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Assume Nothing

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Everything posted by Assume Nothing

  1. Banned for making a assumption of any kind, especially a wrong one.
  2. Quite frankly, it's just a overpriced good str training weapon, that has virtually no advantages over whip in PvP and doesn't have a great use, except waterfiends, but you hate waterfiends. So nope, no ideas from us. Tbh, just try waterfiends, you might begin to like the charms... Summoning is a invaluable tool so it's definately worth it.
  3. And temple tracking can be a pretty fun minigame if you do it for a change. Albiet offtopic, I want to add a word, if you want to massgather snake hides (you can always do your best moneymaking activity and buy it instead) is to kill them slightly north of trouble brewing, there are two spawns and it's easy to collect 200 snake hides per hour. Sorry mods I just had to say it. Yes, pretty much do what Georgelemmons suggested, it works good.
  4. A - You don't need 1hps to max, you need under 10% of your max hps, don't listen to what other people say, it's fact. At under 10% hps, your str level doubles invisibly. B - You cannot reobtain the rockcake back, so sorry. And they got nerfed a while back, it says something along the lines of 'You learn not to eat this again too soon', so the damage it deals to you is slow. C - Your best bet is to get unidentified liquids, with ancient tele to digsite, run to the spot, and use mousekeys to fill the vials. These used to be able to kill you, but JaGex changed it not long ago and now they cannot, they leave you at 3hps. Since normal hp restore rate is 1hps, you can drop one every 5 minutes whilst having maximum efficiency.
  5. Yes that's a glitch that's pretty well known where if you log out in a altar, you might (I think) get tele'd into the rc guide. All I can say is... logout in the abyss.
  6. If you're attacking an spiritual mage already attacking something else, and the something else deals the last damage, it doesn't count for the slayer assignment, albeit you dealing most damage, it's unfair, make a post on RSOF about it. Can't find nothing to unspam but yeah... I think you should know that.
  7. You can't really use it well at GWD or Mithril Dragons. With the Unicorn, all you have to do is click a button. For the bat, you must click, pick up, and cut some things. You will recieve MUCH more damage during that time. You also loose time eating. Chances are you are going to get hit while eating 2-5 things. Its only good while safespotting. Ever heard of spawn times? Uhmmm, you can be on low health whilst the monster still has lots of hps... -.- Anyways, Imo, anyplace where the bunyip doesn't heal enough, you should use a unicorn, fruit bats do heal more per special bar, but what about times where you're full inventory, of items that you picked up? Say, waterfiends, they drop a large variety of things, and they hit, often. You don't exactly want to waste time to pick up your papaya's, and you might be too low hps to even eat them in time without dying already. Using the fruit bat between spawn times for healing is fine, using it exclusively above everything else is not.
  8. Oh and btw, maple shortbow cannot fire rune arrows... It's funny you mention this... because I've been wondering the same thing a few hours before you posted. Yeah, being 1 handed makes a difference... a huge difference. The extra defence from the Dfs alone can make it suitable for ranging Aviansies, with a pony ofcourse.
  9. If crimsons were to become 4k each... then we'd all be making 400k per hour from waterfiends alone.... I guess it'll start off very high, say, 5k per crimson, but people will start to realise that Rock Lobsters would be free epic mage xp, and crimsons would go back down to about 3k each. I would say that if charms were to become tradeable, all ancient magic runes would skyrocket and Waterfiends will be as crowded as World 2 Green Dragons. Oh and it would make Slayer more packed too =/. The cons about tradeable charms - Summon no longer requires any real effort put in to train it, ruining the skill like offer x bones at gilded altar did to prayer.
  10. No don't range waterfiends, that's very bad xp -.-.
  11. Don't try and go for drops with such low ranged, you want xp, only xp. If you have a enhanced excalibur, and done Defender of Varrock, you can range Armoured Zombies with a bunyip and granite shield, it's how I personally got my ranged up. Only at level 85+ ranged should you consider getting good money with ranging, because with low stats, you will barely get more than 200-300k per hour. I know Armoured Zombies get boring easily, but seriously, they are good xp.
  12. They can't be tanned, they are used for making Fremennik armour like Rockshell.
  13. Train at the wilderness for agility. Training at Armoured Zombies for ranged xp is very good also, not alot of charms but the ranged xp certainly is higher than average.
  14. No idea but I'd advise you to go to Gop for pure essence, simply because even with a 50-50 team, you get 1.89k ess per 3 games, which is 54 minutes.
  15. Think of it like whip vs ss. The whip is one handed, can be wielded with a rune defender, significantly boosting average damage per second. You can wield a shield instead and gain a massive advantage of 40-60 ranged defence bonus which could easily be running out of food and having 3-5 food left in a dm.
  16. Well.... A godsword is always good for gwding, whilst dclaws just fail hard pvm. So if you're a bosshunter, Ags or Sgs. Ags lends out for high prices, though. Not sure about Dclaws but I would offer 100k per hour with an ags whilst I'd pay half that for Dclaws. I don't know, but Godswords are certainly more flexible in what you want to do with them as opposed to dclaws is just about praying against melee in pvp and hoping to rush someone, pjing is useless as you won't get the kill, but it's a adrenaline (sp?) rush I guess.
  17. Lol Musky, I was doing that with Bruno for about an hour.... it was epic \ :shock: :lol:
  18. Assuming you're low level: Obby Monsters Zamorak Warriors (beware of competition), 200k per hour of Rune Scims ftw? But that's with my melee stats... Jellies (low level slayer monster, idc it's still a monster) Ankous (too much competition imo) Fleshies (nothing really rare, alot of herbs add up) Can't think of any more atm... Lemme copy and paste something I typed a while back...
  19. At 99 def and 88 summon with 99 ranged: Obby rings Maxed range bonus save the weapon slot void and goditems... Full void Dfs Pony Ranging pots Prayer flashing Some noobs to leech off Hell of alot of practice = 820k per hour in addy bars :thumbsup: And to answer your original question, no, I advise against void at 80 defence.
  20. -.- There is no universal 'this is better for every situation' ring at waterfiends. At least provide some information on why you are killing them and what you're after, under what you just wrote, you could be a level 80 wanting to range them for a slayer task or a level 130 camping there for crimsons at 88 summon, going for 96. I cba to look you up on hiscores so I'll just type the pro's and con's of the rings. Berserker ring/Other stat Rings - The 1 extra max hit isn't going to help too much, barely speeding up waterfiend kills, infact, it gives no real visible difference if you want to compare the average speed of kills. If you're taking a warrior ring, same again, there is no 'visible' difference between having it and not having it. The only stat ring I'd suggest is the seer's ring for magic defence. Lumbridge ring - Same as above, wearing this is no better than taking a holy wrench, the ring space could be used for something far better. About the same as the Berserker Ring/Other stat Rings. Ring of Life - Very very useful, about the only ring where you can visibly see a difference between having one, and not having one. The waterfiends max hit is 11, if you have 90hps, the chances are you're going to escape safely, not sure about the math on this but it WILL tele you out at 9hps, the only way you'd die is if they max on you when you're 10hps or 11hps. Odds are that won't happen. You can tele out at 12hps or below yourself. Wealth - Nothing very significant, the profitable drops are common, you don't want more battlestaves or rune meds, you want more water orbs. The usefulness of this at waterfiends is about the same as the usefullness at Aviansies. Charms are not affected by this ring and clues won't be any better either. Summary: The only rings that do make a difference is: Warrior ring and Berserker (albiet small), Ring of Life (great ring, a must tbh), and the Seers ring (a little defence doesn't hurt).
  21. Sorry to tell you but 60 ranged is really not the level you want to start earning money with ranging. I suggest you train at armoured zombies (with void and eagle's eye, granite shield and a godstole with a bunyip (get it if you don't have one already, you've got the melee stats) and enhanced excalibur) until you're at least 80 ranged before trying to earn money with ranged. At level 80, your best bet is Aviansies, at level 60 ranged, it's too low for a decent profit and xp. If you want, you can always use the prayer method outside the eyree, at level 60 ranged, but be aware of the killstealers there. There seems to be alot more 'honor' in places like obby monsters as opposed to Aviansies, however. Edit - since you have 70 defence, tank them with bones to peaches. That works too.
  22. Zombie Monkeys require a strong Summon, which alone will give 15k extra xp per hour. I personally like Armoured Zombies for the fact that they give no risk at all, and you can piety the whole way through without losing a single gp. The only cost really is in pure sets a summon pot and a few bunyips. If you're pietying zombie monkeys, you've been paying for something not worth paying for, imo. In reality, zombie monkeys aren't 'really' 110k xp per hour, without a summon you barely get 100k+ xp per hour. Your summon may not give you the same type of xp as you're training. I know, it's still extra xp, but what's the use of ranged xp if you are seeking out attack xp, and only attack xp (was an example btw)? Zombie monkeys are pretty deadly, assuming you disconnect a lot, with 6 monkeys that max 14's on you, disconnecting, reconnecting and disconnecting may make you dead. Sure, you only lose some prossy, but going back and retrieving gear still takes a little time. And if you don't have a greegree, it would take a lot more time retrieving your gear. About the 'relative afkness', Armoured Zombies beat Zombie Monkeys imo. At Armoured Zombies, I've been watching 4:30 minute vids (I keep track) on youtube and talking in cc and still getting the same xp per hour, is that not good? I know for the wise ones that you try and keep prayer as high as possible at Zombie Monkeys, so you'd have to click pots a lot more. Oh, and the blues, ranarrs, planks, everything else, they all add up, and gaining a profit of 150k per hour whilst gaining one of the best afkable xp per hour in the game is just.... win. I doubt that you even get 80k xp per hour without piety, if you do piety then it'll cost you, and for no real benefit above Armoured Zombies. To summarise: Armoured Zombies are more afkable, less costly, with virtually no risk (only risk you'd have is disconnecting at the altar with a rev ranging or maging you, but what are the odds?) wearing a life, good drops, infact better xp than Zombie Monkeys and close to a teleport where you'd rarely encounter a rev, as opposed to giant brawlers blocking you from the ladder even with a greegree on -.-. Generally I choose Armoured Zombies, the xp is great, the people you meet can be nice, you can also range there for awesome xp (60k-70k xp per hour, perhaps higher), and drops can add up nicely. Oh, and btw, don't say 'I can make 450k gp per hour, I don't care for a little money' because who wants to make money for hours AFTER training for hours straight? I kind of rushed this post, so there may be a lot of grammatical errors.
  23. Holy crap... I've done this at bh before though, 2 clawers and a lucky ddser (dealing double 30's), all eaten out, you should make it your siggy tbh, perhaps reduce the file down?
  24. As others said, the main cause is merchanting (price manipulating) clanchats which abuse the way to GE works in order to gain a profit. Albiet offtopic I want to explain how they work (no idea why I want to though =/), they usually work like this: Clan creator stocks up on a particular item that's been low for a while. Clan creator tells the clan to buy it out, to do this you must buy at max, creating a artificial demand on the Grand exchange because no one actually wants it, it's just taken up by the clan. The Clan creator always dumps early, ALWAYS. He may not sell it all in one go, but he will slowly sell his items to his clanmates through the ge, creating a tidy profit for himself. The ones that starts dumping first earn a tidy profit, whilst the others watch the artificial demand become a artificial supply, the items plummeting lower than originally, losing millions in the process. It's basically a redistribution of wealth, the early dumpers and the clan creator will make the cash, the others will lose it.
  25. Banned for making me post whilst in a lesson.

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