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Everything posted by Cheefoo
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I bought it to try it out at Barrows, and it's pretty awesome. It eliminates most need for food, I just need to find the tunnel and stab some monsters. Healing doesn't take long, I'm sure it's faster than banking to get more food. I had a hard time even buying at max, so it might be rising. If I don't like it, I can just sell it back, hopefully with a minor profit. I'm probably going to use it for Fight Caves, because, even at level 120, I still haven't done it. Last time I had it, I tested it in fight caves, and did awesome with it. Thanks for the input, any more would also be appreciated.
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I used to own full Guthan's set of armor, and I liked it. I bought it for about 4.5m, sold for 5.5m or something like that. I was thinking of buying it again, recently. I have about 20m cash currently, the most I ever had. Why? Because I got lucky at Barrows, let's put it at that. So I was thinking, is Guthan's set worth buying back? What are its uses? Also, it Guthan's any good for Barrows? I've been noticing the biggest thing holding me back at Barrows is the food. I pray on Dharok, Karil, and sometimes Ahrim if I have the prayer left over. I usually get 3 or so chest lootings before I have to go back to a bank. Should I use Guthan's set to heal in the tunnels? I usually find myself taking minimal damage when fighting any brother without prayer, but it usually adds up. I was thinking, I search for the tunnel, and when I get low on health, I go in there, and heal on the monsters. So those are the questions: -Is Guthan's worth buying? -What are the uses? -Is my strategy to use it at Barrows viable? Thanks for your help.
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Clicking on an attack style removes autocasting. 1. Right click the melee weapon. 2. Press F5. 3. When the time is right, click wield, then click your desired attack style. It's just like using a special attack, it isn't a big hassle.
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Thanks for all the help! For my inventory, I'm guessing I should bring prayer potions, the runes, and a bit of space for the charms.
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-Obsidian shield for ranged defence. -Dragon square shield for melee defence. -Mind shield for mage defence. -God book/Falador shield 3 for prayer bonus. However, I greatly reccomend a rune defender unless you really, really need defence because you're getting hit so much. The defender's accuracy and strength bonus speeds up tasks quite a bit.
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I was planning on getting 94 magic for a while, and I've been working on it slowly. However, I'm getting a little bored with my current meathod, and also wanted to train summoning. So I thought I could try bursting rock lobsters. There are a few things I need to know first. -How much xp per burst, roughly? -How many charms should I get? -How many bursts per hour? I'll figure out the rest on my own. Thanks in advance.
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I was thinking of soloing the KBD for fun, money, and charms. I'll probably hold out until I get 83 summoning for the lava titan teleport. My stats are: 90 atk 90 def 85 str 90 hp 75 pray 79 summon 76 range 93 magic I hear Verac's is good. What's the use of it, and should I use it? I already have it. So, what inventory, what gear, and how well should I do?
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I'm not going to bother posting the rest if nobody bothers responding.
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Reserve, just in case. P.S. Feel free to post, though keep in mind that I'm not done. I'll tell you when I'm finished, but I'd love to hear some feedback. If anything is unbalanced, just say the word, and I'd love to dicuss it.
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As you all know, magic hasn't gotten a decent new update or weapon in a very, very long time. There was Zuriel's equipment with PvP worlds, but that only gave access to a few new, high level spells. There was also the autocast and damage boost update, but that only increased the max hit by a tiny bit, and made it simpler to autocast. Not really going to make it any more powerful. Now, there is the extreme potion update that was recently released, with a potion that boosts magic's max hit by another 40%! However, this is only available to people with very high level herblore, and now can't even be used in PvP. The biggest problem with magic isn't just the fact that it rarely gets updated, but is simply the weakest point of the combat triangle. Sure, it can freeze, it can slow attack speeds (if you have a very high magic level, and a lot of money to spend). But not only does it hit comparatively low to the other ends of the triangle, but it is very inaccurate against anyone smart enough to put on dragonhide or Karil's, which gives gives no negative melee bonus. Not only is it outclassed by the other classes in PvP, it is near useless against monsters. The spells cost too much, are too innacurate, hit too low, and they cost too much. Sure, while melee has to spend millions to get their "top-end" equipment, they last forever, and can even be borrowed. The other, cheaper high-end melee gear costs about as much, if not less, than magic's high-end equipment, not including the cost of runes. Even then, magic hits nowhere near as high or accurately on monsters, and has no real use for PvM. Range also hits quite high, but the equipment is dirt cheap, and the ammunition isn't much more expensive. Magic clearly isn't meant PvM, and has great disadvantages in PvP. However, it has a few uses that melee and range can't even comprehend: alchemy, enchantment, and other spells. However, this is totally unrelated to balance, it's like saying "range is overpowered because it allows you to use grapple shortcuts". I'm not going to get into this, as it's fine the way it is, nothing really needs drastic change. So clearly, magic needs to be fixed. In PvP, they can hardly beat melee fighters, and almost never beat range fighters. In PvM, efficiency is everything, and magic costs loads to use against monsters. It needs fixing, and I have quite a few spells, items, and tweaks to help it have use again. First are the spells. I will list them by type. [hide=Magnetism] Magnetism spells are designed to deal with the fact that melee fights are able to put on range armor without any penalties. Giving range armor a melee stat deduction will reduce their effectivity in PvM, and cause chaos amongst the range armor markets. To deal with this problem, magic is so diverse and flexible, a spell can be used. When cast, if successfully, these spells will prevent the target from being able to change their metallic armor for a number of seconds. Like ice and bind spells, they cannot be affected continuosly, as there is a period after the spell effect where they cannot be affected for a few seconds. The following spells are found in the original spellbook: Static (F2P) -Requires 47 Magic -1 Nature, 4 Earth, 4 Body Runes -Target, if successfully hit will be unable to change/unequip any metallic armor for 10 seconds. Static Bind (F2P) -Requires 59 magic -3 Nature, 7 Earth, 4 Water, 7 Body Runes -Target, if successfully hit will be unable to move or change/unequip any metallic armor for 10 seconds. Magnetism (P2P) -Requires 65 magic -2 Nature, 8 Earth, 8 Body Runes -Target, if successfully hit will be unable to change/unequip any metallic armor for 15 seconds. Magnetic Bind (P2P) -Requires 84 magic -4 Nature, 13 Earth, 5 Water, 1 Soul Rune -Target, if successfully hit will be unable to move or change/unequip any metallic armor for 15 seconds. Greater Magnetism (P2P) -Requires 86 magic -3 Nature, 12 Earth, 1 Soul Rune -Target, if successfully hit will be unable to change/unequip any metallic armor for 20 seconds. Note: Bronze, Iron, Steel, Mithril, Adamant, Rune, Dragon, Barrows, Statius, Vesta, Dragonfire Shield, Bandos, and Third Age are effected by magnetism. Granite and rock-shell, I'm not so sure if they should be, seeing as they aren't metal. Though it would be more balanced if they were, but if they cost more due to that, it may be a better idea to wear them. Not sure though, feel free to discuss this. [/hide] [hide=Bind] Just a new spell to match Ancient Magick's 20 second Ice Barrage freeze time. I don't think Ancients should be 100% better for PvP. They do hit higher, and freeze, slow attacks, heal, all while dealing damage, so they're good for multitasking. Gravity Bind (P2P) -Requires 91 magic -5 Nature, 10 Earth, 10 Water Runes -Target, if successfully hit will be unable to move for 20 seconds. Side note: Snare should be made F2P. 5 seconds isn't nearly long enough, especially due to the fact they hit so low. [/hide] [hide=Curse] Curse spells, are right now, very worthless. They only reduce stats by 10%, and can only be cast once. I propose that new, higher level curses can be used multiple times (like Ahrim's set effect), to reduce the opponent's stats to very low levels, thus forcing them to bring along potions, if not extra ones to restore their stats. Of course, these won't do any damage like normal curses, so you may be wasting your time casting the spells if the opponent has enough potions to restore their stats. The following spells are found in the original spellbook: Braindrain (P2P) -Requires 76 magic -1 Soul, 5 Mind, 6 Earth Runes -Reduces attack by 10%, can be cast multiple times to reduce up to 30%. Shieldsapper (P2P) -Requires 81 magic -1 Soul, 5 Body, 8 Earth Runes -Reduces defence by 10%, can be cast multiple times to reduce up to 30%. Musclemelter (P2P) -Requires 88 magic -1 Soul, 8 Body, 10 Earth Runes -Reduces strength by 10%, can be cast multiple timest to reduce up to 30% Frailty (P2P) -Requires 92 magic -2 Soul, 10 Body, 14 Earth Runes -Greatly reduces opponent's defence for the next attack stuck on them. Side note: Frailty moves slightly slower than an ice blitz. [/hide] [hide=Barrier] Magic suffers from low defence from not only range, but melee as well. Mages deal with warriors by freezing them in place usually, but they can put on ranger armor without any negative bonuses. The magnetism spells I've come up with help a mage against a warrior, preventing them from changing into their ranger armor for a brief period. However, once that runs out, if the warrior is decently fast about it, they can put on the correct gear before the mage has time to magnetise them again. The new curse spells are primarily used for weakening the warrior while magnetised, so he won't pose all too much of a threat when he comes charging at them with high magic defence, and a dragon dagger, or Godsword. However, the warrior can drink restore potions, or any stat boosting potion to bring their stats back up to normal. Once he does that, he can just run up to the mage, and rip them apart with a dragon dagger special, or worse, dragon claws. The mage takes a lot of damage due to their low defence, so once they miss even one crucial spell, they will most likely take a large amount of damage. While they, eat, trying to heal, the meleer can put on his range gear and has practically won this fight, unless the mage flees, or gives up using magic. To prevent the giant damage that the meleers can induce upon the mage's cloth robes, something needs to be done. If the stats of the magic armor is changed, once again, this will effect PvM too greatly, and costs will fluxuate rapidly. So once again, a spell must be utilized, a spell that can reduce damage for a small period of time. These spells can only be cast once every 30 seconds, like a vengance spell. They reduce the damage they take from melee damage, not range damage, as to prevent the triangle from becoming unblanaced. To further keep the balance, there is a chance of failing the "barrier" spell, depending on your magic attack bonus. It's simple how it works: your positive magic attack bonus is the percentage chance that the barrier spell will be successfull. At zero magic attack or below, you can't succeed with these spells, and you will only waste runes. At 100 or higher, you cannot fail, but you probably sacrificed some melee defence to obtain such a high magic attack. You need to find the balance between melee defence and magic attack, and you need to know how much you're willing to gamble. The following spells are found in the original spellbook: Magic Shell (F2P) -Requires 37 magic -5 Body, 8 Earth Runes -Reduces melee damage by 10% for the next melee attack. Magic Guard (F2P) -Requires 58 magic -8 Body, 12 Earth Runes -Reduces melee damage by 20% for the next melee attack. Magic Shield (P2P) -Requires 74 magic -1 Soul, 15 Earth Runes -Reduces melee damage by 20% for the next three melee attacks. Magic Barrier (P2P) -Requires 82 magic -2 Soul, 16 Earth Runes -Reduces melee damage by 30% for the next three melee attacks. Magic Armor (P2P) -Requires 94 magic -3 Soul, 20 Earth Runes -Reduces melee damage by 30% for the next three successful melee attacks. [/hide] [hide=Dispel] Magic has to do with changing stats, and causing the opponent to panic and need to prepare in advance. There's one spell I'd find perfect for that. It can either help or hinder your opponent, so be careful when using it. This will bolster the fact that to be a good spellcaster, you need to know what you're doing, and not just click, whip, and eat when necessary. The spell is dispel: it returns all the target's stats (besides hitpoints, prayer, and summoning) back to their base value, and prevents them from changing them for a short period of time. This target may even be you. If your opponent is using potions, for example, you can simply cast this spell and watch them rage. Go ahead, say "Fight? Okay, let's pot up first." And cast dispel on them, reducing their stats to normal. That may not be the most efficient way to use it, as they aren't even fighting yet, however. Using dispel on the enemy before cursing them is usually a good idea (or a bad idea if you mess up the order), so you can drain them quicker because their stats are back to normal. Here's a good scenario: You magnetise and bind your opponent, and start firing curses at them. They're wise to your tricks, so they drink super potions to not only regain the drain, but increase their stats. So instead of being resilient (and stupid) and constantly cast curses, you can cast a dispel on them, and prevent them from raising their stats. Go ahead, curse them as much as you want now, they won't be able to regain it for a while, so you can be at ease briefely, giving you time to heal, use your own potions, or do what you want. Once again, these are only in the original spellbook: Lesser Dispel (P2P) -Requires 61 magic -1 Soul, 3 Mind, 3 Body Runes -Returns target's stats to normal, and cannot alter them themself for the next 10 seconds. Greater Dispel (P2P) -Requires 82 magic -2 Soul, 7 Mind, 7 Body Runes -Returns target's stats to normal, and cannot alter them themself for the next 15 seconds. Self Dispel (P2P) -Requires 82 magic -2 Soul, 2 Cosmic, 8 Body Runes -Returns your own stats to normal, and you cannot alter them yourself for the next 10 seconds. [/hide] Working on it. Still. I'm getting kinda tired... Couldn't sleep until 5am last night. I'll work on this again very soon.
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Well Chee, mage shouldnt because they have a 10% bonus from staves now, not to mention all the spells most mages use in PvP actually work. Ice barrage? Freezes, almost every time. Blood barrage? Heals yourself pretty often. Just those 2 examples prove that Mage is more trustworthy for effects than range or melee. I was just saying that magic has only a few ways of dealing damage, and range and melee have many various ways to kill things. This isn't an issue about balance, but variation. If it wasn't, everyone would just say "use a rune crossbow, dark bow, or magic shorbow" and it would be [/thread] time. Magic barely gets any updates, and when range gets many powerful updates, people complain that they aren't good enough. Sadly, they are good enough. There is no need to complain, and it is better than nothing, which is what magic has recently been getting. P.S. Everyone who sees a mage just puts on dragonhide or Karil's, and ice barrage does not freeze every time, or even remotely often.
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Melee has: Dragon Dagger, Zamorakian Spear, Armadyl Godsword, Bandos Godsword, Abyssal Whip, Dharok's Greataxe, Dragon Scimitar, Dragon Longsword, Dragon Claws, Zamorak Godsword, Dragonfire Shield, Vesta's Longsword, Saradomin Sword, Vesta's Spear, Statius' Warhammer, Granite Maul, Dragon Mace, Granite Mace, Verac's Flail, Saradomin Godsword, and probably about 12 more in the upcoming month, weapons that are viable for pking. Range has: Dark Bow, Crystal Bow, Runite Crossbow, Zanik's Crossbow, Morrigan's Javelins, Morrigan's Thrownaxes, Handcannon, Dragon Arrows, Dragonstone Bolts, Magic Shortbow, Onyx Bolts, Rune Arrows, Rune Throwing Knives, Dragon Darts, hell, even Red Chinchompas, and probably about 7 more in the upcoming month, weapons that are viable for pking. Magic has: Ice Barrage, Miasmic barrage, and probably about -1 more in the upcoming month, means of dealing damage that are semi-viable for pking. Who should be whining?
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Yeah, but you don't have to get it remade, which can be pretty expensive eventually. Void is free and you make money by pcing. Hopefully it makes you feel better. Remember the damage bonus. It's actually more than 10%, so you could potentially hit much higher.
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Post and discuss all Jagex Twitter updates here!
Cheefoo replied to forestfrolic's topic in General Discussion
Something just hit me! It sounds like the "EXTREME!! combo flavours" has to do with a Runescape update, while there may be an Arcanists update too! If you followed the Arcanists developer diaries on Funorb, you'll know how they often refer to the "Imps" creating new spells, and unlocking new areas in Arcanists. "Colloquium" also fits the theme of Arcanists having to do with arcane knowledge, and spellbooks, and whatnot. -
I wanted to get some good money, and I'm sick of woodcutting, runecrafting, and killing dragons. I wanted more thrill, and something to test my limit. So what boss should I go after? Here are my combat stats: 88 hp 88 attack 82 strength 90 defence 92 magic 75 range 70 prayer 78 summoning I'm looking for a boss that won't require a whole lot of people, profitable, and one that has common items that cover the cost of supplies. Please list what I need to bring, what stats I should get (if mine aren't enough already), how much it will cost, how profitable it will be, what strategies to use, how many other people to bring, and anything else that comes to mind that is important. I don't need very specific info, but it would be very much appreciated. I was thinking of Bandos Godwars Dungeon. What should my stats be if I wanted to fight Graardor with a few (2-3 or so) other people? Though I haven't made up my mind on what boss to fight yet, so it may not be Graardor, I need everyone's input first. Thanks in advance for any and all advice!
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Which is the point of this thread. To let you know that it is.
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Could be useful if all the fences in Runescape spontaneously evaporate.
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Use for junk, or as I did, give it in for commodities at Mobilising Armies.
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Ahhh, thank you. It totally makes sense now.
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Last time I tried, nope, I couldn't buy any. I don't know where people get all those amulets. Maybe they make them themselves? Or maybe they can sell sometimes. Not sure, I'd like to know too.
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I hear everyone uses high mage defence and range prayer... Why not use high range defence and mage prayer? It seems the waterfiends use their attacks about the same amount each, is this true? Also, what is some good mage defence gear other than Karil's that's better than black dragonhide (if any)? I really would love to know, and any help is greatly appreciated, thanks in advance.
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Any other bosses?
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That's what I meant! But more specifically, in what situations is a whip better? Is the armor piercing worth the ~4 lower max hit?
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Slayer helm, remember? Doesn't stack.
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#-o
