Everything posted by SirIzenhime
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Extra Bind Slot
In other words its almost never better :rolleyes:
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Extra Bind Slot
I think even mage > range on ghosts? Or does that change with hex. I've just never seen anyone hex a ghost :unsure:
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Extra Bind Slot
Battle axes/rapiers absolutely wreak shades and low level ghosts, and 2hs for high leveled ghosts. Tbh, ghosts really don't have much mage power, they're just accurate. Melee is better on shades and ghosts. The Hexhunter is really more of a niche item tbh, It's just that niche use makes floors so much easier when taken advantage of. I wouldn't want to unbind my B axe for a hex hunter.
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Extra Bind Slot
That's only 3 binds, I'm asking if/when they add another bind option via quest reward (so far just a rumor, hinted by a J mod no less), what you bind to go in that slot, and why?
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Dungeonsweepers (DGS) - Huge changes; read first post.
it probably also depends on the boss, and how much health it has left. What I mean by depending on boss, is take necro for example. Lets say you get lucky, and get two hexes in your team, like Obt and Matt. I don't think they'd rag on you for ditching, considering the amount of damage you'd be doing anyways, is extremely small compared to them. Also, if a boss is almost dead, like 1-2 hits worth till death, I doubt you'd get in trouble for teleporting, since at most it'll cost the team 5 seconds, if even that, at the very end anyways. Most Boss death animations take long enough to get back in and to the ladder anyways, so it'd only waste time if the people left in the boss room DIDN'T manage to kill it when you leave.
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Extra Bind Slot
At the rate people have been getting them lately? ;) Would you consider the Blood necklace worth binding over a sage body in your case?
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Extra Bind Slot
what would you deem as better, and why? What are you current binds? Do your current Binds influence your choices at all?
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Dungeonsweepers (DGS) - Huge changes; read first post.
I've personally yet to be called out for teleing out, but then again I've only done it for lack of food maybe twice, and both times the boss was at around 10% or less of lp left. Unless there's an altar at base, I'd just take the death to regain prayer.
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Extra Bind Slot
So, as I'm sure most already know, there is a rumor/hope that an extra bind slot will be coming shortly along with a new quest requiring dungoeneering. This extra bind slot I'm sure has been contemplated by many as to what they would use it for. This topic is simple, discuss what binds you currently have (or are aiming for), and what items you would put in the extra bind slot if it comes out. What binds will work best with certain setups? Do some people want a Celetial Staff? Do you want a hexhunter? Or would you simply re-bind that long lost platebody you got rid of when you found that SS hood? So many options, what would you choose and why? I've thought about this recently, and have come up with 6 different binds I would consider. My current Binds are: Shadow Silk Hood Primal battle Axe Blood Necklace Ammo: Celestial Surgebox Higher Consideration bindings Hexhunter - I just want this, and HexHunter is great for speeding up Mage ridden floors, and great on many bosses. Very few people have Hexhunters, so having one myself would be great and help out any team I get on. If I ever find one, I am defenitely binding this. I would of course switch to Primal arrows for my ammo (poisoned or not, not much difference) Primal Rapier - My current weapon is a battle axe. Some of you might be familiar with xpx, who had a primal rapier bound with a prom 2h. With an extra slot open, I could bind this and have all 3 styles of combat well avaliable to me. Those long to kill hounds and demons would become faster, and with my blood neck backing it up, the speed becomes even better. Celestial Catalytic staff - I have a surge box currently, 'nuff said tbh Primal Guantlets - My current Baxe Blood neck setup grants me a 151 strength bonus. Add primal gauntlets, and my str bonus increases by about 8% to 163. My current unpotted, unboosted turmoil max hit with the battle axe is 536 according to the Tip.it calculator. With guantlets, this would increase my max hit to 565, increasing my average hit by 14, for a 5% increase in average damage. This difference of course is great if I let my turmoil fully activate (normally I'm flashing, so it doesn't usually get fully boosted, I usually only fully boost on bosses, or rooms like Merc and Remokee), and better yet if you add melee pots. Low consideration binds Primal Platebody - I'm sure it's pretty obvious why I'd consider this. If I happened to get it first, I'd bind it until something more offensive came along. As of now, I'm pretty used to being bodyless, I don't mind staying that way overall, but I wouldn't mind having a platebody back either. Primal Pickaxe - Yea...random I know, and I'm not really 100% serious about this. My only thought on mentioning this is that instead of trying to pick at 3-4 rocks for ores for everyone using a novite pick, with this, and a respectable gatherer's, you'd only need 1, maybe 2 tops. I don't have 99 mining though...so for me personally, this is a useless thought. Probably wasn't even worth mentioning, it just sort of crossed my mind. ============================== So, what do you thin about my choices? What do you think is the best choice? Any that should be added? What would YOU bind? How much would being a regular keyer affect your decision? Should the keyers necessarily bind different items just for the sake of keying? Should they consider binding DPS items for those times where they AREN'T the main keyer?
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Blood necklace
I'm considering Primal Gaunts over Plate tbh :P
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LRC slayer
that's fine. Either LRC works tbh.
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Blood necklace
the blood neck is great in flesh spoiler second form. Camp in the middle of the little guys, and you get a free salve every 10 seconds ;) I have a blood neck bound, and so far I don't regret, I hit so many mid 400s (Prim battle axe), compared to the occasional 400 before I got it, that the extra hp got from SSing with it +the healing (while small, it IS there, and DOES help) saves more salves then the plate ever did. I honestly don't notice missing a plate all that often. Although I've learned to watch my prayers much better lately, so that also might play a small part in that.
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Prayer flashing ruined by the "untold update"?
Protection prayers (ie, protect from melee) flashing WAS altered some time ago. It used to be where you needed to have protect from melee up right when the animation started to be protected, but some update changed this mechanic to where you had to have it on BEFORE the animation. This update made it so flashing protect prayers had do be done a tick earlier then before. However, for prayers such as Piety, turmoil, soul split The activation times have NOT changed. In order to successfully flash those prayers you now need to (and ALWAYS HAVE) have the prayer turn on RIGHT when your attack animation starts. Once you launch your attack, and you receive xp for the hit, your prayer no longer needs to be on. An easy weapon to use as an example is the Chaotic Maul. When you turn on the prayer, it much be on at the start of the animation, where the maul is behind and above your characters head. It DOES NOT need to be on when the maul finally swings over and hits, as the hit has been calculated already before that moment.
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Scroll of Living
just because your luck sucks, doesn't make the scroll not worth getting. Also, you're acting like it's one of those rewards you get, and think every run "HOLY [bleep] THIS THING IS EPIC!!?@!@!@!?@!@" No... It's not an instant gratification reward. It's not going to suddenly make farming the greatest money ever. It doesn't matter what level your farming is, it's worth spending the tokens on it. Period.
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Chaotics at bandos
ummm....what? :huh:
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Dungeonsweepers (DGS) - Huge changes; read first post.
Don't bother with any pots other then the ones that use Lycopus/magebane, or winter's grip/wormwood. Other pots are almost never needed (I can only think of rejuv pots ever being used, and even those I don't think are ever used in rushes)
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Greater Demons
FSH is a level boost like the salve amulet - the highest of the two is taken, the other doesn't function. Void is an accuracy and damage boost - it stacks with a salve. wat. The question was whether the void ranged bonus affects cannon accuracy. I was under the impression that the cannon's accuracy was based on your HIGHEST attack stat. So in the case of wielding a rapier, it's accuracy would be based on your Stab stat. If that is the case, any void set should in theory increase the accuracy, assuming you are using the correct void helm, with the correct style of combat. Unless the cannon accuracy thing has been disproven somehow, then I have no idea.
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Dungeoneering rushers, answer me this....
On the note of flashing prayers Protection prayers (ie, protect from melee) flashing WAS altered some time ago. It used to be where you needed to have protect from melee up right when the animation started to be protected, but some update changed this mechanic to where you had to have it on BEFORE the animation. This update made it so flashing protect prayers had do be done a tick earlier then before. However, for prayers such as Piety, turmoil, soul split The activation times have NOT changed. In order to successfully flash those prayers you now need to (and ALWAYS HAVE) have the prayer turn on RIGHT when your attack animation starts. Once you launch your attack, and you receive xp for the hit, your prayer no longer needs to be on. An easy weapon to use as an example is the Chaotic Maul. When you turn on the prayer, it much be on at the start of the animation, where the maul is behind and above your characters head. It DOES NOT need to be on when the maul finally swings over and hits, as the hit has been calculated already before that moment.
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Dungeonsweepers (DGS) - Huge changes; read first post.
hmm, maybe sub 200 is better crushed, while the couple ones above are maged? Idk, I've noticed decent results using both styles, so I just go with what ever I get told at the time. If you throw an emp fire staff, or cat cel staff in there, would mage always be better you think?
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Dungeonsweepers (DGS) - Huge changes; read first post.
I've been told by someone that fire giants are better meleed. Coming from you though, I'll trust mage over melee. As for safespotting, I'm normally pretty good with that, I'll make sure to watch out more.
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Dungeonsweepers (DGS) - Huge changes; read first post.
other then the flowers obviously....has anything been noticed that I need to work on?
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Scroll of Living
3 farming levels, and you're complaining about not getting 1m in seeds back? Low farming levels at that. The scroll of life is worth every token you spend on it...especially considering how few tokens that actually is. Or if you ever farm torstols. I've made over 1m a run with torstols. gl farming torstol at 72 farming :thumbup:
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Dungeonsweepers (DGS) - Huge changes; read first post.
[bleep]ing flowers......
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ABOUT NEX ARMOR.
so...what do you want help and advice in then?
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Post all RS Screenshots, Videos, and Sounds here!
Old news. People here have ovl at level 86 herblore.....