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Louisc111

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Everything posted by Louisc111

  1. Here's the details of how I did Nomad: Relevant Stats: Att, def, str, hp all = 90, Range = 80, Summon = 86, Pray 73, Combat lvl 123. Kit: Helm of Neitiznot, black d-hide body, black d-hide chaps, barrows gloves, archer ring, rune crossbow, legends cape, mind sheild, fury amulet, dragon boots, ruby bolts(e) (It took me <100 bolts per attempt). Inventory: Zamorakian spear, 11 super restores, 8 Saradomin Brews, 8 rocktails. Beast of Burden familiar (war tortoise): 4 rocktails (at the top of the BoB), 14 Saradomin Brews. Tactics: 1) I potted up with a range pot before I left the bank, obviously depositing the range pot back in the bank and filling the space accordingly. I had "take from BoB" set as my left click summoning option. I (quick) prayed steel skin and eagle eye from just after I first talked to Nomad, I used rapid ranged and was on auto retaliate the whole time. 2) When Nomad says "Let's make things interesting" and starts thowing bombs I ran south through the 1 square gap and switched to long range range attack. 3) When Nomad says "You cannot esape my wrath" I click to the far, diagonal side of the nearest pillar. (I typically used the west side pillar, I could see it the easiest with my compass facing north. If you take the pillar as the centre square, i.e. square 5, of a 9 square box, I stood on square 7, i.e. the south west square) This square could easily be seen from where I was standing outside the circle of bombs, so it was one click (and no compass realignment) away. Whilst stood on the square I switched back to rapid range attack. 4) When Nomad's 75 hit mage attack has splashed on the pillar I run straight out and started attacking him again, he usually had run over to me by that point, so we met in the middle. 5) Very shortly after this he does his clone special attack. I wait and shoot the last clone to attack (this is always the real Nomad as others have noted). Keep shooting him! 6) When he teleports himself and me to the centre of the room I make sure my health is well above full hp (my max with brews is 105, I got it as close to this as possible whilst not wasting a dose, keeping my hp above 100 because of potential ruby bolt special attacks was vital). Keep shooting! 7) Repeat from 2) until he hits 1/4 health for the second time! (For those not in the know, when you get Nomad to ~1/4 health he heals back to ~1/2 health). Food strategy: Up until this point I had mixed using rocktails and brews/super restores for healing. I used the rocktails as quick emergency heals and early on in the fight. 8) When Nomad goes beserk and starts hitting with melee only very fast, switch to Zamorakian spear and go toe to toe with him, switch quick prayers off (I had eagle eye and steel skin on quick prayers) and pray protect from melee and piety (not sure prot from melee does anything, maybe it reduces the frequency of his hits, I was too distrated to tell!), and switch attack style to stab with the spear. 9) Keep on trucking! This method (with small variations in the ratio of brews:super restores: rocktails) got Nomad down to <10% health 4 times. The 4th time, I killed him with 2 doses of super restore left, no food, no brews and only 30 hp remaining. Plenty of prayer points left. In total I made 10 attempts at Nomad, of the last 4 attempts (8 on the first day, 2 today), numbers 7, 8 and 9 I got him to <10% health as mentioned. Obviously attempt 10 I got the {insert naughty word} . He didn't seem like he had been nerfed to me, he behaved, hit and took damage just like he did on the first day in my opinion. I had 6 ruby bolt specials happen in the attempt in which I beat him. That was about average. Hope this helps someone ADDED IN EDIT: Oh and btw this fight was (in my opinion) very hard and required a good bit of luck with his hits and mine. As you can see I had 6 attempts trying to figure him out, and 4 attempts (including the winner) where I got his health very low. All that separated a successful attempt from 3 failures was changing the ratio of brews:super restores:rocktails and getting lucky with a few hits/misses. I dodged all the 75 hp hits and never once hit a bomb from attempt 3 onwards.
  2. Well with these new Deflect curses I reckon my (seemingly neverending*) quest to get a firecape will be much easier. I checked the rate at which protect melee and deflect melee uses prayer points and it's the same as far as I could tell. Admittedly I only did one 30 second run for each and, in the absence of any prayer bonus equipment, they both cost 10 points over the 30 seconds. This update is brilliant. I wonder when it will be nerfed..... *Prayer switching. I suck at it. Getting to Jad is a piece of cake. I need practise killing him. And yes, I'm well aware that Jad has been killed by five year olds wielding a rubber chicken.
  3. Louisc111 replied to Leoo's topic in General Discussion
    Today I tried to kill Jad yet again (well strictly speaking it was last night after 12am, so technically today...) I demonstrated for the 6th time (in total) that I am utterly useless at prayer switching. I've got to the healers once and died after ~2 mins 5 times. This fire cape is costing me a mint! I need to practise prayer switching. DAMMIT!
  4. Think f2p remember this event is both p2p and f2p Oh pants! Of course, of course. Good catch. Can't be burthorpe. Sorry was thinking fully p2p. Back to the thinking!
  5. Ok, I've done Rough translations of the French and German second part of the cryptic clue for the item/item location. They are nonsense phrases/cryptic like the English clue: [hide] French: "L'etoffe d'hommes fortunes regele dur." ----> "The efforts of monied men refreeze hard" German: "Spiel gefroren Murmelufo" ----> "Game frozen, Murmelufo " The name "murmeloufo" is ringing some bells, perhaps something to do with the puro-puro imps? I could be wrong about these translations, but both contain references to "frozen"/freezing" suggest again, the north. Perhaps spiked ice boots from burthorpe? [/hide]
  6. Not sure I disagree! ;-) I'm also working on the line that we need to talk to someone to find out what they are first. All the other clues were very very easy, this one seems hard, so I might be over thinking it. Added in Edit: [hide]possibly the "active game player rescues our cliff imp" clue refers to the burthorpe games room. Plenty of cliff like stuff and games. Not many imps that I can think of....![/hide]
  7. All lies! Clearly the new tab is a portable bank that also happens to act as a shop selling every item in the entire world at like 1/10 of its ge value and if you hit a toggle button in the corner it makes you're ship unfold so you can build it or sail with it. And at lvl 99 you can sail down to a hidden udnerwater city tht has a store tht seels godswords for 10gp so everyone can become super rich and it has a hidden cupboard where u can pick up the stone of jas to become super leet and kill everything. Oh and its time for an "easy" skill so itll only take about 300gp and 2 days to get 99 sailing. I agree this MUST be what's happening. I has Teh Evidens: "rock your world" and "start things on better foot". Boats rock, and when you get off them you can struggle to get your footing because you are used to balancing against wave motion. ZOMG TEH SAILIN!!!!!!
  8. All lies! Clearly the new tab is a portable bank that also happens to act as a shop selling every item in the entire world at like 1/10 of its ge value and if you hit a toggle button in the corner it makes you're ship unfold so you can build it or sail with it. And at lvl 99 you can sail down to a hidden udnerwater city tht has a store tht seels godswords for 10gp so everyone can become super rich and it has a hidden cupboard where u can pick up the stone of jas to become super leet and kill everything. Oh and its time for an "easy" skill so itll only take about 300gp and 2 days to get 99 sailing. I agree this MUST be what's happening. I has Teh Evidens: "rock your world" and "start things on better foot". Boats rock, and when you get off them you can struggle to get your footing because you are used to balancing against wave motion. ZOMG TEH SAILIN!!!!!!
  9. Cheers Aspeeder and Lordkafei. I'm stuck in that no man's land of reasonable stats (120 combat, all skills 70+, all quests done although why my sig doesn't update is beyond me), not quite good enough to solo Graador/fight the Corporeal Beast etc but just "good" enough to take a long time to lvl up for a relatively casual player. Anything that drops the femur easily will be a bonus! ;) Thanks again.
  10. Leaving the almost universal staggering ignorance and juvenile discussion of the etymology of "s[racist term]" aside, has anyone yet found a confirmed substitute kill for the femur other than soloing Graador (not sure I'm capable, I'll have to try it and see), or trying one's luck with Bork? I see upthread someone mentioned the ogre family (jogres, mogres etc) and I have thought of going to the zogre caves, killing whatever I can and searching tombs for bones etc. Any confirmation that these drop the femur? Also, of the two wish lists available the left hand side one has "non-chafing manacles" on it. A reference to crawling hand slayer creatures perhaps? Anyone got any confirmation of that?
  11. Pff I remember playing RPGs before there were home computers.... ....My coat. I'll get it. ;-)
  12. I wonder if MA will have an associated "leadership" skill that affects combat and takes us up to a potential 150. I'm guessing not, but it might be a nice addition. I was hoping for the fairy graphics/quest update this time around but MA sounds interesting. I'm a bit excited anyway though.
  13. In response to the article about further high level content: I think content is limited only by our imaginations. Think about how the "skills" in RS are used IRL. Mining isn't just used to gather resources, it is used to make underground structures, to dig tunnels etc. High lvl miners could create shortcuts at Jagex specified points across RS, shortcuts that could require high construction (for making the props and beams etc), high smithing (also for props and beams, but also equipment manufacture etc), and high agility to use. High mining could allow you to add more rooms in your POH than your construction lvl allows, providing those rooms are underground only. Herblore doesn't just have to be about potions, herblore is to some extent like chemistry, and chemistry isn't just about drugs (i.e. "potions" that have a biological effect). We could make explosives (we can already, but think greater variety and the uses with the mining suggestion above), we could make treatments to protect armour from corrosion (the Barrows armour already degrades, making more armour in RS gradually degrading would be a simple thing, annoying perhaps but easy! This also relates to the repair element of the smithing skill), we could make new materials (jointly with mining, magic and smithing perhaps) like "super rune" etc that could have fractionally better stats than current materials. We could make armour eating acid bombs for rangers, teflon like clothing for thieves to evade stunning in (although we sort of have this), we could even tan our own hides. A joint summoning/hunter/farming/construction update could be animal husbandry. You can keep cows for hides etc, perhaps even a field of "tame" dragons at 99 in all relevant skills! Imagine having your own chicken hutch for feather supplies, pigs for the high lvl cooking, all new, super food "Bacon Sandwich", and a whole host of similar things all attachable to your POH. With fletching, construction and crafting you have a "carving" composite skill. Add prayer or magic to this and you could carve and enchant/bless idols, charms and fetishes (look the word up, I'm being clean!). Fear idols that scare pvp people (reducing their stats slightly) or monsters (like the howl effect of the spirit wolf), blessed nature charms that increase farming yields (like the magic secateurs and some familiars) etc. These could be different ways of doing already existing things, but given the differing gaming biases/skill balances people have, I don't see slight "function overlap" as a bad thing (Think: Barbarian Skills). These magical/blessed trinkets could even be untradeable, quest related, all require 70 or 80+ (or even 90+) in the relevant skills , one of them could give access to a new branch of magic/spellbook (quest related, obviously). You could also decorate your POH further with carved decorations etc (exists to some extent already, but imagine being able to chose patterns etc like you choose you basic clothing set). Lastly, and perhaps most controversially, I think smithing needs a massive rejig. What combat lvl do people largely stop using rune armour/weapons at? I was lvl 86 (when Dream Mentor came out) when I got my first d-legs and whip (which I used to defeat the bosses in the quest and get me my quest cape! Happy? I nearly weed myself!) and I haven't looked back. I only use rune armour/weapons for lvl 3 clues and when I am being a massive coward and not risking anything valuable I cannot buy back in 2 seconds at the G.E. Rune armour/weapons are medium lvl items at best. Make the smithing requirements for rune much lower (around what addy is now), compress the whole current smithing skill down into a lower level spectrum. Use the new space at the top to add a few dragon items and composite materials (mentioned above). The real downside to this is the effect it would have on the economy, I can hear the howls of rune miners/smithers already. Think of it like this: rune is already roughly around it's alch price for many items, and I propose we keep the 85 mining req. I'm guessing rune items wouldn't drop very far below their alch price, and if they did that just gives you another alch item to train mage on (for example) and would render them useful still. Personally I think RS could cope, and that it would free up "space" for really high req items. Perhaps this is not necessary, after all there is room for more than one item per level, so we could leave things as they are and merely add brand new items into existing slots. As mentioned above, smithing could be about repairing items too. Rather than have this cost money (like Barrows gear) it could cost resource (an iron bar for iron items etc). It doesn't have to be expensive, in fact cheap, quick and convenient is better in this instance, but it could give a small amount of xp, enough to be a potential method for slow training, not too much to override existing methods. Smithing could even be used to manufacture tools necessary for proper repairs. At the moment a cheap, 1gp, hammer does all jobs (for example), what about my new fangled, chemically treated, super rune, decoratively carved, home blessed, hand trimmed chest plate? Can your cruddy old hammer bash that back into shape? Of course not! But my lvl 90 smithing (+90 crafting, +90 magic), enchanted rune hammer of the dwarves can (bought with a quest and serious quantities of red berry pies). With upgraded armours/weapons from smithing/alchemy add ons could come the need to maintain these powerful but sensitive pieces of kit. Lastly on smithing, what about money? We've got gold bars. We've got forges. We use gold coins. Make the link! Why can't we mint our own coins? Sure we can alch the bars, but that uses nasty magic ;-) . What if the mint value of a gold bar was higher than the alch value? What if it had higher smithing reqs, and since it would be forgery we'd need high thieving reqs too. Perhaps the banks of RS are clever and have discovered how to mill their coins. So initially we'd need high smithing and crafting to make the dies, high thieving to make convincing forgeries and high thieving again to pass them off into the banks. This could be a "once a day event" like Bork/Jade Vine. Forged coins would be untradeable between players but we could try to convince the banks that our new pile of forged gp were real once daily, the amount of gp limited by our thieving skill. It doesn't have to be millions of gp, a few tens of thousands here or there could make this worthwhile. (Think: Ardougne/Yanille achievement diary reward like battle staves for Varrock etc) I think I've made my point. We don't just have to think linearly, high lvl items/functions that grant huge xp gains/combat gains. Think slightly laterally, expand the game into more "real world" or larger fantasy world applications. One of the high lvl expansions I favour (as if it isn't obvious already) are "composite skills", i.e. skills/items you can only access when you have got a certain lvl in a "basic skill". Take "idol carving" or "tunnel mining" as examples. Both require lvls gathered in other "basic" skills. I haven't worked out any of the balancing aspects of these ideas but imagine that these "composite skills" were only accessible when you had (for example) lvl 70+ in the relevant "basic skills", completed the relevant quests etc. These sorts of things already exist in RS. The Beacon Lighting minigame is an example of this, multiple skills are required to light all the beacons, FM is just one of them. Minimising their direct effects on the economy is as simple as making any items they garner untradeable (just like heraldic items from POHs). Anyway, I've gone on far too long, as some will doubtlessly complain. Point made! Louisc111 P.S. Given that these "composite skills" use existing F2P skills like mining and smithing, I see no reason why some (if not all) elements of this could not be a major update to F2P. Obviously things that require members only skills can't be, but I'm not intending to exclude the large high lvl F2P community from this. ETA: How do I get my stats to appear as a sig? There used to be a thread around here somewhere, I must have done a poor search because after a quick bash I can't find it. Any links? ETA several days later. Did the sig thing thanks. Dur, my brain was obviously not of the workingness.

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