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Troacctid

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Everything posted by Troacctid

  1. But it is a method that you can always rely on to be efficient. When in doubt, slayer. Anyway, once you're at high levels it shouldn't be too difficult to customize your slayer tasks to focus on profit, fast melee xp, or whatever aspect of the skill you want to focus on.
  2. Games room is limited to one as well, if I recall correctly.
  3. Try Living Rock creatures. They have high HP, low defense, good drops (mostly stackable), and you get more XP per damage than on normal monsters. Best if you have 73 mining and a dragon pickaxe to mine the remains for more profit, but that's not required. Occasionally you may even get the chance to kill a Patriarch, which is sort of like getting a drop worth millions, since they have 100% drops that are worth about 200k. You can switch to Guthan's if you need to heal, but don't bother using it as a main weapon--it's slow and weak.
  4. Sounds good to me. Other reasonable choices for camping are chaos druids, dragons, that sort of thing. But it's hard to go wrong training slayer.
  5. Troacctid replied to Hmong's topic in Help and Advice
    The short answer is to do all the quests you can, then raise your skills until you can do more quests, then do the rest of the quests. The long answer is that I've been working on specific quest recommendations for a while now: [hide]Top 10 Quests: Combat -Animal Magnetism -King's Ransom -Wolf Whistle -Haunted Mine (Tarn's Lair, Spirit of Summer, Defender of Varrock) -Lost City -Troll Stronghold (Eadgar's Ruse) -Smoking Kills -Dragon Slayer (F2P) -Desert Treasure -Dwarf Cannon -Temple at Senntisten -Nomad's Requiem Top 10 Quests: Noncombat skills -Fairy Tale Part 1 -Icthlarin's Little Helper -The Feud -Druidic Ritual -Family Crest -Ghosts Ahoy -Lunar Diplomacy (Runecrafting, farming) -Wolf Whistle -Swan Song -Mourning's Ends Part II: The Temple of Light Top 10 Quests: General -Fairy Tale Part 2 -Fairy Tale Part 3 -Kingdom of Miscellania/Royal Trouble -Fremennik Trials -The Grand Tree -Tree Gnome Village -Tears of Guthix (Lost Tribe) -Fremennik Isles -Love Story -Rune Mysteries -Heroes Quest -Enlightened Journey Farming A Fairy Tale Part 1 can be done at level 1 farming. It gives 3500 experience, enough to take you all the way to 17 farming. If you now wish to start farming conventionally, congratulations! You can already plant acorns to grow oak trees, which should give you some quick levels easily. You can also plant guam, and very soon tarromin, for some profit. Starting at 17 farming is a great head start even if you aren't into quests. If you still want to keep questing for your levels... 17 farming is enough to do Forgettable Tale of a Drunken Dwarf, which gives 5000 experience, enough to go from 17 to 25 farming. 25 farming is enough do do Garden of Tranquillity for another 5000 experience, which will take you from 25 to 30 farming. With that 30 farming, complete My Arm's Big Adventure for another 5000 experience, which should get you from 30 to 33 farming. At this point you've gotten your farming high enough to plant ranarrs, and as a bonus you've also gained access to the fifth herb patch on Trollheim as well as magic secateurs for increased harvest, and you didn't have to train farming at all! Give yourself a pat on the back! You can now buy some ranarr seeds and supercompost and start making obscene profits from farming. Finally, you can do Spirit of Summer, Perils of Ice Mountain, Enlightened Journey, and the goblin generals' portion of Recipe for Disaster to get another 6500 experience, bringing you from level 33 to 37. Ta-dah! 37 farming, just from quests! There's still another 35k farming experience from quests, but from now on you'll have to start training the real way. Luckily, it shouldn't be too hard--you can already plant banana and willow trees for speedy experience and ranarrs to cover all your expenses and then some. Now that you've gone to all that effort to avoid training farming, you're ready to train farming! For further questing, I recommend Ghosts Ahoy, Eadgar's Ruse, Lumbridge Diary medium tasks, and Ardougne Diary medium tasks for quick access to herb patches; and Tree Gnome Village, Tree Gnome Stronghold, and Enlightened Journey (if you didn't do it already) for quick access to tree patches. Good luck! Smithing Begin with The Knight's Sword for 12,725 experience, enough for level 29. Wow! Now complete The Giant Dwarf for 2500 xp, a total of 15,225, enough for level 31. Now you can do both Elemental Workshop quests. The two together will give you another 12,500 xp, which brings you to level 37. You can still make it to 38 by completing Heroes Quest and the Pirate Pete portion of Recipe for Disaster. Finally, Tourist Trap can bring you up to 41, although the reward is better spent on agility. That's all you can get out of smithing quests until level 50, but already you're just about ready to start smelting gold bars for some efficient experience once you complete Family Crest, and you've saved yourself the bother of ever having to smith things out of bronze or iron. There's still over 50k smithing experience you can still get from quests once you reach higher levels. Magic Begin with Witch's Potion and Imp Catcher. The 1200 experience from the two of them should put you at 10 magic. Now do A Fairy Tale Part 1. You'll get 1000 experience, enough for level 14 magic. 14 magic is enough for Watchtower, which gives a whopping 15,250 experience! This should take you to 32 magic! Rune Mechanics is worth another 2.3k experience for level 33. This is a pretty good head start. The quests start to make less of a difference from here on out, so if you want to stop here and train traditionally, go ahead. otherwise... Now that you can telegrab, you can complete Spirits of the Elid and The Giant Dwarf. Together these quests will give you 2500 experience, enough for 35 magic. Continue on to do the Lumbridge Guide portion of Recipe for Disaster for another 2500 experience. You should be at 36 magic. Now that you can use all of the Bolt spells, you should be able to take out the Dagannoth Mother in Horror from the Deep. Do so to get another 4.6k experience, enough for level 36. You can now do Enakhra's Lament. With zero actual training, the 7000 experience reward should leave you about 1k xp short of 40 magic. Conveniently, Tale of the Muspah gives 1k xp. After all these, you will have exhausted the magic experience you can gain without training. Of course, once you do train, you'll eventually be able to get over 150k additional magic experience from quest rewards. For now, you've already gained access to all the Bolt spells, all the basic curse spells, all the teleports up to Falador, and you're one level short of being able to wear Mystic robes and cast House Teleport. Not too shabby! Prayer Restless Ghost is the best way to start. Even free players can do it. You'll get 1125 experience. After Restless Ghost, you can do Priest in Peril for another 1406 experience. Making History and Recruitment Drive will each offer 1000 experience. Mountain Daughter gives an additional 2000 experience. Ghosts Ahoy gives you 2400 experience. Spirits of the Elid provides an impressive 8000 prayer experience. Holy Grail has the most substantial reward, granting 11k experience! All of these quests are relatively easy, none of them have any initial prayer requirements, and completing them all will give a total of about 33.5k experience, which leaves you at 37 prayer without any additional training! But wait, there's more! Spirit of Summer and Missing My Mummy each require 35 prayer, and together give 11.5k experience. Rag and Bone Man gives 500 experience, plus an additional 5000 after full completion of the wishlist. By now, just off of quests, you should have enough prayer levels to use all the protection prayers, with just over 50k experience in total. Swan Song will give you another 10k experience. Dealing With Scabaras is worth another 7k xp. Another Slice of H.A.M. gives you a further 3k xp, and Land of the Goblins gives another 2k. Finally, if you've done all the quests so far, you should be just short of 47 prayer. Do Rum Deal for another 7000 experience, and you should finish off just short of level 48. Nearly 48 prayer just from quests isn't too bad at all! Granted, this whole thing could have been done much faster, likely within an hour actually, by buying dragon bones to use on a gilded altar straight from the start, which makes it a little less impressive. However, by doing all of these quests, you've saved yourself a nifty bundle of cash, and you've unlocked many useful game features like the Ectophial. There's still another 17k experience to be gained from prayer quests once you do Summer's End and Great Brain Robbery, plus more from the Knight Waves and Goblin High Priest miniquests. Agility Tourist Trap is a great place to get you a head start, because it will give you a choice of skills in which to distribute 9300 experience. Put it all in agility to rocket from level 1 all the way to level 26. That's enough to do The Grand Tree, which gives you another 7900 experience. That should bring you up to 17,200 xp, enough to put you at level 32. You can now do Troll Romance for another 8000 xp, and Cold War for another 5000 xp, and Icthlarin's Little Helper for another 4000 xp, which together takes you from level 32 to level 39. Fremennik Trials and Recruitment Drive will together give a total of 3812 experience, which should push you to level 40. Now you've picked all of the low-hanging fruit. From here on out, the quests are longer and/or more difficult and/or have more demanding requirements. If you stop now, you'll still have skipped past some of the worst levels to train through, so congratulations! You can have some fun at the Brimhaven Agility Arena. A good place to continue your training at a reasonable rate until you can use the Wildy course would be the Agility Pyramid. If you really hate running around a course, there's still plenty more where these came from... Land of the Goblins requires completion of most of the Cave Goblin storyline, but it gives another 3000 experience. Darkness of Hallowvale and Legacy of Seergaze are worth a total of 9000 agility experience between the two of them once you get that far in the Myreque quest line. If you've done Throne of Miscellania and you've got the slayer level, you can do Royal Trouble for 5000 more xp. Kennith's Concerns gives another 5k experience after you've done the prerequisite quests. By now you're nearly at 45 agility. Cabin Fever requires 42 agility. If you have the rest of the requirements, you can get another 7k experience from it. You can do the Awowogei portion of Recipe for Disaster with a summer pie for another 10k experience. (Bring several pies, since it may take a few tries to get through the course.) Underground Pass is your last quest. You could theroetically do it as soon as level 1, but it should be done as late as possible to minimize frustration. You should finish all of these quests at a minimum of level 47 agility, just high enough to train at the Wildy course with a summer pie! High five! Plus, you'll have unlocked some handy things, such as gnome gliders, Fremennik helms, and massive profit from kingdom-managing! On top of all this, you still have at least about 80k more experience that you can get from higher-level agility quests! Good luck! Herblore Begin, obviously, with Druidic Ritual, which will start you off at level 3 herblore. Follow up with Jungle Potion. The two beginner herblore quests will leave you at level 9 with 1025 experience. Next, complete Recruitment Drive for another 1k experience to go to just short of level 14. Now you can do the Digsite Quest and Zogre Flesh Eaters for 2k experience each. You should be at level 22 now. Shades of Mort'ton requires 15 herblore. Complete it for another 2k experience, going to level 25. Congrats! Now you can do Heroes Quest, a common reason for doing that herblore training in the first place. Not only did you get your level requirement, but you padded your quest points for the other prerequisite while you were at it. Go ahead and do Heroes now for another 1325 xp, and go to level 26. Next, do My Arm's Big Adventure. (This ties in nicely with the method for farming.) That'll be worth a heaping 10k experience, enough to push you to level 33. With your 33 herblore, you can complete Eadgar's Ruse for 11k more herblore experience. You should now be level 38 herblore! Finally, after most of the Cave Goblin quests are done, you can do Land of the Goblins for another 3k experience to get you to 39; however, as you can already make prayer pots, you may find that unnecessary. There's still at least 14k more herblore experience to be earned in higher-level quests, but by now you've gained the ability to make prayer potions, a reliable and relatively cost-effective method for training herblore, and a good thing to be able to brew for yourself in a pinch. You've avoided some potentially costly and/or tedious leveling, and you're nearly able to do Legends Quest! Mining Begin with Doric's Quest. This is one of the game's fastest quests, and even if you had no experience to start with, the 1300 xp reward will still bring you to level 10. Now do The Tale of the Muspah for another 800 experience, quick, while it still matters! That takes you to level 14. Next, do Plague City. Still easy, but a little longer. That gives you another 2425 xp, putting you at level 20. You can now complete The Lost Tribe for 3k more experience, enough to take you from 20 to 24. These are still easy quests you'd probably do anyway. Abuse them if you can! Okay, ready for a long quest? Digsite time! This is a long quest to be sure, but your reward is a whopping 15.3k mining xp! You can do it at level 1 mining and go straight to 31 if you prefer, but like I said, it's looong. It can bring you from level 24 all the way to level 35. Now go and complete The Giant Dwarf for another 2500 experience. You should now have 36 mining. Enakhra's Lament provides 7k mining experience. Most players would wait until 45 mining so they can get the granite themselves, but it's possible at any level if you buy the materials for the statue on the Grand Exchange. This will leave you with enough experience for level 38. Another Slice of H.A.M. gives 3k mining experience, which will take you from 38 to 39 mining. Once you have 40 mining, you can get another 5k experience (and a free rune pickaxe) from Between a Rock... With 41 mining, you can complete TokTz-Ket-Dill for another 15k experience, which should bring you to level 45. A little bit of non-quest training should give you the 46 mining you need for Kennith's Concerns and 12k more xp from the reward. By now you're at the point where quests make less of a difference, but there's still plenty of experience to be had at higher levels, with about 60k more available. For further training, try powermining granite. Fishing Sea Slug is an exceptionally easy quest gives you 7175 fishing xp, enough to take you from level 1 all the way to level 24. Fishing Contest gives 2437 experience, which can then bump you up from lv24 to lv27. Beyond these two, there are actually very few quests that give fishing experience, and these are the only two that give experience faster than actually fishing. Still, if you didn't train fishing much as a nonmember, these will give you a good head start, letting you skip right to catching trout. Crafting The quest experience rewards for crafting are pretty spread out, so I'm just going to list which quests give experience sorted by the required crafting level. Keep in mind that a crafting potion can be used to temporarily boost your crafting by 3. No crafting requirement --Sheep Shearer, 150 xp --Goblin Diplomacy, 200 xp --Fur 'n' Seek, 500 xp --Tower of Life, 500 xp --Dwarf Cannon, 650 xp --Murder Mystery, 1406 xp --Recipe for Disaster, Saving Goblin generals, 1000 xp --Recipe for Disaster, Saving Pirate Pete, 1000 xp --Recipe for Disaster, Saving Skrach Uglogwee, 1500 xp Level 10 --Observatory Quest, 2250 xp Level 12 Crafting (Requires 1,584 xp) --The Giant Dwarf, 2500 experience Level 18 Crafting (Requires 3,523 xp) --In Aid of the Myreque, 2000 xp --Nature Spirit, 3000 xp Level 19 Crafting (Requires 3,973 xp) --Animal Magnetism, 1000 xp Level 20 Crafting (Requires 4,470 xp) --The Golem, 1000 xp --Tears of Guthix, 1000 xp --Making History, 1000 xp --Shades of Mort'ton, 2000 xp --Shilo Village, 3875 xp --Elemental Workshop I, 5000 xp --Elemental Workshop II, 7500 xp Level 30 (Requires 13,363 xp) --Cold War, 2000 xp --Myths of the White Lands, 2000 xp --Slug Menace, 3500 xp Level 36 (Requires 24,815 xp) --Fairy Tale III, 1000 xp --Enlightened Journey, 2000 xp Level 40 (Requires 37,224 xp) --Fremennik Trials, 2812 xp Level 43 (Requires 50,339 xp) --TokTz-Ket-Dill, 10,000 xp Level 45 (Requires 61,512 xp) --The Great Brain Robbery, 3000 xp --Cabin Fever, 7000 xp Level 46 (Requires 67,983 xp) --Fremennik Isles, 5000 xp Level 47 (Requires 75,127 xp) --Legacy of Seergaze, 4000 xp Level 49 (Requires 91,721 xp) --Hand in the Sand, 9000 xp Level 50 (Requires 101,333 xp) --Enakhra's Lament, 7000 xp Level 52 (Requires 123,660 xp) --In Pyre Need, 11,556 xp With just the low-level quests you shouldn't have too much trouble getting enough xp from rewards alone to make it into the Crafting Guild. If you do every single one of these quests, they'll leave you just short of being able to do Enakhra's Lament and Hand in the Sand. Much like prayer, training crafting through conventional methods can easily be much, much faster. However, most of these quests (RFD, Dwarf Cannon, Tears of Guthix, Animal Magnetism, etc.) are ones you'd already want to do for their rewards. If you're already going to do these quests, you might as well abuse them to level your crafting quickly. Thieving Thieving is laid out the same way as Crafting. No thieving requirement --Tower of Life, 500 xp --Biohazard, 1250 xp --Hazeel Cult, 1500 xp --Fight Arena, 2175 xp --Fremennik Trials, 2812.4 xp --Ratcatchers, 4500 xp --Icthlarin's Little Helper, 4500 xp --Contact!, 7000 xp Level 11 (Requires 1,358 xp) --Perils of Ice Mountain, 500 xp Level 17 (Requires 3,115 xp) --Hand in the Sand, 1000 xp Level 21 (Requires 5,018 xp) --Tribal Totem, 1775 xp Level 23 (Requires 6,291 xp) --Death to the Dorgeshuun, 2000 xp Level 25 (Requires 7,842 xp) --Creature of Fenkenstrain, 1000 xp --The Golem, 1000 xp Level 30 (Requires 13,363 xp) --Slug Menace, 3500 xp --The Feud, 15k xp Level 36 (Requires 24,815 xp) --Land of the Goblins, 3000 xp Level 37 (Requires 27,473 xp) --Spirits of the Elid, 1000 xp Level 38 (Requires 30,408 xp) --Hunt for Red Raktuber, 2000 xp Level 46 (Requires 67,983 xp) --The Chosen Commander, 20k xp All these quests together will bring you as high as level 47.[/hide] As for your armor, here is a good melee kit to work towards: Head: Helm of Neitiznot (Fremennik Isles) and Full Slayer Helm Neck: Fury > Glory Body: Torag's/Guthan's/Dharok's > Granite > Rune Legs: Verac's > Torag's/Dharok's > Dragon skirt > Rune Feet: Dragon boots > Rune boots Hands: Barrows Gloves (Recipe for Disaster) > Dragon gloves > Rune gloves > Regen brace > Addy gloves > Combat brace Back: Soul Wars Cape (Nomad's Requiem) = Fire Cape > Trimmed Skillcape = Ardougne Cloak 3 > Untrimmed skillcape/Obsidian Cape = Ardougne Cloak 2 Ring: Warrior/Berserker Weapon: Abyssal whip Shield: Rune defender > TokTz-Ket-Xil
  6. Heavy rod fishing. Alternately, rocktails.
  7. Some puzzles only appear on Elite clues. So if you get one of those, you know it's lv4.
  8. Granite body, dragon plateskirt. Ugly as hell imho, but it's cheap, better than rune, and it'll do until you get to 70. The rest of the kit should be the same as if you had 70 defense: slayer hat, dragon boots, barrows gloves, obsidian cape or better, fury > glory, warrior ring.
  9. The major update is dungeoneering, which is being released in parts. The first installment introducing the skill was a couple months ago. The second installment, with resource dungeons and stuff, was a couple weeks ago. The third installment is slated to be released this month, and there will be a fourth installment further along.
  10. It's only a few k experience and it doesn't improve terribly as you level up. Save it to add to the statue last if you like, but there's no reason to put the whole activity at a halt for it.
  11. Yes, an Amulet of Nature. Use it on a tree patch to bind it and it will update you on its growth status.
  12. One of the great things about writing "Top 10 biggest updates of the year" lists is that you can link people to them when they make threads like these. :-) Part 1 Part 2 Part 3 Also, we got some great updates for hunter and slayer this year, plus the dungeoneering skill. And you may have noticed that the mechanics of hitpoints have changed--you may want to read the dev blog on that one.
  13. I disagree. An editorial is supposed to be opinionated. That's the point of it. The complaints here are because it was perceived as demeaning and insulting, not because it was too opinionated.
  14. Actually, this isn't necessarily true. I've noticed, for example, that if you're chopping a tree and you light a log immediately after one appears in your inventory, you can skip the lighting animation. There's probably other ways of doing it too.
  15. Pretty much anywhere with oak trees will work for that. For willows, Rimmington, Port Sarim, Crafting Guild, and that spot with the maple trees are all good. Practice firemaking backwards without relighting. Once you master that, you can burn logs anywhere. (Although it's hard to practice at level 19, since you're low enough that you'll be relighting all the time no matter what.)
  16. Boss rooms are public areas. If I'm killing the KBD and you walk in to do the same, you have just as much right to be there as I do, and I will respect that right and expect you to do the same for me. It doesn't matter who was there first. We're both here now, and either one of us has the right to choose whether or not to hop worlds. I will respect that right as well and expect you to do the same for me. If you don't want to hop, and I don't want to hop, then I guess we're fighting for that KBD spawn, and it's your decision as much as mine. As far as I'm concerned, that's that.
  17. The confused barbarian drops mangled bones 100%. Kill him. Although you should still do the mithril dragon task first, of course, in case you get lucky.
  18. Because you're pushing the kid off the proverbial swing because you think you're more deserving of it then he is. Are you implying spot-stealing is ethically equivalent or even comparable to assaulting children? :blink: No we haven't and no it isn't.
  19. Except Bandos HASN'T been a status symbol for a year now. I dunno what rock your training under, but everyday, at least 1/4 of the players I see have Bandos. There are level 115's commonly with full Bandos, doesn't seem very "status-e" when a quarter of the populace have the damn thing. Sorry for the off topic train. Mods feel free to delete this, I wouldn't be surprised if you did. If Bandos weren't a status symbol, why would people even care to wear it then? If you really cared about strength bonus just wear your fighter torso. Sure it may be common as heck - but so are Coach bags, BMW's, and good alcohol :thumbsup: Because Fighter Torso is bad and generally not worth getting, whereas a Bandos Chestplate is arguably the best melee gear for its slot? Also, it looks hella badass.
  20. No, bait slows you down far too much to be worthwhile.
  21. Kill speed is everything. When someone says that someone else is being inefficient, it means that they're not obtaining the max number of kills per hour, not that they're not doing something in the most cost-effective way. That's the entire reason why people crash someone else-- because the crasher can kill faster then the crashed. Dying only affects efficiency if you lose items faster then you can replace them, because then you would be relegated to worse armor/weapons, which means fewer kills per hour, or you would have to spend hours reacquiring those items you lost, when you could have spent those hours MH instead, which also reduces your efficiency. That's exactly the same thing I said before. No, that's not what efficiency is. Efficiency is a composite of time, money, and xp. For reference, http://runescape.wikia.com/wiki/Efficiency. Kill speed is NOT everything. Again, this explains the conspicuous absence of Morrigan's Javelins in Armadyl GWD teams. Players who are competing for the same KBD spawn? Of course it is.
  22. Instancing is something that would, practically, have to be applied to future bosses rather than retrofitted to existing ones.
  23. Even assuming that you die once every three-hundred hours, which is once every 12.5 days game time, you don't effect your efficiency any unless the knowledge that you're going to die once every 12.5 hours causes you to kill more slowly then you would otherwise. Barring that there's no effect. Your efficiency would only become affected if you died faster then you could replace the items you lose, which leads me to another question: How often do you die when doing GWD? Um...no. Efficiency and kill speed are not the same--there is a reason you don't see people boss hunting in full Statius. When you lose money, you lose efficiency. If you die and lose X gp an average of once every N hours, your average hourly profit is reduced by X/N gp/hr and your efficiency falls accordingly. Higher risk equals greater loss when you die equals lower overall profits equals lower efficiency. :geek: Because crashing if active while being crashed is passive. To make of someone's analogy earlier, if one Kid A pushes another Kid B off the swing because Kid A is bigger then Kid B, then should Kid B go and lift weights until he's bigger then Kid A (Or Kid C or D or E or F or...) and return the favor? Okay, I can play the analogy game. Are you a victim if I outbid you in an auction? Are you a victim if we apply for the same job and I get hired over you because I'm better-qualified and have more experience? Are you a victim if we play Magic: the Gathering and I win because I have a better deck than you? :razz:
  24. 1a. Yes. 1b. I think so. 2. No.

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