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scribbles001

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  1. Alright so i tryed 2 setups, one using max ranged defence and one using max mage defence. believe it or not the mage defence works much better. i am 100% certain his ranged attack is magic-based since he hit 95% of the time on me wearing torags helm, body and legs. yet only around 40-60% against me wearing karils top and bottom and helm of neiznot. another back up proof is that his range attack makes a splash animation + sound when he misses. btw my other gear was sw cape, fury, dragon boots, dragonstone ring (i), and barrow gloves. oh ya and i used whip + dfs.
  2. Just discovered something. 1. bandos ranged attack is actualy magic based, comfirmed by how he hit less on me wearing karils top/bottom and neitz, then he did on me wearing verac helm/skirt and dharok plate. plus his failed range does a splash animation. second benefit is that it makes steelwill hit a bit less often too. 2. it is still uncomfirmed if his weakness is stab/slash/or crush. also if hes vulnerable to magic or not, if so then what element. finally noone seems to know if hes weak to range or not.
  3. black demons bloodvelds kalphites hellhounds
  4. imo attack str and def is all equally important, what pure dont want to accept is that you cant fully exploit the cb triangle so they resort to complaining. a strength pure can have a added advantage from a lower cb lv but suffers equally by not training attack and def high enough, and to a lesser extent :prayer. a bigger issue is when a meleer face mage. they complain when getting farcast which is just bias since your not even suppose to beat mage up close. you switch to a bow and karils
  5. well i just feel like deleting my tip it forum account thats all, i thought this has like a setting on it where you can decide to remove it or not but couldnt find it.
  6. long story short, im trying to use this username onto something. however it said its already be used. is there anyway to remove my account on this forum site? if there is, please make a guide. cheers :)
  7. my gear: full verac w flail, fury, d boots, barrow gloves, rol, zamorak (prayer) cloak. inventory: 1 tele tab. 1 super set. 2 prayer pot. a holy wrench. rest is shark (9 more inside my bull ant). gradoor has EXTREMELY high ranged defence. (kinda obvious though). high crush defence. slightly weaker stab and slash defence. my only complain is that somehow magic dont work on him. (ffs his armour give negative bonus, with full ahrims and ice blitz i splashed 8/10 of the time). full verac set effect makes this MUCH easyer anyway. preparation: go to ooglog, take a dip in the hp, prayer, and infinity run pool. then take a dip in the bandos pool. summon bull ant and put 9 sharks in there. teleport to trollheim. the snow should not both much because the pool counters the hp, prayer and run energy drains. get kill count on goblin/hobgoblin. best attack those already in combat. when reaching graador, turn on melee pro, piety and item pro. make the the flail is on SPIKE. pretty straightfoward...
  8. then you must be fighting lv 50s and under? that dosent count because their weak anyway. if a lv 100 mage vs a lv 100 meleer then the meleer will win like 90% of the time which it isnt suppose to. why? because f2p combat magic fails the aspect of the p2p magic. 1. mage are suppose to farcast melee, the method for a mage to win is to hold their opponent while burning through their supplys with spells. once they run outta supplys their helpless because once teleblocked and entangles they have no escape unlike when vs melee/range they could run away easily ( and this is the reason why melee/range has ko attacks). BUT the fact that f2p bind last 5 second this is pretty much imposible for use because it BAREly give enough time to run out a decent range and shoot. 2. at higher lv fire blast hits at the same cap of 16 while melee hits 25+. at higher lv mages will NOT survive the rune scimitars from melee because combat/wizard robes hits little to no melee defence. this is because at high lv meleers would have 70+ attack lv and without armour you might as well put down your staff. 3. splitbark is the PERFECT armour for f2p. melee defence to withstand a high lv meleer, while have 0 range defence so it wont upset the combat triangle. and the attack bonus isnt much higher then combat robes so it wont be overpowered to green d hide. you should have read my last post and realise the idea was fine. (note: splitbark has defence similar to only full steel) did i forget to mention meleers get gear up to lv 40. range too, but magic is up to lv 20 (combat druid robes). splitbark is a lv 40 mage item and it fits in fine if send to f2p. its never used in p2p anyway because ahrim/mystic destroys it. and range should get yew bows. so it fits the lv 40 catergory.
  9. perfect solution for f2p magic. 1. give mages splitbark armour, full set is only +24 magic attack, only 5 more attack bonus higher then the current full combat set. this attack bonus wont outshine green d hide defence bonus ( which has +34 magic def). however provides the nessesary advantage against meleers with the melee defence. also splitbark has 0 range defence whatsoever so range would still beat magic easily. however mystic armour will stay member because the mage bonus will be overpowered against even green d hide. 2. give magic snare- bind is joke, not even practical enough for the cb triangle advantage. 5 seconds isnt even enough time to run out of range and farcast. snare is pretty much MANDATORY. however entangle stays member. 3. give mage wave spells. the max hit is 16. useless against high lv pking. there is like no reason to train magic higher then 59 currently for f2p except for magic defence. giving up to fire wave gives a reason. melee max = 27s with scimmy, 32 with 2h. dont even start with corrupted weapons. range max- 18s BUT at a rapid speed from shortbow the dps is higher then the scimmy. (theorically it would hit 32s in time a scimmy/long hit once). magic max after my suggestion will be 20 aka fire wave- magic still dosent have a ko ability because mage hits at longsword speed- opponent eats twice before you hit again. however at least this would partically fit the cb triangle where a mage suppose to hold their opponent and burn their their supplys.
  10. a tip on the dba...instead of bring super attack mix. just bring one super attack pot and restore mixes instead ( regular not super restore). this way u get ur def lv back and dont gotta waste extra sips on attk pot.
  11. nice guide. but i might want to tell you, the vyrewatch attacks isnt really that accurate. also a max of 15-17 isnt that high, they can easily be tanked. simply replace the proselyte armour with torags helm body and legs and the stole with a glory/fury. ( in fact you should used a fury while you was praying too since the attk and str bonus helps alot.) bring a super def pots and replace the p pots with around 10-15 monks. with a high defence its alot more profits since prayer pots cost 12k+ now! :shock: and you have like 5 of them so it would take a bite of the profit :wall: 10-15 monks is only around 5k or so much more reasonable :
  12. ya the ice trolls seem to ignore any armor you have, only way to protect is with yak hide and round sheild. note: the roundsheild reduce damage from females but the yak hide only reduce the accuracy from the males/runts which is pretty stupid since theres so much trolls its better to use prayers. note: did you know that roundsheild works on the thrower trolls on trollheim too :o off topic: this was qeltars guide lol before he shut down the page
  13. umm no offence but isnt this whole thing pretty obvious.....everyone knows short is best for stab, warhammer is best for crush and scimmy best for slash.....DUH ITS THEIR MAIN ATTACK STYLE. a battleaxe or a longsword is for certain situations....a long has a mix between a short and a scimmy and a baxe has a mix between a hammer and scimmy....their not meant to overshine both of them but is for more convenience.
  14. ooo ya i forgot...the one flaw that makes mage fights impractical. :wall:
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