of Wealth
  20. It's not good, but it's not that bad. Isn't it more like 75k xp/hr?
  21. You could open caskets for them if you want.
  22. And I actually see it as an example of very good quest design: You're not dependent on "take item Y to point C, and solve puzzle X which has nothing to do but I just like to give it to you" type of quest.. You're given a task at start (beat the problem that is in the center of a passage), and then slowly progress towards the end.. The quest was a "complete" experience and you never had to go back outside the quest to gather things or take things - everything is handed to you inside the dungeon! I consider the follow up quest (roving elves) to be much worse: first you have to go through everything again to find a person (not too bad), but then suddenly mid-way you have to do it again.. And again. And in the end it was all just a task-list of: hey deliver this package to .... for me. You didn't get the feeling you were "in" the quest! What? You need hella random [cabbage] to get through the pass. First you need a bow and arrows, then you need rope, and a spade. And if you forget anything, or if you run out of food, you have to go all the way back. I mean, yeah, it did some things right--it's a legitimately creepy environment with great atmosphere, even though the graphics are outdated now, and the story is pretty good. But mechanically, there's actually a lot of fetching, and most of the challenge comes from random chance in the form of agility obstacles. IMO, the Curse of Arrav sewers are what Underground Pass should have been. I consider most of the rest of the Plague City line (exception being Within the Light) to be examples of poor quest design as well, so I won't argue with you on Roving Elves.
  23. Fair warning, it actually doesn't. :thumbsup:
  24. Don't do anything with it that you couldn't do without it just as easily. Disabling it would be the safest option.
  25. Making battlestaves is very efficient. http://runescape.wikia.com/wiki/Calculators/Battlestaves#Buying_powered_orb_and_battlestaff

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