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Quyneax

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Everything posted by Quyneax

  1. Without a bunyip, soul split etc. I'd skip them.
  2. If starting out: Neitiznot Fury Black dragonhide top+legs (or Karil's) Dragon boots Barrows gloves Dragon defender Soul wars cape Berserker ring Using whip and rune crossbow with rune bolts. Bring 2 extreme attack, ranged and strength, ~12 ppots, a unicorn summoned, 150 scrolls or so, a sapphire lantern, darklight, eee for specials, the rest rocktail. Once you're more confident and have a higher dungeoneering level, use: Void melee and range (switch) Fury Fire cape Berserker ring Dragon boots/ranger's boots Handcannon + maul + dragon claws for specials Also with a unicorn, two overloads, 12 ppots. Defender switch for darklight. Best setup is the above with a steel titan, or virtus + cstaff/arcstream and ice barrage.
  3. Less so for guards than for babies, and less so again for males, but in general they remain a sub-par task.
  4. I don't know about that, but the hard route gives you most the most afk method as there's just a lot more lp worth of enemies per encounter. Zach at 99 now, so I'm left with the two slow ones. 488 total.
  5. Tormented demons are your best bet, they'll provide charms for 99 summoning, effigies for high/max total and cash for 92+ herblore. After overloads, start Nexing for even better gp.
  6. No, the loot and xp and effigies and charm are below average and they are quite annoying due to their non-agressiveness.
  7. Let's say you have elemental runes for 40% air surge and 20% of each other elemental surge. Your average max is now 317,2. That's better than the 308 from emp fire + fire surge. You need around a third fire surge casts and the rest air surge casts for ccs to be better than emp fire.
  8. Camping combat events, I'm not picky about them. Toad suggested logging out and in to get the event you want but I don't want the hassle, so Zach has to mage snakes sometimes. You can safespot snakes around the entrance path anyway so it's free afking. In other news, it's annoying when people don't lure well (e.g. you get hit) or you start a trip in a world with messed-up lures (get hit again). Unicorn can't keep up with all that :(. 6 kills only.
  9. Quyneax replied to De_NL_Legend's topic in Help and Advice
    Trouble with ghouls is that they only have 500 lp, armoured zombies have 850, and Ape Atoll skeletons have 1100. They are the highest health undead that are viable training monsters (along with fiyr shades).
  10. Something like magic potions until Saradomin brews until special recovers would be the most efficient, assume around 15 gp/xp.
  11. Mithril bolts are pretty bad, go with superheat-smelting gold for smithing, should take two hours or so and get you some nice magic xp as well. Construction, either oak larders (with or without SC) or mahogany tables if you're rich. If you hate construction, mahogany with SC hammers is really fast xp. You need about 9 SC hammers to get your levels and a little extra. With oak that should take an hour to use up at medium speed, with mahogany around 25 minutes :P. It takes 2-3 hours to get that many sc tools though. For crafting, make water battlestaves. They should profit and are quite fast xp. Air battlestaves can be good too, but watch orb prices, they can be too expensive (buy at low 1000s, not 1200+ certainly).
  12. Quyneax replied to De_NL_Legend's topic in Help and Advice
    The best xp can't be gained from the start, doing a few quests and perhaps dungeoneering can save you hours to 99.
  13. Claw specials without missing any hits are around 460 damage per special, or 276000 xp/hr. So if you could spec over and over, it'd be great xp. However, as Gwyn said, you can't get all hits in. It takes several seconds for the new wave to spawn and at (at most) 12 claw specials (28,8 seconds + lost time) per wave that means around 10% of your time is spent waiting. Not to mention that within a wave, a poorly cooked karamban will wander up the guarded passage which will take several seconds to be attacked. Wizards occasionally freeze you as well, reducing your time spent attacking. Etcetera etcetera.
  14. Bonus paths can't be requirements to get to the boss, so critical path keys are never behind bonus doors. I heard Primal Full Helm was rarer Unlike soulgazers, you can specifically camp the skeletal horde. It's just that lots of people do (high) warped 5:5 and very nearly nobody does abd1 as anything other than c1/c2.
  15. Only did Temple Trekking today. Took Zach from 45ish to 80, should max tomorrow. About 466 total now. Am Aes Sedai now :).
  16. Ah I misread and didn't see you have a torso. In that case, yes tassets.
  17. Yep, basically you'll be alching once every 3 seconds and catching fish every 1.8 (minus the ones you miss) so you should gain about half a fish per 3 seconds.
  18. BCP

    Quyneax replied to brad1431's topic in Help and Advice
    I'd say, get turmoil instead. Bandos is much better than Torags, but turmoil is better still. Of course if you have turmoil and money left, then sure, get Bandos. It's some 3-4% better than Torags offence-wise. If by trying solo gwd you mean getting Bandos drops yourself, I wouldn't recommend it. You don't have a chaotic weapon so your damage output will be 20% lower than other maxed peoples'.
  19. BCP, yes, tassets, no. You can buy them separately you know :P.
  20. Well, accurate vs defensive means two equal rolls of 112 versus eachother, and defence wins a tie. So that gives you 112*112 possible combinations of rolls, of which 112 are even (miss) and the rest is split evenly, so 6216/12544 or 49,55% accuracy.
  21. Well, perfect Dharoking (100% accuracy etc.) would be around 612 damage per 7 ticks, which gets you 209828 xp/hr excluding familiar xp, and assuming .4 xp per damage. Perfect rapiering would be around 338 damage per 4 ticks or some 202800 xp/hr. Naturally Dharok's has much higher overkill, but it's not much less accurate than void. It's just a lot less convenient to use with overloads due to the lp loss required. Of course, multiply accuracy (80-90%) and imperfect spawns/human error (90%?) and overkill (idk how much, but there aren't many multicombat undead with 1300+ lp) into this max xp rate and you get rates of around 150k/hr.
  22. 5 minutes of making fire runes is like 5000 essence crafted - you don't have enough csb charge to use them all up. As All is Great said, drops should provide most of your runes. As a keyer, you aren't around gds as much so emp fire might be worth it, but even water surge +30% damage maxes above fire surge +10% damage (312 vs 308).
  23. You're spending more time screenshotting levels than getting them :blink:. Congratulations :thumbsup:.
  24. Hi-alchemy does not interrupt fishing, neither does low-alchemy. It takes 3 seconds to cast a hi-alchemy spell and 1.8 to cast a low-alchemy spell. Ideally you would hi-alch until your inventory is full, then low-alch until it's empty. This takes advantage of the fact that you'll probably miss a few fish, so the exact 3 ticks of low-alch doesn't have to correspond with the 3-tick interval of catching fish.
  25. Completionist gear: [hide] | Attack Defence Other Soak ________|_Stab__Slash__Crush__Magic__Range_|_Stab__Slash__Crush__Magic__Range__Summoning_|_Strength__Prayer__Ranged Strength__Magic damage_|_Melee__Magic__Ranged Helmet| 6 6 7 10 15 | 69 74 66 12 75 21 | 3.5 8 0.5 1% | 7 7 7 Amulet| 11 11 11 16 16 | 16 16 16 16 16 16 | 10.5 12 0.5 16% | 1 1 1 Body| 6 8 8 37 39 | 157 146 146 76 161 66 | 6.5 9 0.5 1% | 13 13 13 Legs| 4 6 6 27 25 | 113 107 113 48 126 33 | 3.5 6 0.5 1% | 9 9 9 Boots| 1 1 1 6 9 | 18 19 20 6 3 16 | 4.5 2 0.5 1% | 1 1 1 Gloves| 13 13 13 7 14 | 15 16 16 10 15 15 | 12.5 2 0.5 1% | 1 1 1 Ring| 7 9 7 9 9 | 7 9 9 9 9 2 | 8.5 2 0.5 1% | 1 1 1 Cape| 10 10 10 10 10 | 12 12 12 12 12 12 | 4.5 13 0.5 1% | 1 1 1 Shield| 26 25 24 21 9 | 84 91 87 31 90 71 | 7.5 8 0.5 1% | 15 15 15 ____________________________________________________________________________________________________________________________________________________________________ Total| 84 91 89 143 146 | 491 490 485 220 507 252 | 61.5 62 4.5 24% | 49 49 49 [/hide] Rules: take the highest bonus available for each slot, increase it by 1, except for str/range str which only get .5. Assume the completionist cape gets summoning defence, soak and range str but no other changes. This affects weight also (so the set weighs some -40 kg). Of course the armour also grants the void set effects, barrows set effects, penance set effect, slayer helmet effects and protections, life point boosts, and various item effects such as prayer necklaces, amulet of zealots, divine and elysian (both on the shield), salve amulet, 151 scroll capacity, Castle Wars armour effects (with cloak and helmet usable in CW), Family Crest gauntlets, ring of Charos, camouflage etcetera. It also provides a 2.5% xp boost to selected skills and all elite diary item effects. This set is now available for $200 at your local gamestore. On purchase this armour will also be added to your current dungeoneering binds.

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