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Quyneax

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Everything posted by Quyneax

  1. I think we can end this discussion here, thanks. It's just going to devolve into a flamewar again.
  2. I doubt that they are better than arctic pines, but if you want afk woodcutting xp, they are certainly the best.
  3. I've fixed your signature. You were using , which don't seem to work at all. The following does work: [url=http://forum.tip.it/topic/321941-the-adventures-of-sleeping-elm-10k-frosts-challenge/?p=5460817]frosties[/url]frosties
  4. You're saying that the market is so unpredictable that when you release super-rare very useful items, you can't tell that they are going to be very expensive? That's ridiculous. No, Jagex is in full control over both supply and usefulness, which is the major motivation for demand. There is no excusing the imbalance amongst t90 weapons, PvM versus skilling and others.
  5. Melee has Hurricane and Cleave, ranged has Bombard and Ricochet, magic has Chain and Tsunami. Discounting Tsunami, ranged and melee are pretty equal AoE-wise. Yes, ssh redirects damage to teammates, but given that you mostly solo gds anyway, that's hardly an issue (besides, it's not exactly a problem to have everybody wear a hood). Bn is better, but there's no reason not to use both if you're set on one style only (ssh + bn + ccs + cele top). Of course in easy-mode dg you can get away with using only one piece of armour, so it doesn't really matter either way (for hard mode, definitely get a hood).
  6. Another picture of Zaros was posted before, specifically this one: Is this the post-stabbity Zaros and the other one the pre-stabbity? Because that's probably pre-shattering Seren :P.
  7. Melee has the worst rings of kinship, I'm pretty sure, because there's only accuracy boosts and tank rings (and you don't want to use tank). I think one reason people think melee hits better is that they always use Berserker, which boosts accuracy, versus magic's Blazer, which is straight damage. Magic and ranged both have accuracy and damage boosts, and the small advantage of attacking at a distance. Magic has the advantage of Asphyxiate, ranged has Bombard. Regardless of what style you're picking, you'll be in trouble fighting the skeletal trio, runebound behemoth and Kal'Ger. Sagittare is unfriendly to ranged. Magic doesn't require an ammo bind, but since you're getting free runes from the smuggler anyway, that matters less now. The autocasting is a pain though. Maybe Vulnerability is good? With a soul rune bind? p.s. SSH is still good, better than celestial hood. And no, helmets don't affect accuracy.
  8. Indeed there doesn't appear to be a guide. For you personally, Draco, it shouldn't matter too much, because the quest is very straightforward. For the rest of the world, and in case you're wondering if you've missed anything, I've passed word to the crew.
  9. What would happen if we made t90 equipment cost 50m for the whole set (t90 in every slot) without decreasing moneymaking capabilities overall? People who want to set cash goals can do so through rares or upgrading their PoH or collections or whatever. People who want to do high-end PvM can do so because they can afford the equipment. People who want to do high-end PvP can do so because they can afford to risk the equipment. People who want to just finish the game equipment-wise don't have to grind moneymakers for months. Equipment, or gp, is not a requirement for the completionist cape, so as such it is not part of the 'main goal' of the game. That's for a reason - it shouldn't be a goal at all: cash is meant to be a go-between to exchange effort between players. It's much better to have a large investment to unlock equipment, followed by cheap items - think smithing untradable t90 platebodies from untradable ores at a quest-unlocked furnace built with 90 construction and using t90 cut stone (crafting), requiring untradable t90 logs and 90 firemaking to light, and it takes half an hour to smith (think ceremonial swords but bigger). There is absolutely no reason to make equipment the cash-goal. The best equipment doesn't have to be expensive at all. There's really no in-game reason to make drygores 100m, even if that's fairly cheap - they work just as well at 30m (just make them more expensive than lower-tier items, please). Expensive equipment is, for example, horrible for PvP, because you can never risk good gear - cheap, high-end gear is way better. Just like real life: getting cash is not useful (and in any case, doesn't really make you much happier past a certain point - you see that in RS also, once you can afford to throw around cannons and barrages on everything, it doesn't really get any better). Getting awesome things with your cash is more useful. The most useful is getting stuff that will remain with you forever - experience(s) (I don't think owning a really fast car is really any fun if you don't experience driving really fast*, for example, unless you think having an unused Ferrari is the mark of a champion. Regardless, e-fame is most definitely not a goal of the game). *As such, I don't think owning a really fast car is any fun.
  10. Well, that's fair then. Sad to see people feel the need to DDoS, hope Jagex gets their systems proofed. You can't really be mad at Jagex for this, as basically every service gets hit by DDoS at some point (big banks and stuff as well, who don't exactly have small IT budgets).
  11. Saradomin godsword is far too weak, go with drygores or chaotic claws at least. You can also use magic or ranged if you want, though ranged lacks good melee defence (making it particularly vulnerable to K'ril's attacks). Remember that vampirism scrimshaws don't work with magic. Upgrade your fury and berserker ring to style-specific amulets: arcstream or whisper, seers or warrior. You can also just use a sixth-age circuit. I don't know what boots/gloves you were intending to use, but go with ragefire and static if your budget stretches.
  12. To a large extent, that simply a result of filling out the skills that we have, which is something promised to us ages ago. I agree it's rather boss-focused, but you're not going to get low or mid-level content if you want to fill out the skills, because high-level applications is what we're lacking right now. You are also not going to get much development time on low-level content because it will not be played nearly as long as high-level content, mainly due to the exponential xp-per-level progression. I very much doubt you can blame much of the high-level content on the relative importance of HLF feedback. Secondly, I think it's likely that Jagex considers the completionist cape a main goal for many people, if not the primary end-goal of the game. The game is partially designed around the notion that everybody can do everything, and that's the mindset Jagex wants to encourage, I think - to do everything. I think Jagex would rather build updates for DIYers than for pures, for example. That many people simply do not have the time to comp, that's well-known, but that is still the direction many people train in (favourite part first of course, but how many people dump bonus xp in agility 'just in case I'll max someday'?). Because people stuck in the 2005-2007 RS era give so much better feedback? If any group is conservative, it's going to be the veteran players, they have all their hard work already put in. Of course if you want 5-10 year veteran forums for general chat, go for it. But I really doubt that that will generate more useful feedback. At best, it will generate a second set of feedback, requiring a separate jmod to gather it and a separate instance of processing it, which Jagex seemingly doesn't have the manpower to do.
  13. HLF players tend to have played lots of content, even if it's been a while since they have bothered with low-level content. Of all controllable sub-communities (pmods, hlf, jmods, p2p only), HLF is the best place to gather feedback, I think. That doesn't mean it is by any means perfect, but checking only pmods/jmods or all p2p players or simply all players, that's not going to work very well either. I guess they could build a dedicated feedback forum with players of all levels and interests, but that would take effort.
  14. Degrading to dust doesn't mean it drops nothing (it can always drop cash like Ports), it just means the repair cost equals the purchase cost (as with ganodermic, which may not technically degrade to dust, but it degrades to a 10 gp item). That means you risk a lot less (because the armour is cheap) but it costs more in degrade cost (because you buy the whole armour). I understand that that was the reasoning behind Vesta/Statius versus Bandos as well: you can risk a Bandos set or a Vesta set, but if you're going to die every couple of hours, the Vesta sets will be cheaper than the Bandos set, because you end up losing both anyway (one Bandos set equalling several Vesta sets in purchase price).
  15. Would you rather risk a 10-hour-degrade item costing 200k tokens, or a 10-hour repair-for-x-tokens item costing 2000k tokens? What does x have to be? Because in pvp, it sure isn't going to be worth risking millions of tokens.
  16. Dungeoneering has no consumable rewards, which is a problem for the long-term survival of the skill (yes, weapon repairs with tokens, but that's hardly a reward when you can just pay for the same thing). It should provide t90 2h thrown weapons or something, or t85 power hybrid armour that degrades to dust, to name some awesome rewards.
  17. Since you're already 99 ranged, you can go ahead and get 99 attack, strength, prayer, magic, constitution and summoning without affecting your combat level. I don't know whether that's worth it (in light of VORK's post), but you can do it. However, levels higher than that required for the weapons and abilities you want to use are probably not really worthwhile, and since you'd want to stick to riskable weapons (hint: not t90 weapons) you don't really need to go past 80. Royal crossbow is cheap and t80, polypore is cheap and t75 (and comes with Vengeance, if you have the defence level for it) and godswords are cheap and t75 plus Smash, as VORK writes (Smash disables your opponent's protect prayer).
  18. Yeah, I'd take a gentler approach. Say, 500k tokens for a level 90 weapon (mh, 250k oh, 750k 2h) which is 2.25m tokens* for one weapon of each combat style. More if you want stab/slash/crush and crossbow/bow/thrown separately. Level 99 weapons should incorporate more than just buying from a store, but buying a component from dg is fair game. * Level 104/120 minimum - if 120 is like a 99, it's 86/99 equivalent, you could add a bit more tokens to make it 90/99 or 109/120 but 10 xp isn't always one token, and you need to fund skilling rewards also.
  19. That's like saying that the Democratic People's Republic of Korea (also known as North Korea) is more democratic than ever :D. Which, apart from anything else, I don't think it is, but that's not the point. RS is still a very grindy game, and although it's getting easier to get 99s, it's not easy (= takes a short time) to get max/comp/trim by any standards. Adding another 4b gp to afford max gear is pretty steep, especially considering that it is entirely mono-combat (or flipping, which is not the most balanced part of the game itself and could do with a change). Even obtaining dragon hatchets and pickaxes is primarily combat-based, as are many items which are high-end skilling resources that have associated gathering/processing skills (runite ore, magic logs, dragonstones, coal, royal/ascension bolts, pure essence) and so on. There are competitive skill-based armours at lower levels (armours added with EoC, see batwing and such - they still require resources obtained through combat of course), but for the most part, combat is the best or only source of high-end items even for skilling items. The argument that risk should come with greater reward (and that risk implies combat, specifically) doesn't apply either - for example, there's no reason you couldn't make a mining rock that deals damage if you fail, or a plant that takes a lot of effort to farm and dies often. Skillers are simply not given the opportunity to take risks or make lots of money, which is Jagex' fault on top of the rather high price of seismics. Basically, there should be risky and safe methods of making money for combat and skilling. There should be combat and skilling rewards for combat and skilling methods. For example, the QBD could be a relatively safe combat method of obtaining skilling items: bones, hides, crossbow parts (currently not even a part of fletching, which is fairly lame). Vorago is a prime example of a risky combat method of obtaining combat items. The KK and Nex also. They all do drop skilling items too, but that's not their primary drop item. Most gathering skills fall into the safe skilling methods of obtaining skilling items. Herblore is a safe skilling method of obtaining combat items. Smithing is a safe skilling method of obtaining nothing useful, but theoretically mostly combat items - Tetsu is, of course, a good second-rate armour set. Risky skilling? Maybe wishing well bushes? LRC? Err, Creature Graveyard in MTA? There's also wilderness runite rocks, and somehow none of those are good profit. tl;dr PvM is living far above its station with both combat and skilling drops. Remove all ores, bars, herbs, raw fish, food, potions, logs, essence, runes and every other skilling resource and product from all monster drop tables and add some high-end skilling armours (t85-t90 minimum, power armour and weapons also), that would perhaps level the game a little. The people who bring up that 500m-2b price tags are reasonable forget that not everybody's looking to spend 100-400 hours at the same boss. Variety is the spice of life and skilling has many fans, too. Even apart from the amount of grind you want to accept (which, I guarantee, isn't 400+ hours for a single item for most people), the game is seriously unbalanced.
  20. Not true, woodcutting xp serves no purpose past 99. Valuing it is a personal choice. Some people may choose to value extra xp negatively (e.g. lowest-xp-at-a-given-total goals). That's only true if you want to get more money. There are situations in which it is better to warband farming. Not the OP's situation, but it can happen.
  21. Quyneax replied to Wkw's topic in Help and Advice
    Some of the chests are worth looting, it depends on the layout and how perfect you plunder. They don't take very long to loot, only one tick if done right I believe (or is it two, including movement?).
  22. I don't know how much bonus xp Drumgun (or another top-10 Divination rank) has left, but that looks like a contender... That's a good bit of flak to shoot at Jagex for releasing so much bonus xp through the SoF.
  23. Warband Mining as much as possible. If for some reason you can't get 75/75 on Mining, you can dump them on Farming, but that's not nearly as good. It will take a while to get 99 Mining through warbands - say two months? But I'm not really sure, it might be less. You can get a good 135k Farming xp per day doing 6 palms @ 10.2k xp ea, 5 magics @ 13.8k xp ea and a calquat @ 12.1k xp (one run a day). If you take two months to finish Mining, you'll get about 60 * 135 = 8m Farming xp, so you'll need a bit more. If possible, do two magic tree runs a day. Hunt jadinkos to 99, use Zamorak's favour potions and don't scare away commons. Firemaking, not sure if pyrelord firemaking still works, but you can do Char's Cave for about 135-150k xp per week (in 10 minutes, for free) which adds up to some 1.3m free xp over the aforementioned two months. Using the Book of Char daily can add a lot more xp, I'm not sure how much. Finish up with pyrelord firemaking or just bonfiring with elder logs. Crafting: apart from dragonstones, you can make black d'hide shields or royal d'hide bodies (shields are more xp/item, but bodies are 9 items per inventory instead of 6). That will get costly though.
  24. It may be too early to tell, but it appears Suomi is continuing Divination.

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