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AlexRose

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Everything posted by AlexRose

  1. Quick question; how many tokens does it take to recharge one of the weapons?
  2. I was browsing the knowledge base, and found something fairly interesting. I'm not sure how this works in the actual game, and whether it only applies to the inital "engagement" or any time during the fight, but it may be more efficent in rooms requiring the usage of a protection prayer to have one person attract all the powerful monsters. Their attack would then be blocked on that one person's protection prayer, rather than the the entire groups. Or maybe if one particular person had a huge defense bonus, he could simply tank all the monsters instead.
  3. I resent those stereotypes; it makes it extremely difficult to find a competent team, even on the higher floors where I clearly have at least some experience. I have seen my fair share of incompetent Level 130s as well (you're angry about how I'm a low level? You're not even fighting with us!).
  4. Another question; how do you guys find teams when your main partners/friends aren't online? I just personally go to World 2 and hope for the best, but is there any Clan Chats out there that helps with team creation?
  5. Hmm, I don't get why you wouldn't get invited in a team. I myself am combat 133 and I usually invite people as low as 90 and still get about 19k experience on, for example, f25 large. I'm not sure if this is all that good, but the dungeons don't take longer than an hour either. Anyhow, I guess you should be looking for people like me, who do not care about slightly worse experience. You might even want to make a team yourself ;) EDIT: Never had any troubles with dem low levels either :D You haven't been playing long enough then. Not only are most lvl 120- complete idiots/leeches, but quite often they have mommy yelling at them because it's time to do hw/sleep/their PC time is up and have to leave in the middle of the game, leaving you pretty much screwed. I resent that generalization, even if there is some merit to it. Out of random curiosity, how would a level 105 with 65 dunegoneering improve their chances of being selected by an actually competent team (or if you'd perfer, how to be selected by your standards)? When I find myself lucky enough to find a position with a high leveled team, I generally make myself useful by collecting drops and food, making runes for those who request them, and carrying the "puzzle" supplies (rod, pick, tinderbox, etc.) or keys. After clearing the room of enemies, of course. I can't stand people who are more interested in scavenging drops then killing the level 114 Mage and level 111 Shade in the room.
  6. Not to mention the likelihood of dieing on a Large is far greater than a normal run, which can effectively negative the added bonuses. Still, it's undisputedly the best experience when done competently.
  7. Does it menace with gold spikes?
  8. Wait... the Dwarf's name is Urist? Urist McAlexRose cancels browsing: Interrupted by homage.
  9. It's RuneScape in a petri dish. :thumbup: Hopefully this mini RS can be tweaked to perfection, after which Jagex can bring the same standards to the outside world. I wonder if spears are overpowered though. In F2P I see a variety of weapons, but at promethium level most melee players seem to use spears. They stated somewhere that they would not alter weapons above ground, as it would have a "significant impact" upon the game play. Yes, a postive significant impact. But I suppose I can't blame them, considering the general reaction of anything new in Runescape. I wouldn't say that Spears are overpowered. It sacrifices a signifcant amount of power in order to gain the ability to use all three of the styles. Most weapons, however, have at least two viable attack options to use, which is generally sufficent in most circumstances (there isn't any monster that resists two attack styles). Those weapons can hit higher and more accurately than the Spear can, especially in the Slash option, diminishing the spear's usefulness. The spear is still a viable option, however, and is recommended frequently to players, which may explain why so many people use it.
  10. On the same line of thought, I've noticed I burn considerably less on Tier 6 logs than the Tier 1 logs. This could be a conicidence, and I haven't throughly tested it (I can generally fuel any food needs through monster drops), but it would be certainly worth investigating
  11. That's not the case with: Mining, Smithing, Fletching, Cooking, Herblore, Hunter, Fishing, Agility, etc.? And that's not the case with: Summoning training, Slayer on some tasks, Agility, Construction, etc.?
  12. I'm aware of that. I was pointing it out sarcastically.
  13. Ehhhhh, that's streching it a little. You shouldn't be nasty to people you disagree with, regardless of whether you're attacking someone specifically or a group in general. I suppose it's a tad better than a personal attack, but it's still horrible debating and tends to derail threads anyway.
  14. I've parlayed by degree along with certification into that as a librarian. I work with kids on a daily basis and am sure I do more good in this world than you do. Also being a librarian, I've seen many people pkaying Runescape ion the public computers and I've watch the age of players fall to around the age of 12. I'm personally 24, 25 in mid may and am not that old, but as far as maturity goes, compared to you I'm probably around 78. Yes, Qeltars point about it not interaction is good, and I do understand the point about Construction, is that is still produces something tanigle, even if only cosmetic. It is set aside in it's own little place and I get that too, but you won't find me falling over myself to defend that skill like people are doing for this skill. My, how civil we've suddenly become. I don't see anyone critizing Construction, unlike this skill. Well, you are at least as being argumentive as the rest of us for sustaining this debate. It's hardly fair to post your opinion and then expect no one to have any response to it.
  15. Correct; shifts in the market still need to freely occur. However, actual Merchant Clans take advantage of the sheer numbers they amount by manipulating the Grand Exchange rules; that is not acceptable. It's also a fairly distingishable characteristic. It would be impossible to completely rid the Merchanting Clans, but we could prevent a fair amount of the "lay-man" members of their groups simply by making a rule against "Grand Exchange Manipulation" and banning the obvious Merchanting clan chats. The leaders move to fansites and other locations, but it would eliminate the primary source of advertisment and would drive many of the "lower" members away in fear of punishment. It would even be justifible now to ban the leaders for decieving people.
  16. Ad_Lib's own trolling/flaming doesn't justify counterflames, but reaaaaaaallly. "What's in a name? That which we call a rose By any other name would smell as sweet." Awesome rewards, actually. But I have to ask about how that would help you become more experienced at the Dungeoneering skill. I thought the benefits had to be recursive as well, according to Qeltar's arguments. It's only two, maybe three depending on how you're counting, degrees of seperation for the Gem Bag, but that is irrevelant. A reward's worth should not be measured by however many degrees of seperation, but rather how much of an actual recursive benefit the reward/ability provides. I personally, though this is up for debate, believe that the Gem Bag and most of the other rewards provide a very real benefit to the skills they adress and then recursively back to Dungeoneering. You're right the Gem Bag isn't that significant; it's the first reward available! I could also argue that the skill of Summoning itself is a side benefit to every other skill, albeit a large one. I could argue that Construction practical values provide nothing but benefits to other skills. This is not exactly a trait limited to Dungeoneering. But there is mining and looting.
  17. But by your own definition, you said that a skill involves outside benefits to other skills besides the skill itself (say that five times fast). You're contradicting yourself. Annnnd, I have class. Expect an Edit in roughly two hours to your other points.
  18. We're going in circles. The gem bag is crafting related, the coal bag is mining related, the weapons are combat related. But what rewards and ability are Dungeoneering related? Considering that all of the skills in Runescape are used in Dungeoneering, then I would say that these rewards and abilities are quite Dungeoneering related, in the loop that I described. The reward is that you can access higher leveled floors, which give more experience and a larger variety of monsters, which in turn drop more valuable (Primal and other special Slayer drops) equipment for you to use. These do not have to take the the manifestation of the other Token rewards. If we accept that definition of Dungeoneering, I could argue that Mining would be "I mine ores for better ores", or Fletching would be "I fletch bows to fletch better bows". But there is in fact rewards from higher Dungeoneering, both recursively (see one response above) and toward other skills (see two responses above).
  19. When I farm I get tons of items I can use to train other skills. For many players it is a *primary* source of materials for Herblore. Do I get that here? Nope. Nothing but a trinket or two I can buy once, sometime down the line. I also get food I can use for combat, combat which yields seeds for Farming. Is there any sort of integration like this with Dungeoneering? Nope. And no plans to do it, either. And these trinkets/rewards don't provide benefits to other skills? The Gem Bag gives far more incentive to pick up Gem drops, which can benefit Crafting or be sold for cash. In turn, the crafting levels are directly beneficial in the Dungeons, providing the ability to make better armour and open more doors. The Cash gained can level various skills both directly (buying Herblore supplies) or indirectly (buying armour, which in turn helps level combat), all of which are used in Dungeoneering. It's more indirect than the relationship between say Farming and Herblore, but is nonetheless present and significant. I understand that and respect that opinion, although in this particular case I disagree. This is why the "Well if you don't like it, don't play it" argument is flawed; any poor update, even if doesn't affect anything about the way I play the game or use a feature, was still prioritized over more positive content. On that note, this argument is essentially boiling down to "It feels like a minigame to me, and I am dissapointed that it was not more like a skill as promised". Fair enough; if you get the feeling that this is a minigame, that is completely acceptable and unarguable, and you are welcome to express your dissapointment. But unless you can back up that opinion, which is what Qeltar is doing, then you have no right to press your views on everyone else. And "Because I think it is, and because I played it and it feels like a minigame" is not an argument. Understood?
  20. That Shakespeare quote seemed unnecessary... It was a rather relevant quote; I thought I'd include it.
  21. Suppose the various floors of the dungeon were spread out throughout the whole of Runescape, say in packets of 5-6, throughout several dungeons. This would make the skill similiar to Farming, which requires specific spots to farm at, and to a lesser extent Slayer and Agility, where you are required to train at a given spot. What would be the difference then, other than cosmetics and slightly less convience? That which we call a rose by any other name would smell as sweet and fair.
  22. I've noticed this as well. I used to enjoy seeing your intelligent imput on updates (if you remember, you were a large contributor to REMOVE Updates), but now you're a lot more affrontive and tend to skirt factual argument in favor of generalization throwing. I'm not sure whether this is intentional (trolling) or for other reasons, but either way its a tad dissapointing to see it happening. Since we're so insistent to remain on the "Minigame vs. Skill" topic, could we actually attempt to define both as they currently are in the context of Runescape? What precisely is a skill, and what precisely is a minigame? If we can agree on some indentifiable qualities, then we can actually make some headway on this debate. The problem is that element still applies to an entire team, in addition to solo play. It's helpful somewhat to have a larger amount of skills, in the fact that a team would be more likely to have the random level requirement, but unless you all have level 90+ skills this effect can still occur. This is even worse in F2p, where an impassable door is far more likely to occur, even if your party has well rounded F2p skills. The fact that it adds a large amount of unpredicability and randomness to potential expirience gained, in upwards of at least 25%, is in fact a design flaw that should be fixed.
  23. Is that 110+ strength bonus actually intended, or is it a bug? I sure hope not, but the other attack stats given are +11; no where near the ballpark of 110 and making it very plausible it was just a type. /killjoy
  24. In fairness, the Dagger and Rapier are probably the worst weapons when used alone. Crush is absolutely vital in Dungeoneering, and neither weapon can effectively do more than one type of attack, let alone crush. I've heard a lot of good things about Spears, however. But those bonuses seem a bit ugly to me, and even with the potential to utilize all three styles I think I would end up doing less damage.
  25. Even when you're prepared, those level 515 bosses are still going to wump your [wagon]. Question time for all of you Level 50 Dungeoneers out there (and even those without it can still provide their imput); what do you think is the combination of bound items that is the most effective? I've seen these so far: Longsword-Maul/2h, Dagger/Rapier-2h, Rapier/Spear-Bow, Weapon-Platebody, Weapon-Staff, and Battleaxe-Warhammer; all used effectively by their users. I personally run the Weapon, a two-hander to be more precise, and Platebody combination, both Tier 9. The platebody provides more than 190 defense in Stab and similiar stats in others, which is enough alone to block most damage from the normal creatures and even the weaker boss attacks with good use of Protect from magic. The 2h is slow, but provides very reliable and accurate hits against even some of the higher leveled forgotten warriors, in addition to having a powerful Crush attack essential in these dungeons. I'm curious to see what you all use.

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