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Quyneax

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Everything posted by Quyneax

  1. Right. Now I guess you were right in asking to explain women.
  2. Eh it's pretty high, you can check the guide here. About an hour and a half for an effigy, 40k ranged xp from the cannon + 66k strength xp (which would become ranged xp, and it'd be slower than rapier of course).
  3. Hmmm, range black dragons (range + cannon and lure)? That's mostly effigies though. It'd probably be best in the long run to dungeoneer, for now I guess you could do some solo GWD (Bandos mostly).
  4. Range frost dragons for cash then chin.
  5. Not mummies, never mummies, they are rather a lot slower.
  6. I would sure get more than 60 strength, but that's up to you of course. 80-99 magic would be ~11m xp or, say, 60k bursts? That'd be around 15k crimsons, plus assorted other charms, enough to get you a unicorn (maybe close to a wolpertinger). 42-80 ranged @ wallasalkis would be a bad idea unless you had a very high prayer level already (well, 50+), and even then. Try to get at least 50 ranged for a magic short bow. The ~1.9m ranged xp you'd get would net you quite a few blue charms but I'm not sure how many. Melee training at one defence is a huge pain. You can try rock crabs, or perhaps something with protect melee once you get that.
  7. If you can get them fairly cheap - say at min - and sell them later with a little profit, there's no harm buying them of course (in fact at that point it becomes flipping). You can also borrow a pair from a friend and see how much you like them.
  8. Yep - ragers are great fun. Also, in response to the 'kill everything': killing nets you (cooked!) food & xp, whereas fishing also nets you food but not as much xp. E.g. kill for your food.
  9. Quyneax replied to yuyu13's topic in Help and Advice
    I guess it is. Waves 1-6 are very fast compared to the queen wave. People also do 1-6 for charge then 7-10 for points if they want rewards (which is also a compromise).
  10. Quyneax replied to yuyu13's topic in Help and Advice
    I got no proof, really. The reasoning is that each wave offers the same amount of charge and the lower waves are faster. I think that thought is again supported by how score doesn't seem to affect horn charge. Then again I just hear these things from other people :mellow:.
  11. Exactly because you don't need the money from tds, I thought it'd be viable to hand over the claws. 70 kills/hr charms is something like 40 blues 20 crims iirc, effigies is one per ~68 minutes, at 80 kills tds would sure beat crawlers apart from combat xp. If you are a great merchanter you can sure pay for the crawlers, but once you reach ~199m in all melees/ranged, you don't need the xp anyway.
  12. Do complexity 3.
  13. Quyneax replied to yuyu13's topic in Help and Advice
    First, get the master horn, it's quite worth it. Then it'll take you 10 full queen runs to fill it (approx) but doing wave 1-6 and resetting is faster. A full runthrough is 40+ mins with randoms I think, 30- mins with pros.
  14. I'm interested in halfkilling tds. If you can get, say, 70 kills/hr and your partner takes just the claws, you'll effectively get crawlers, but break-even and with mostly blue/crim charms.
  15. Get back on & come dg obt, Grimy agreed to key. Edit a long while later: nvm now sleeping.
  16. If your suicider is afk, set the turn limit to 30 seconds. It will still be slower as you have to wait 11 turns, whereas if you both take actions it'll take only 5.5 turns (for each player).
  17. There is currently no Tip.It dungeoneering team list. I would say that you should first try to dg with your friends because they won't rage when you mess up. After that, try people from the forums (who may still rage at you) and only after that try randoms.
  18. Quyneax replied to R_2_H's topic in Help and Advice
    It depends, living rock creatures are like 150k xp/hr at decent stats, whereas steel dragons are quite slow. In general, if you only take low-defence tasks, you should be able to do 80k xp/hr at the least.
  19. Quyneax replied to Reform13's topic in Help and Advice
    Spiritual mages drop neither charms nor effigies. Off-task go with abyssals. Grenwalls are OK money, too.
  20. Red chinchompa's on skeletal monkeys under ape atoll. Look up one of the two guides in the AOW. Use eagle eye/rigour, steel titan/geyser titan and pray protect from melee. With elite void (deflector + acp), ranging ammy, sw cape etcetera you should be able to do 300k xp/hr and more.
  21. Use prayer pots. There is no excuse not to. The additional kills/hr will cover the cost. You don't have to but don't complain you hit badly.
  22. 1) Use turmoil and overload. Failing that, we go to... 2) Use turmoil and extremes. 3) Use piety and extremes or turmoil and supers. 4) Use piety and supers. 5) Use 15% attack, 15% strength and supers. It's important to use boosts versus dragons, they have high defence but not much health.
  23. I would like a magic-prayer-summoning based necromancy thing (those are incidentally my favourite combat skills :P). Horses are meh, unicorns are good enough. As for firearms, we have cannon, we have quivers as well (though they could do with an actual visible representation), we have a plague, we have curved swords (but no katan), nunchuks suck imo, taxes suck too :P. I'd like some inherent rune-saving ability from runecrafting levels, then again that wouldn't be a real new thing. Masses would be a good thing to have (of npcs) Why isn't Ardougne square a nice and busy place? I also want to fight the dagganoth invasion etcetera... we lack masses.
  24. Making money... from ice bursting? Only nechryeals would allow you to do that (and perhaps abyssal demons or something, but seriously...). Making money with magic pretty much means superheating, some forms of alching, possibly plank make (if you get lucky), humidify, teleporting people to lunar isle, venging/spec transferring in pvp... and of course killing people in pvp.
  25. You might find more people willing to sell if you paid them a little more than the GE price :).

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