Everything posted by notasoupbowl
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Dungeonsweepers (DGS) - Huge changes; read first post.
This would easily add 3 or so minutes to each of your dungeons. Minimum. Having to stop and write things down, and then look back through notes to find where things are? Best way to do it is memorize your doors May seem hard, but once you get good at it you'll start seeing faster floor times. p.s. TOAD I SEE YOU LURKING IN HERE LOG ON SO I CAN DO THREE FLOORS BEFORE I SLEEP@ Cool my floor time just became 11:43 I write down a lot of things losslessly. I have a terrible memory. You can easily write stuff in notepad while running through a room without wasting any time. But yes, you do not always need to know people's gates while they are doing areas. Sometimes I do just rely on my teammates to know their gates, but it's a lot nicer if I know who has what with people who are not amazing dngers.
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Dungeonsweepers (DGS) - Huge changes; read first post.
ty but ur still smelly its nice to have pro teammates I shall become pro@@@, still got some things to learn I'm sure
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Dungeonsweepers (DGS) - Huge changes; read first post.
@ Octa Another big important thing to keying is map reading, you need to check your map often to see which things are likely to denk, which paths will branch a lot, etc. And based off that you generally want to branch off paths first (unless no gates). So for example when the group's path is about to denk you get someone to hold the gt for the next gd. You also choose which teammates to take the biggest path, i.e. higher total or competance should be given more doors / area. You also should remember which paths aren't the critical path, and try and do the critical path first. i.e. required a potion to do (and all the keys that were in that path). (Sometimes you will want to start the boss asap, like necrolord for example or if people are running last doors) Oh and unless a gd leads to another gd you don't want to have everyone exploring the same area if there's another gd gated. You have someone gate the exploration path and everyone but you gtgd while you explore the area. If you have no free gate have someone else explore the area and do the gd. You're pretty much trying to make it so people are always doing gds.
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Dungeonsweepers (DGS) - Huge changes; read first post.
hi (ps. it was a row, no overloaded)
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Cannoning Black Demons
Might want to try dharoking waterfiends <95 summ and off task. I think I was getting 130 crims / h instead of 120 dharoking & finishing kills with zs. I think I was extremes, piety, uni and ~95 atk/str.
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90 range and defence
Grey chins are very cheap, I'd guess it would cost like 2m for 87-90 range, at 230k xp / h+ (assuming void w/ deflector on ape atol skele monkeys)
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Where to train to 75 attack and defence?
Train on waterfiends for charms. Or frost dragons / some dragons for money. Or slay for slay xp + charms + some money. Pure melee xp is pretty wasteful, but undead is the fastest. Dharoking skele monkeys under ape atol is best if you don't have rapier afaik. And yes, spend the money on 70 prayer. Very useful.
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Corporeal beast
It's definitely not worth it to duo corp. Even trio/quad/quin is pretty horrible money / h. But duo uses a lot more supplies. But yes, I do think you could kill it, say bgs, ovld, games neck, 4 sup restores, teletab, crossbow, rest brews Def need karils+fury though. Melee pray. 1 person stun the core or it's very annoying running back and forth between two spots while eating/attacking.
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87 - 95 fishing
I'd do cavefish then rocktails because cavefish is more afkable than monkfish. But monkfish when you are bank standing and need a quick to get too afk skill to train for 20 mins while you decide what to do. If you were looking for non-afk, c2 floor 1 over and over again. Don't fish for money. It's probably like 150k gp / h.
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Dungeonsweepers (DGS) - Huge changes; read first post.
Hey I used to think blood necklace was better then platebody. Then after a friend told me that plate was considered better by most 120+ dg'ers I thought about it. A few dungeons later whilst dieing twice in an attempt to do a rc puzzle (this is having a few salve eelse the first time) because of magers and rangers as well as taking very very very harsh damage doing other various rooms and simply running through others... I thought that platebody is actually better then bloodnecklace, if your skills are high at least. imo if you're likely to do alot of skill rooms or puzzle rooms,plate is better then nearly anything else. While I do think some of dgs unappreciate the value of armour, it is pretty rare that you will come across an absolutely horrible room. A lot of the time you can safespot things or range pray to live, etc. I only think the keyer should have armour bound if on a bad team and has to do everything themselves.
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Dungeonsweepers (DGS) - Huge changes; read first post.
Put one where it is when you first open the room. Then exit the room and wait. There are more spots (1-2 more depending on the design of the hunt ferret room) but I haven't gotten around to taking pictures of all the spots yet. I've taken a few pics on my other comp so I'll post all the stop points sometime, can't get on that computer til tomorrow night. If the hunt ferret doesn't stop in the place it started, then put one wherever it stops. There are only ever 2-3 spots it'll stop.
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Third Bind Guide and/or Discussion.
just mine 5-6 from 5 stats room and make weapons. hide behind statues and click quickly options are: Sword Bow Staff if you suck go to a safe room nearby or a gs / gt dying is a waste of time if you value xp, which although a lot of players dg for fun, they want 113/120 for primal 2h / 4th bind. I plan on suiciding again once I get 120 dng @games Occasionally I'll clear a monster or two in an angry puzzle room (often I'll snipe a mage to death in 3 hits mostly losslessly while running doing the puzzle and pray range). Personally I didn't like offensive 3rd binds a huge amount as keyer before hex. On a good team I think mage is worth it but that's about it. Hex is definitely worth it for the keyer though, since mages are priority. I'm still of the opinion that plate>blood neck for keyer. Unless suiciding. Same with sag body as 4th w/ hex as keyer unless suiciding.
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dungeon..?
Meds should be 10-20 mins long. If you can do some in under 15 and learn all the puzzles it will be great experience for once you team with others. I craft 40 cosmics and 30 laws and buy a couple antipoisons and a toolkit for solo meds. (30 cosmics if you don't have 59 rc for double cosmics.) It's better to die than to fish. Also flash piety/turmoil throughout the dungeon to conserve prayer. I did a few meds a couple days ago and all were 9-14 mins long, so you can definitely get some in under 15.
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Dungeonsweepers (DGS) - Huge changes; read first post.
I only found a bow on the table! And then I got a fractite 2h half way in and boss was lexicus so was ranging it :( And I was running keys near the end :(((((((((( noooooob
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Dungeonsweepers (DGS) - Huge changes; read first post.
i rigour@@
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Dungeonsweepers (DGS) - Huge changes; read first post.
Nice event attending jagex????
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Dungeonsweepers (DGS) - Huge changes; read first post.
Rapier and battleaxes are more viable in solos than groups because the monsters are often very low leveled. Personally, I would bind rapier + 2h until you find a hood. Then hood + primal rapier* until you start teaming, at which point switch to hood + 2h. If no hood found by the time you start teaming, then plate + 2h. *Only if you have a celestial surgebox (csb), if you do not, then hood + 2h. With a csb you can craft a fire staff out of blood spindle branches if you wish, which costs 1650gp. Beats binding a staff for sure. If you have no experience in boss hunting or dnging then just use 2h + plate.
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Dungeonsweepers (DGS) - Huge changes; read first post.
nice!
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Har'Lakk the Riftsplitter help... (dungeoneering boss)
It is definitely worth using magic if you don't have a good stab weapon. I also make runes over using hex (79 rc, 98 mage). Only use prom 2h if doing c1s.
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Dungeonsweepers (DGS) - Huge changes; read first post.
https://spreadsheets.google.com/ccc?key=0Asyic4BKhW0OdHNOSllqQ1hZVlhpdDMxeVRlc3hyd3c&hl=en
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Dungeonsweepers (DGS) - Huge changes; read first post.
The rule is that you need at least one DGS rank in it to verify. It does not have to be a 100% DGS floor. You do have to either be keying (for a keyer medal) or get beserker AND battlemage or sharpshooter (for a DPSer medal) to qualify for a medal, though. Does it count if you yourself are the rank? Like say I go with a regular member to 3bo or wherever and find 3 amazing people. Also, rank means wingman/keyer/admin or w/e highest rank is, right?
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Dungeonsweepers (DGS) - Huge changes; read first post.
nice -20% level mod
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Dungeonsweepers (DGS) - Huge changes; read first post.
If I have the gt I ask them to gt and gate. If I do not and it's relatively nearby I usually mark it or tell them go n n w from gd to gate the door. If it is an entirely different area I may keep it gated, but I try to avoid having to gate places that are not near ht, or gated by someone else. If 2 or more at the current gd have free gates I may gate the door, take gt there, ask 1 to gate the door and 1 to take gt back to the gd. This does not work well with bad or inexperienced players. You can also use this strategy if you were carrying the gt to the key door that you can't do yet, so player(s) may get back to the gd. For anticipating de's there is no way to know for sure a lot of the time. If it is near an edge of the map, or has little squares left or looks like it is likely to be cut off than you can guess that it will.
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Dungeonsweepers (DGS) - Huge changes; read first post.
Your team is supposed to gate doors you can't do. Your gate should generally be free or at a place with a lot of doors you can't do that someone else has gated (or ht with doors there). When the path splits, I personally call out 'fork' so players with free gates may gt and explore a path. If I get to a gd I drop the gt and check the map & ask what was gated by the people who explored. If I get a denk I ask someone to take gt somewhere (the player who explored a new path should then take gt). If nobody explores when I call fork I backtrack and do it myself. If there are multiple doors that only I can do I might gate it. If you have to open a bunch of doors yourself, you can tell which ones are more likely to denk if you remember the map. It is better to open a bunch than stay on 1 path for a while because often a lot of them will denk. In terms of anticipating a dead end you should be checking map regularly while keying. Rooms take up squares on your 8x8 map. If there are little squares availiable then it will de soon.
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Dungeonsweepers (DGS) - Huge changes; read first post.
For learning to key you should drop the gt at a gd while you explore somewhere else. It is only once advanced, knowing if its a small path etc or to save your gate that you would carry the gt to the next gd right away. And the players need to be good enough for this as well. Chee's advice was definitely good for starting to key. But yes, I do find I key a lot differently with a good team versus a bad team. I find keying with people I don't trust at all very difficult, such as 3bo'ers.