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Grimy_Bunyip

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Everything posted by Grimy_Bunyip

  1. I'm confused by this statement right here. How would you wear an ACP without void gloves. regardless, void range boosts your max hit by 20%, so it's essentially always better than full black dhide/armadyl if that's what you were talking about.
  2. are you sure your weapon speeds are correct? max hit with non hex range is 188, so 225 with T10 desperado, 7 speed that should be about equal to the DPS of a primal 2H. considering a primal 2h is about 4 speed 460 ish max with tier 10 berserker. are you assuming shortbow or longbow btw? maybe that's it, because I know both of us use almost exactly the same DPS equation. hex hits about double on tier 11 forgotten mages, and has better accuracy, so it has over 2x the DPS of a primal 2h on tier 11 forgotten mages. I thought bows were 6 speed? guess not So hex max is like 450? shortbows/hexhunters are 6 speed when not on rapid, they are 7 speed on rapid nah, I guess i exagerrated. Hexhunter max without desperado is 338 on tier 11 mages i think, so about 405 with desperado.
  3. are you sure your weapon speeds are correct? max hit with non hex range is 188, so 225 with T10 desperado, 7 speed that should be about equal to the DPS of a primal 2H. considering a primal 2h is about 4 speed 460 ish max with tier 10 berserker. are you assuming shortbow or longbow btw? maybe that's it, because I know both of us use almost exactly the same DPS equation. hex hits about double on tier 11 forgotten mages, and has better accuracy, so it has over 2x the DPS of a primal 2h on tier 11 forgotten mages.
  4. nah its about right, although I've personally timed it to be a bit slower than 1 every seconds, but not by much. Maybe just human error.
  5. lol funny, the same source says 20 prayer points per minute: http://runescape.wikia.com/wiki/Rigour
  6. it looks more like jagex is trying to make herblore useful for non combat skills. I mean i guess fletching pots and crafting pots are useful, but you'll never drink 1 dose per 5 minutes consistently while training like melee potions. There are 10 new potions coming out we know 1 is a baron shark potion 1 is a mining spirits potion and 1 is a herb harvest potion. From the looks of it, the theme will be potions need to drink consistently while skilling to maintain optimal xp rates.
  7. same as turmoil, roughly.
  8. When they do an expansion to the warriors guild. (probably 3-5 years from now lol) 30ish attack bonuses No special effects. Then why is there is there a rumour going around that it will be released this month? jagex made a comment along the lines of "what do ninja monkeys carry in their pockets?" and the immediate reaction of everybody was "dragon defenders!" (that and dragon throwing knives) this coupled with the fact that we are getting a monkey quest along the end of this month and we have that rumorr.
  9. That would be nice if you could note overloads or extremes. But what where are the rest of the pots you made? That doesnt seem like enough for 99. assisting effigies? but then he wouldnt have spent 400 mil :P +1 for avatar tbh
  10. sagittarian arrows are much better DPS than any other arrows. I think they're about 8.5% better DPS than promethium. about 19% better than katagon, and about 28% better than zephyrium at 99 ranged. I personally stick with arrows + hexhunter. Remember, surgebox is more common. And you really should be in teams with players that have surge boxes. You really don't need more than 1-2 mages to clear GDs. Granted more surgebox owners are great for all warped bosses other than gulega, and maybe blink.
  11. Maybe at 120 dg lol. Shadow silk hood and a melee weapon are still essential :P
  12. I've never seen a dino get caught in one of my traps unless i was nearby, I can set down a trap, come back 15 minutes later, and the dino and trap are still laying around. Well, I don't know what to say. When I dung I always carry a knife, 2 logs, needle and thread, and when I see a dino I want I set down traps and keep going along with my team to like the next room or two. I get the message on my screen saying I caught a dino in my trap even when I'm not in the same room as the dino. perhaps the range limit is 2 rooms?
  13. I've never seen a dino get caught in one of my traps unless i was nearby, I can set down a trap, come back 15 minutes later, and the dino and trap are still laying around.
  14. I've started making leather armor in dungeons for my hex hunter. What I've discovered is that you can catch any dino with any tier box! the only difference is that if you try to catch a tier 10 dino with a tier 1 box, you'll get 2-4 hides per dino instead of 3-5 and you have a greater chance of losing your trap. But whoopdeedoo lol, that actually doesn't make a difference. Traps only cost 225 gp from smuggler, and drop in the dozens from monsters. As for hides, most other players don't resort to this so you won't have a shortage of dinos. to make the deal even sweeter, you can fletch traps in combat without slowing your combat down if you have appropriate reflexes. and of course you can set traps without interrupting combat/running either. as for logs, 225 gp per tier 1 log at start of map from smuggler. Carrying needle + thread means making armor on the field. and monsters have chances of dropping logs. Very worth it for hex hunters, since it increases your damage rate. you can literally get full leather armor by the boss while doing GDs at the same time. one problems is that dinos won't go into traps unless you're nearby. So it might not be worth it unless you set down the trap at the beginning of a GD/puzzle room that happens to have a dino in it.
  15. rumor is the herblore update coming out this week will release constitution potions.
  16. The first thing they should do in such situation is to gate doors that aren't gated yet. If there's none, they can start killing boss, farm herbs or mine prome ores for bloodragers etc. Killing non-gd monsters is very low priority imo. since no ml it is id say gatedoors > herb> bloodragers > fish > kill random u use more food nd prayer killing nongds than u get back. pre ml killing nongds was higher priority as deep npc cap verse minor npc cap could be differenc betweeen a 25 and a 50 min dg... I'd put ragers over herbs. But there should really be a designated bloodrager person and herb person. I personally am willing to greenlight the making of a single chainbody for someone who both has no bound armor, and intends to solo the boss. hood safe non gds + prayer flash can be a good return if you know how.
  17. Eh, I don't think dung level is a good reflection. Some people learn faster than others. Some people choose not to learn. But I support 80+ nonetheless. Not because it's an experience cutoff or anything. But because I'm not going to slow down my own dungeoneering experience anymore than I already am when I pick up budding dungeoneers, by doing larges on floors below 40.
  18. most ppl I know use skype :P all TIFFER dgers i know use skype. so probably that even though I can't say for sure.
  19. I think it'd definitely be more. Consider how much players pay to get 99 prayer afterall. if players are willing to pay 5000 gp for dragon bones for 252 prayer xp I don't think they'd pay as low as 800 gp for crimson charms for 300+ summoning xp. Similar logic for blues as well. 100 crimson charms per hour * 800 gp = 80k gp/hour for camping waterfiends afterall. That's rather pathetic. I'd imagine income rate for camping them (which would inevitably occur) I'm not saying that crimson charms will become 5k gp each to translate waterfiends into a 500k gp/hour money maker As players do get a lot of charms just from slaying, whereas they don't get many bones from slaying. But I'd definitely put crimsons at over 3000 gp each.
  20. I'm not sure I like the idea of approvers. I mean Approvers are fine. But giving them too much say over anything is bad. It's a little too subjective for my tastes. Opens up the door for Drama and what not. I think it'd be better to just have players try to earn objective achievements, and post these achievements online, and have players judge who they want, or do not want to key with based on said achievements and dungeoneering level, and their choice of binds. (note that these are strictly achievements, and not demerits. A player can get improve over time, but skills knowledge that are learned are rarely ever unlearned) The achievements should be related to your ability to dungeoneer of course. perhaps ones for keying a 15,20,25,30,35,40 minute occult/warped/abandoned with the confirmation of 2-3 approvers. Or others for successfully luring dreadnaut, soloing certain bosses on 5:5 larges with 126+ f2p Combat players, or aptitude for gatestone tricking or running thunderous, or Soloing a mercenary room without taking damage via gatestone trick. All useful skills in the appropriate situation. Or another for demonstrated competency in solo gatestone tricking, monster luring, safe spotting, and knowledge of trampling. that way when a player can look at their achievements, binds, and dungeoneering level, they can make a reasonable, and objective estimate of the player's skill. And most importantly, it would be separated from the politics and drama that plague many dungeoneering groups.
  21. 5 i'd say is the minimum number. because it'd be pointless if the bind bank were 4 and you could bind 4 items. That doesn't really add the variety to your game play that I would like to see. 7-8 non ammo bank slots would be the number where you could have two very different bind set ups even at lvl 120. or 3 pretty similar ones at 120. And of course at lower DG levels, that would be even more variety (perhaps too much) Most people keep hoods for all their binds anyways, so the 8th bind really isn't necessary. As for ammo slots, i think 3 is the ideal number. Laws, Arrows, and Combat runes. 7 items + 3 ammo binds I would personally suggest :P PS: Tons of new suggestions up, from myself and others :) feel free to contribute.
  22. rumor is the drop rate is 1/16 soulgazers. As for soulgazer spawns, I haven't seen one in two resets actually. But the majority of the players that I DG with, who are 99 slayer, got a hexhunter by 107 dungeoneering. I've personally seen about 20 soulgazers to 105 DG, got my hexhunter on the 10th. And I didnt get 99 slayer until about 97 dungeoneering. I personally love it. Nothing takes out mages and necros as fast. It's also good on demons and dragons, and of course books. it hits 400+'s on Obelisk skinweavers it's amazing on mercenary rooms. Ghost room ghosts have low defense, so it hits well on them. It also means nobody will take damage if the Hex Hunterer prays magic. Hex isn't too great on shades, it's comparable to a 2H with berserker. But on monoliths, it means you can draw agro of the shades earlier. as for bosses, I can't imagine tackling necrolords without it. It's very useful for runebound. Useless on hope devourer and thunderous though (although if you know the trick to use bloodragers on thunderous, hex can be decent on him) It's pretty bad on the dreadnaut as well, while the dreadnaut has a nonzero magic level, I've never seen my hex hit over a 188 on it. Gulega and Flesh spoiler are both soloable with the hexhunter. Which is nice, but you'd only really want to solo if there are still doors left to do. And the prospect of fighting the gulega with door lag is not enticing. But flesh spoiler is easy to solo with hexhunter, even with door lag.
  23. I vote lalala, he's level minded when it comes to these matters, unlike myself and many others. i would be we all know im bias Getting a good "list" of dg'ers is a bad idea. Anyone not on that list will feel like they're crap, or are better than the next person rates them. Dg with someone, you know how good they are, no need to put them on paper, i could name 10ish good dg'ers from tif, and about 50 bad ones Not gonna list them though. that's a good point. the ultimate goal isn't so much to distinguish good players from bad players, which might be what a list would imply. The goal is to find other good players you may not have met yet.
  24. Doesn't ancient have two dungeoneering guides now? I know one of them is definitely outdated. It was released when most people including myself were still 50-70 ish dungeoneering.

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