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foursideking

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Posts posted by foursideking

  1. the magic number is 120 complete rounds of barb assault to fully charge the horn, with the queen round being worth 3...which isn't too bad if you compare it to how long it'd take to get full void...lol

  2. Here's my idea for a new stealing-creation related quest...may as well have one as there are already a bunch of quests revolving around a ton of other minigames (mage arena, soul wars, castle wars)...I've been trying to think of a name for it, but the best one i could come up with is "Clay-tastrophe"...which i'll use in this example.

     

    "The poison wastes hide a dark secret...before where the tar was blackened and poisonous, it has now changed color and had a remarkable effect on the local monsters roaming the area, changing their bodies into something resembling a 'morphic white blob'. A white, gooey castle has also appeared in the middle of the poisonous wastes, and has been expanding in size the more the monsters change. Meanwhile, with all this happening, the mystics at stealing creation have noticed a shortage of sacred clay. Could the 2 be related?"

     

    Requirements to start "Clay-tastrophe":

     

    Stats:

    70+ Slayer

    74+ Prayer

    60+ Summoning

    70+ Agility

     

    Quests:

    Path of Glouphrie

    The Temple at Sennisten

    Within the Light

     

    Other Req's

    You must have freed the gnome that was tortured in the mourner's HQ

    Participation in at least 1 game of Stealing Creation

     

    To start this quest, you have to head to the poison wastes and investigate the white goop that is covering the black tar. You will be dragged in, and will have a dream where you see 3 of the little monsters from eyes of glouphrie that were spying on the gnomes slowly crawling to stealing creation. They head into the purple portal without anyone noticing, and emerge whitened, and seem to be radiating energy. The mystics try to stop these, but they teleport before the mystics can do anything. You then wake up near the spirit tree with king narnode next to you.

     

    King narnode informs you that there has been an attack on the grande tree, and that you should go to investigate. When you head to the entrance of the grande tree, you'll be confronted by a "morphic terrorbird lv1" (combat lv120), and a "morphic tortoise lv1" (combat lv140). In order to kill them, you must turn on deflect melee and let them hit you until the deflect damage kills them (they both only have 30hp each, making the battle pretty easy). Once they're both dead, pick up the "sacred clay t'bird pouch" and "sacred clay tort. pouch" that they drop, and talk to king narnode again. He'll ask you if you've seen something like this before. Say yes, and he'll send you to go investigate. Head to stealing creation, and talk to the mystic in front of the purple portal.

     

    The mystic will inform you that there was a theft of sacred clay, and that 3 clay-covered creatures were responsible. The clay that they stole was experimental and bonds with anything it comes into contact to, enhancing the power of it while leaving it vulnerable to only 1 thing, itself. When you came into contact with the clay, it enhanced the power of your prayer severely, making your deflect prayers do more damage than they usually would. With that in mind, the mystic asks you to explore the castle emerging in the poison wastes. As you head to the poison wastes, the mystic mutters something about "hoping that you have helped those that have been wronged". Take a running jump from platform to platform at the same spot where you investigated earlier until you hit the clay-castle gates (req's 70agil), and enter the clay castle.

    When you enter the castle, a cutscene will occur showing the 3 clay-monster-robbers infusing unconscious mourners, warped terrorbirds, and warped tortoises with some of the stolen clay. The clay monsters (now combat lv220) will then notice you, and will come after you when the cutscene ends. Each one of them rotates between mage,melee, and ranged, so you should try to prepare for their attacks and deflect-pray accordingly. Once they all die, the door at the other end of the room will open, and you'll need to head to it while dodging attacks from the now-conscious clay-mourners (lv90), clay-terrorbirds (lv110), and clay-tortoises (lv130). Enter the door, and another cutscene will appear.

    The cutscene will show a big pile of stolen-experimental clay (about as big as corporeal), sitting in a room with a furnace on each side of it. As you approach it, one of the lv220 clay monsters that you thought you killed earlier will teleport out of nowhere, and land right into the big pile of clay. The clay pile will then transform into a bigger version of the lv220 monster (about the same size as corporeal), and the shockwave from it will knock you out. Just as you think you're about to die though, the gnome you rescued will appear out of a grande-tree-pod-like thing, and will wake you up

    When you wake up, the gnome will inform you that the only way to kill this lv525 1500hp behemoth is to predict what it'll do, and then do it. At every point in the battle. the creature will have a different deflect prayer on, and you must have the same prayer on while attacking it with that particular style. When you do that, your attack will bounce back to you, which will then bounce back to the creature damaging it for 50 full damage. However, you must also run from the creature, as if it gets within 1 space of you, it'll damage you for 1/2 of your hp lvl rounded up. You can also lure the creature over any of the 3 sacred-clay forges in the room, damaging it for 200 damage each time. The gnome will also heal you during this battle, at a rate of 3hp every 15 seconds (similar to a bunyip), but you can still use familiars during this loong battle. Once the battle is over, the gnome will pickup the experimental-clay bottle and will teleport you/him back to the mystic at stealing creation. Talk to him to complete the quest.

     

    Rewards:

     

    40k prayer, slayer, and agility xp

    2 quest points

    The ability to kill clay-terrorbirds and clay-tortoises instead of their warped counterparts (earns double slayer xp)

    The ability to hunt clay-imps for their loot (looting each one gives you a clay-ticket, which can be exchanged for a random amount of stealing creation points, between 5 and 200)

    More available sacred-clay items can be obtained from stealing creation: Sacred clay P&M (pestle & mortar, offers double herblore xp), sacred clay talisman (offers double runecrafting xp, but can't be used to make combination runes), sacred-clay tinderbox (offers double firemaking xp), and sacred clay pouch (can be used to make clay tortoise and clay terrorbird pouches. The familiar's combat lvls are twice your current summoning lvl, have a melee attack which increases your hp xp, and have a scroll ability which teleports you to the spirit tree at the poison wastes).

  3. summer's end is one of few quests that relies entirely on strategy during its big boss fight (with the other 2 being blood runs deep and the balance elemental of wgs)...the fact that before nomad's requiem came out, I saw lv70s with the quest cape proves it can easily be done by pretty much anyone...

  4. 1) I personally prefer the whip over the zam spear as 2h weopens make you waste a bit more food there, and usually force you to take 2 trips on a task that can be done in 1

    2) Kuradal's dungeon ftw...bring a bunyip, decent melee armor, and you probably won't need piety unless your other melee stats are under 70...

  5. there was one method that me and my friends used to use to get around 1600-1700 logs burned per hour...involved using the varr west bank, withdrawing 26logs/varr teletab/tinderbox, teleing to the centre of varrock, burning the logs west to the bank, then repeating...was pretty efficient/saved a ton of running

  6. getting 2k obsidian charms OR 2k water tallies could theoretically be possible before the weekend. I got around 150-200 obby charms per hour safe-spotting the tzhaar for my hp lvl earlier, and I know it'd be pretty easy to get all the gop tokens for all those water tallies before the weekend as well...pretty much just either or though...could definitely not do both...

  7. Ok, so I've finally got ancients, and I want to spend 10mil bursting to get my mage and summoning up.

     

    My current set up is

    Mite

    glory--> should I change to stole?

    ahrims top

    ahrims bottom

    infinitity boots

    mage book

    infinity boots

    water staff---> should I be using an ancient staff?

    rol and barrows gloves

     

    Another big concern I have is getting to them, I have been directed to youtube videos, but I cant see myself switching between youtube and rs trying to figure out how to get down there.

     

    I have also joined the burstinglobs, so i understand I can get someone to open doors.

     

    Is there anyway for me to calculate approximately how many mage, summoning, and HP experience I will recieve?

     

    Thats all for now, thanks :)

     

    i'd suggest switching the glory/stole to a fury, switching one of the infinity boots to barrows gloves, possibly getting either an ardy3 cape for the high pray boost, and not using an ancient staff as the boost is pretty little to justify spending another 2m on runes. overall though, decent setup...

  8. "Mixing potions" was just an example, I'm sure it counts for all ways. The double exp just doesn't work on things that already double, triple, or quadruple your exp (i.e. Brawlers, SC tools/weapons, the BA horn, prayer altars, and anything else i may have missed.)

     

    No whether the air staff is good for melee or mage is up to you, but know that either way you use it you're sure to get double the exp during the weekend this takes place.

     

     

    true...although i think you missed my example completely...was trying to show that some people'll see this as "ooh, mixing potions must involve vials, so tars don't count" whereas the other half will say "ooh, tars involve a pestle&mortar...must involve mixing"...lol

  9. i'm surprised you didn't get banned for this...fyi to the rest of the people who don't already know this, but rsbots org is one of those hacker website things that people have been using for a while, jagex has been stopping them successfully, and the fact that you dare question why you were reported for advertising that is pretty shocking/makes me semi-angry...time for a beer :x

  10. there's a trick to prevent it from degrading though while still getting xp, although it'd take a bit long...trick involves doing combat in a poh with it on, the armor doesn't degrade in peoples' houses, allowing you to theoretically use it forever...little trick i picked up after i completed my first full set of veracs from there...lol

  11. meh...the new wildy/bounty worlds have skewered the game in a direction that i personally hate. Instead of keeping 1/2 the worlds set to the new wilderness and 1/2 the worlds set to the old one, they made it 100% new without knowing what'd happen, and it turned me off pking for good. In the old wilderness, strategy won 99% of the battles. In this new one, people stupidly train range/2h/str pures and their retarted-ly high stats win the battle...add in the fact that the curses/summoning skill have actually made a dent in the pvp worlds, and you have a tragically flawed system that makes jagex seem like germans during ww2...

  12. lol...i've had that happen to me a bunch of times...been killing iron/steel drags at the frozen fortress when noobs have tried to take the dragons after they've attacked me...ends up working better for me though because they waste a ton more food doing that...lol...I personally say skrew'm...shrimpz will be shrimpz, and will end up being fried/beer battered by stronger people like me...lol (btw...shrimpz is my nickname for noobs...lol)

  13. mmhmmm...and ape atoll would be the best place to use that. I had a 1/2 full horn, started training agil at ape atoll at lv65, 1 and a half days later and i'm up to 68 agil (mind you...i didn't go power-agiling there...took a break every hour...lol)

  14. there are a bunch though that you can get assistance for, like the shark cooking in seers village, or that "become the champion of the fight caves" thing...me/ a bunch of friends just went to a less-populated world and let eachother win until we had that task done...wasn't too difficult

  15. First off pking with a fire cape isn't a bright idea because they are harder to get back than a skill cape.

    I always prefer to wear my fire cape with no armor when I am skilling or chatting just because it is super sexy ;)

     

     

    mmhmmm...a fire cape req's going back through the fight pits and killing that lv702 wheras buying back your skill cape only costs 99k...do the math...

  16. lol...1.5/10....you going for a quest cape is something that thousands of people have already done before you. And the ironic thing is that we both had the same 2 quests left before we get our capes, just that I'm taking the opposite route and doing nomad last, so that it feels like I actually earned my cape...Congrats, but truly not worth posting..

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