Everything posted by Quyneax
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Fight Caves
No. When meleeing you use bandos or barrows along with either a shield or a defender (suppose you could even switch if you have a low defence&attack level) and a whip/rapier. You just melee everything and heal with EE/EEE. This is a lot faster than ranging but it takes some skill on the 360's.
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Waterfiends profit with this set up?
Well berserker isn't really worth it. I recommend overload because it's better. That is, with overload you have a higher average boost than with extremes, as well as a magic and defence boost. I don't know about luck, so far I've spent four hours and 35 minutes (4 trips + one triple charm trip) there and not lost money (about 350k loot from a normal trip, which covers 3 ovl @ 80k each and 10 ppots @ 6-7k each + uni, scrolls, maul). What many people fail to realize is that once you get to a maxed setup, you'll be killing a lot of waterfiends per hour, and the loot does add up.
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Fight Caves
Don't aim to take no damage, it'll only frustrate you. Instead aim to heal all damage with an EE/EEE. If you are getting hit bad at 88 defence + EE/EEE boost, you could consider stoneskin or, even better, rigour and range them quickly. By far the best way is to switch to a barrows platebody and whip and melee them, and the 45's and their spawns (the recoil damage is pretty small anyway). Of course if you are up for a non-ranging method, that's even better, but somehow most people arent's :unsure:.
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Extremes in New Wildy
Extremes are no different than other items that require non-combat levels (e.g. handcannon, Korasi's) in how they are obtained. They are different in what they do (e.g. extremes boost levels, handcannon boosts equipment bonus & is more of a risk). The principle of being allowed to use potions is already well-established. In general, people agree that potions should be allowed. The principle of being allowed to use items requiring non-combat levels is already well-established. The argument that herblore is a non-combat stat and should not give items that are an advantage over items obtainable with no herblore has no precedent in Runescape whatsoever. The argument that extremes make the current, bad situation (of having too much damage per second relative to the maximum life points you can have) worse is not unique to extremes. It also applies to Korasi's, handcannon, rigour, claws, void, turmoil, chaotics, torva/pernix/virtus, divine, even piety and super pots, down to the lowly dds. E.g. the argument that extremes make the current situation worse requires a second argument to specify why extremes should be banned and not something else. One such argument is that extremes are currently banned, and that the status quo should be preserved. I don't recall an argument why this should be. In my opinion, the game can be changed. Another such argument is that extremes were a more recent addition. Since we are returning to the old wilderness, this new update should be left out. This argument is again not unique to extremes. In addition, we are not returning to the old wilderness. To do so would require a massive level/update reset. Certain game mechanics that have been used are returning. So I think there is no fundamental reason not to allowed extremes. There is no principle to base a ban on. This does not mean they should be allowed in itself. Currently the reason I seem to read most, is that the current BH+0 system, without the drop system/targets (e.g. approximately what will be implemented), would be worse off with extreme potions than without. Which may or may not be true, but in my opinion this is not relevant as we are not limited in our options. There is no choice between extremes and no extremes, that is a false dilemma. There are many more things we can introduce to change the dps/max lp balance. I name a few: 120 constitution More lp per constitution level. Constitution-boosting potions including extreme variants. Cheaper, riskable life-point boosting armours. Cheaper, riskable damage-reducing armours. And all of these do not have to work outside the wilderness. Some have flaws (for example 120 con is extremely hard to achieve, more lp in general unbalances pvm, and cheap powerful armour could unbalance pvm as well) but I think those can be solved. In the end, the result is a wilderness not where you are limited in what you can use, but instead encouraged to use the full game to your advantage.
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when should i repot extremes for slay and bosses?
1) Use overload if you feel like it (it's fun :D). 2) Repot as Vex said, 2 sets per hour = 8 doses/60 minutes or 7.5 minutes per dose. If you use superantifire you can be really easy and just bring a set for each antifire, and repot at the same time (= repot every 6 minutes).
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85 dg
Solo, it'd take ages. With a decent team, say 60 hours (decent = friends).
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Waterfiends profit with this set up?
I use this, with Korasi's to spec, 3 ovl, 10 ppots, unicorn scrolls + uni (in case I get comboed when overloading). I get about 130 crimson charms per trip, one trip is about 60.5 minutes (few second between ovls + finishing off the last fiend). A fire cape with some more ppots would be better. With this setup, you still profit (it pays for the overloads + more).
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Road to 99 slayer
100k in 6 hours is a pretty low average by the way, the time includes (that I know of) also daily assists, pengs, circus perhaps some shop/farm runs etc. (not sure what Ezkaton does). Vex got an average of 37k/hr over about 3.6m xp doing only slayer.
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Need advice on making a f2p pure
Moved this to the Graveyard, I hope you can find more answers here :).
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Karils vs. D'hide
I'd use elite void for the prayer bonus as I don't ever need healing on slayer monsters (soul split). Without ss, I don't know, but I imagine you could survive wfs in void as well.
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new to slayer
People anticipate my post :lol:. That's nice. Anyway that post assumes you have Smoking Kills done, and that you have a whip. I highly recommend not slaying until Smoking Kills, as the black mask/focus sight/hexcrest can't be used on some tasks (spectres, dusties). Basically what tieszen said.
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TDs
With your ranged level, it might be wise to use void range deflector w/ black hide top. Start out without the melee helmet if you feel like switching is too hard.
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Extremes in New Wildy
It won't break pvp. Consistency makes pvp better. Being able to hit higher is offset by higher lp. You're bringing in a lot of opinions, but no counterarguments, as my original statement wasn't an argument anyway (just another opinion). I think you are overestimating the power of extremes here... overload usually isn't viable (leaves you very vulnerable to KOs while using, so you'd have to hop into a (semi-)safe zone every 5 mins to repot) and even if you could use them, that'd only make it more interesting imo (overload isn't god mode or anything). Again, imo. Spec restores are interesting because they allow certain combos (e.g. dscim > claws) without a ring of vigour, or something like ks > ks. IMO specials are a more interesting part of combat, hence it'd be a shame to lose them, hence my suggestion of higher lp. Double ks specs on 1200 lp (brews healing ~190), is that more dangerous than single ks specs on 1000 lp? Of course, a bit. However double claw specs would be quite a bit less dangerous. Going to sleep now, g'night.
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Aiel's srs bsns blog: #1 Bad NEXer -- #21: 99 Theif 2562/2595
Sweet reminder of your epic stew :thumbup:.
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99 slayer, 48 effigies etc etc etc
Congratulations, good luck on opening the lot :thumbsup:. Oh eh 9.9/10, 10/10 if you put your cape on.
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133
Love the chat :P.
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A slayer question
And use a timer set at one minute before your anti-poison runs out or you'll likely die.
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200M in all Skills
Thank you Zarfot for that contribution. I hope that cuts down on the rambling about you quitting. I second Obtaurian & Peregrin.
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Extremes in New Wildy
Yes, whether those (mainly pointing at Korasi) items are correctly priced is another story, but you do risk them. Dragon(e) bolts are consumables and can be negated ENTIRELY. Obviously magic and range levels are incorrectly displayed but the difference is that they are combat skills. If you have an account with low strength/attack, it IS displayed. It seems rather consistent to me. Herblore itself has nothing to do with combat ability. There are two options: 1. You add extremes/ovls and to cancel (lol) their increased damage you increase the amount of LP one hp level gives 2. Do nothing. First option looks kind of stupid to say the least.. 1) You risk extreme potions. Not the level but you risk the potions (one overload ~= one dds). Also, extreme potions are consumables. I don't see how they are different to, say, Korasi's (besides being somewhat cheaper, you'll also use more (depending on your kill/death ratio I presume)). I'll agree that dbolts are tradeable and extremes are not, but Korasi's isn't. Neither is Zanik's crossbow (not sure how good it is tbh). However, the fact that something requires a level is equivalent to requiring a quest imo. If extremes required a quest to drink, would they be banned? (actually they require Druidic Ritual to be consumed :P) 2) Quests don't (only) require combat skills. Obviously the handcannon needs to be banned cause it requires firemaking to use. I don't have a fulll list, but it includes ghostly robes, many dragon items (scimitar included) etc. They all need to be banned as well IF you want all combat enhancers to depend on combat stats only. I don't. 3) Exactly because of extremes, herblore has something to do with combat abilty. Like quests. Quests have nothing to do with combat right? Well they do of course, loads of things we've mentioned. 4) You think it looks stupid, but I think it results in a pvp environment where people can use their account to the full extent. The options are different and 1. is more interesting. IMO. Edit: The benefit is consistency (which I like and some people might not care about, idk). Also, spec recovers make fights more interesting (imo). Since the problem is too high dps relative to max health, you can either drop dps or up health. I prefer the latter. Some people may not.
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Multiple Goals
It wouldn't be faster but it might be more enjoyable. Using effigies on stats below one level below your final goal is a bit of a waste, too, unless you got more effigies than you need :P.
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Extremes in New Wildy
Yes I do, Joe risks 25m while Johnny risks 50k. I thought that the quest was quite easy to do apart from the 63 mining and 60 smithing requirement. The effort of doing the questing is negiglible to the prayer levelling itself. 1) So I assume it isn't isn't a problem of cost but rather one of risk, correct? In which case cheap, powerful items like Korasi's, dds, gmace/maul, rune crossbow/dbolts should be banned, right? A dbolt is cheaper than the herbs needed for an extreme set, and adds quite a lot of power/danger to the cheap crossbow. 2) How does that even matter? Obviously people get 95+ prayer for turmoil, but then again people get 94 magic for vengeance (that takes quite a long time), which you can't see either (and is very similar in quest needed, great potential to alter a fight etc.). I'm not arguing that extremes are overpowered or underpowered. I'm just saying that it isn't very consistent to allow one thing but not the other. It seems like extremes got picked out at random, which doesn't seem fair. A radical solution like increasing lp per con level to 12-13 would be far better imo. It could even apply only in the wilderness.
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Extremes in New Wildy
1) Claws take 25m. DDs takes 50k. See the difference? 2) No it isn't. 94/95 prayer is displayed, but the completion of the quest isn't.
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80 hunter + wc
Hunter: jadinko's w/ bear and scentless. Woodcutting: ivy. Teaks may be faster, but require more attention (not sure). Sawmill is faster but requires 80.
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Help! Stats required for pk (please help)
A bazillion times this, turmoil is amazing.
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WGS Exp Reward.
Actually, essiw, farming will make you more money than runecrafting. A torstol run is around +35 gp/xp. That'd be the equivalent of 315 gp profit on a single essence crafted into natures, or 350 gp on a death rune. Difference being that you can do farming from level 85, and runecrafting only from 91 (double nats is 259 gp/ess) or something very high (deaths require a multiplier of 1.49 to be equal gp/xp). Farming is faster xp too, you just spend less time doing it.