Everything posted by Quyneax
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The Kiln with 1Def and 1Summ
Overloads do take up a good bit of inventory space (2 flasks) but you also get around 20% more dps overall and you can replace two restores with renewals, because overloads double as restores. If you assume the Kiln lasts for two hours without overloads, it becomes (roughly) 100 minutes with them. Saving 20 minutes worth of prayer and healing is a pretty big deal, pretty sure that's worth it. Your defence level will also go from 1 to 6, which increases your defence roll by (roughly) 5/9th.
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80 prayer, is it worth it?
Superantifire means you can use a defender on steel dragons. +25 stab attack is absolutely great for metals and black dragons, very worth it. Extreme potions are to supers what supers are to normal potions, e.g. you get another 5-7 attack & strength levels or so, pretty big damage boost.
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Good melee and range equipment for training
Melee: Bandos chestplate & tassets, berserker ring, whip + defender. No godswords. Ranged: Black dragonhide body & chaps, archer ring, glaiven boots, Karil's crossbow & bolt racks. If you have much cash left, Armadyl chestplate & chainskirt instead of black dragonhide. If you are slaying, use a full slayer helmet at all times, for ranged & melee. Off-task, use void melee & ranged respectively.
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The Kiln with 1Def and 1Summ
Arcstream is worth it probably, ranged too I should think. Fury doesn't provide all that much def anyway. Mind body may not be as good as monk's robetop, it's only mage def after all. Blood barrage yes, overloads too ideally (or you lose a lot of dps), Vecna if not ovl I think, for the 100% melee waves alone that'd be a nice upgrade. You need to bring a pickaxe & deal with the dills manually which will be a pain.
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Rate the previous poster's song!
7/10 That song could be 80 or 800 minutes too as far as I'm concerned, the middle bit can be expanded indefinitely :P. http://www.youtube.com/watch?v=pBZs_Py-1_0&ob=av3e
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First PK Montage, Enjoy, Zerker pure chaotics and turmoil
Try adding less effects, the ones you have now are very strong and make it harder to see what's happening. In general, people like to see epic moments in real-time or slightly slower (reruns), and non-epic fighting slightly faster. Some people also like to see how you do it, prayer switches etc.
- Druv's goals and achievements - 80M RC
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What's a keybelt
Keys in dungeoneering are instantly shared between party members on pickup, they do not take up inventory space either.
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Chaos Tunnel WFs Task
Not having soul split is annoying but not a death sentence. You need to be careful in the first ~15 minutes to stick to one side of one half of the cavern to avoid getting 5+ fiends on you all at once (that's annoying even with soul split, though not fatal). Try killing the waterfiend at the lowest health at all times to reduce the number of fiends attacking you the quickest.
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Shadow silk hood hunting
Your conclusion is somewhat correct but your reasoning a bit vague so for the OPs benefit: You lose 10% of your xp per death. That means a death is worth it if it saves you more than 10% of the time it takes you to do one floor, including banking and such. A solo med in 20 minutes means one death = 120 seconds. A solo med in 15 minutes means one death = 90 seconds. Etc. In teams, multiple people are gaining xp. For example, if you die in a 5-man team, only 1/5th of 10% of the total xp is lost - that is 2% overall. This means that in a 5-man team, you should take a death if it saves more than 24 seconds (20-minute floor). So in a solo floor, armour may or may not be worth it (but only if you can make a high-tier platebody probably, if you get the ores losslessly). But in teams, deaths and armour are much less important. Of course monsters are stronger in larger teams, but there's also more food. Keyers have been getting less important since the release of dg and this update made them almost entirely useless. So, no, they don't need keyers. The most skilled dungeoneer on a team should give some commands to newer players probably, such as 'gate here' but that's standard practice.
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Shadow silk hood hunting
Ehh, I don't think plates are better than hoods unless you consistently do sub 20 floors. While this isn't very hard for many people, he's pretty new to dg and his floors likely take at least twice as long. Idk I never liked my hood. It's impossible to tank anything at all >.>. But, truth, hood will be better in slower floors. Prom plate is also slightly worse than primal. Not convinced that makes hood better for the OP.
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Mining and slayer questions
Pure slayer xp/hr you block desert strykes, jungle strykes, gargoyles, vyrewatch, warped torts probably. Depending on how common they are, you can also block grifalopines, idk how common they are. My 93-97 slayer (with desert/jungle strykes blocked, gargs, abyss, fire giants, polypore once they came out, aquanites not unlocked): 2x suqah 2x kalphites 3x mithril dragon 4x dagannoth 5x waterfiends 5x spirit mages 5x tzhaar 5x steel dragon 5x black dragon 5x terror dogs 6x greaters 6x dust devil 7x spectres 7x vyrewatch (introduced halfway! quite common) 7x nechryael 7x black demon 8x iron dragon 8x mutated jads 9x wyvern 9x ice stryke 11x blue dragon 12x hellhound 13x lrc 13x velds 16x dark beast Of course my blocks/skips depended on effigy rates mainly, I wouldn't block fire giants or abyssals with the current rates.
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Cost to chin 90-99 range
Should use SW cape over alerter for longer trips, pretty sure that's better. Ranging amulet equals fury roughly, glaivens are important.
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Shadow silk hood hunting
It's not really better, plate beats hood anyway. But plate + hood > plate + legs, so at 100 dg it's better to have a hood. I'd say, go with plate and hood hunt at 100. Maybe you'll get a blood neck before that, which is still better.
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Q
I will not surrender H&A so easily! But honestly, it's great to have more people with H&A routines. Some questions are just... argh so I skip those. 'Basic moneymaking tips' are the worst :(.
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Best dung shields for bossing
Bandos: Cmaul, or defender, or dfs really. Sara: probably eeks if ranging, maul if meleeing. Zammy: eeks if ranging (tanking mage w/ melee pray), cks if meleeing probably. Nex: eeks. Some teams take deflector. Dks: dfs. Some people prefer fsk/cks but I'm not confident the cost is even worth it. Corp: no shield. Possibly eeks > defender for the goliath stage (if solo/duo) but again not confident. Kiln: none really worth it but fsk probably best since you mage a lot, along with defender. Deflector is possible but iirc tokkul-zo doesn't stack?
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Waterfiends
This, though the goliath glove special may help in this regard. You should be able to survive, void deflector does have lower mage def than even black d'hide iirc but a good bit more ranged def.
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20-April-2012: Mad May and Wild Weekends
More free xp and loyalty points and SoF spins... moving further away from the game being 'just the game' to be enjoyed at any time, and more towards real-world influence (irl cash, time of year, number of unique days played - they all matter in xp gains now).
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Bloodneck + hex. Low slayer.
It's the same deal as with all other 'resources': on the critical path, resources are determined by the levels of the team, on the bonus paths the resources can be lower and higher. That is, sub 90 slayer you won't find eddis or gazers in critical gds, if you find them in non-critical gds someone can pot to kill them, and if nobody can pot to kill they can only be in non-gd bonus rooms.
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Game update 19th April
Agreed. Especially the 6 pairs of boots of which none are useful can do with an overhaul. The shields are pretty bad too, with all ranged weapons being 2h, the best melee weapons also 2h and all mages requiring csb. Most other items are nifty at the level they require and grow obsolete quickly. It'd be nice if all the slayer drops allowed some things that are normally not available like bn/hex/hood (and hailstorm to some degree) do very well. The boots could be replaced with three tops and three legs or something.
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New Super Moderator!
More hammers :D.
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Tormented Demon Torment
Use the website guide people, not the setups on this thread (especially the first void setup :P)!
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Glacors equipment
With a unicorn you really shouldn't need gano defence-wise so you're right there. I'd not pray melee on the minions (ss flash + protect against the glacor) using either void or Virtus. Akrisae isn't worth it imo, you lose like 40-50 magic attack for the set? Magic attack isn't that important but neither is prayer cost. Goliaths are one thing probably overkill, you could upgrade to csb + berserker ring, and ragefire boots. Ahrim's skirt has 1 more mage attack than gano. I'd use neit/Akrisae hood for the prayer bonus as well.
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Game update 19th April
Increasing the number of slayer monsters is a good thing imo, because it makes slayer more prominent in clearing gds, the only way the skill can really affect dg. It was a bit unimportant before, probably the least called for. Increasing the number of blood necklace/hex drops is a bit iffy, but I think it's reasonable that you should be able to get one or two as drops before you hit 120.
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Maul or Goliaths for waterfiends
And it's worth it: Maxed void would be +29/+41 plus the 82 bonus from goliaths, so let's say +111/+123. Void would provide roughly 17.5 attack bonus and 18.7 strength bonus. 36.2 total. If you do not have imbued rings, kiln cape or steadfast boots, that becomes +17.1/+17.9. 35 total. If you have only glory/swc/tokkul-zo for example (500k setup), that becomes +17.4/+16.9. 34.3 total. But you wouldn't have Bandos anyway so that's not relevant :P. Bandos + neit + defender would be an additional 23 attack and 15 strength. 38 total. So although void is less accurate and offers lower total bonusus, it's probably still better dps considering waterfiends don't have that much crush defence. On really high def targets, Bandos is still better.