Everything posted by Matt_Marche
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200M in all Skills
I'd just like to throw it out there that its obviously much better to play 3 hours of multiple 360 games a day than play runescape only for the same amount of time. herp.
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200M in all Skills
Isn't it impossible to take individual tastes and time spent playing into account when determining efficiency? Only two things aren't subjective when it comes to efficiency : Exp/hour, and Gp/hour. Since fun can't be factored into this, people will suggest methods based on those two, since you can't prefer low exp/hour to high exp/hour...
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200M in all Skills
Odin did both graahk and Zmi, and while zmi maxes at 69k you are still partially correct because of his graahk/zmi mix Odin does have an "advantage" and "disadvantage" effigy wise, though...he has much less for charms than the other "top" players, so putting effigies towards slayer wouldn't be a good idea for him (consider extra charms from tds and cave crawlers)
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200M in all Skills
Well, I'll create two examples here and bear with me with the rates I'm going to use, I've only gotten around 2.5m slayer exp since effigies came out so I dont really know the rate. It's safe to assume one effigy every 100k slayer exp, and about one every 3-4 hours, right? EFFIGIES ON SLAYER INITIALLY So if I use effigys on slayer, I could potentially end up with 100m melees, 100m hp, 100m range and 200m slayer (Again, example) and then I have 400m exp to spend however I choose, on cave crawlers or tormented demons. For cave crawlers you'd probably end up with similar melee and ranged exp (from my experience) at about 1 effigy per 100k melee/ranged exp. This will get us 1000 effigies for the remainder of the ranged exp, with 200m more melee exp left over. Assuming tds were mixed in you might end up with something like 5000 effigies maxing out melee? (not considering td rates, I am highly unfamilar with them) which would of course, yield well over 200m rc. EFFIGIES ON RUNECRAFTING INITIALLY In a perfect world, we end up with 200m melees, range, hp and slayer, with about 120m in rc from effigies. This leaves you with no combat exp leftover, beyond some extra magic exp left from cave crawlers. 200m melees/range would likely take longer slaying the whole than rc only It's kind of hard to explain what I'm getting at here, but you probbaly get the gist of it. Spending effigies on slayer allows you to spend the rest of your combat exp at place with far better effigy rates, and it might even be better to do tds/cave crawlers/frosts the whole way to 200m rx rather than slayer
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200M in all Skills
Effigies can solve the problem though, because you probaly want to spend combat exp at cave crawlers or tds instead and slayer gives pretty bad effigies anyways getting 200m slay off primarily effigies and finishing combat at tds/cave crawlers is likely better than 200m slay without effigies
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200M in all Skills
Somewhat forgot about that(haven't dungeoneered much with con spots), yeah, but then again, that also limits the usefulness of the level 3 skiller(able to make an altar) and still limits the skiller to GD rooms. I just can't see how having skillers are useful in p2p pro dungeoneering. You're correct about skillers being limited (which goes without saying) but the ability to make an altar is irelevant since the strong rejuvination pots the skiller SHOULD be making will more than cover basic protection prayers and more than likely allow you to use turmoil the entire dungeon, which is obviously much better than an altar. I did do a dungeon once with a level 50 skiller who had a hood binded, and although I don't remember the time of the dungeon it went very smoothly.
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What happened to this community?
Sigh...today's community is only worse because everyone dwells on the past.
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Jagex's new bot punishment: Level resetting
Sc hatchets +30h log. Even then that's 6m max
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200M in all Skills
Good fight runecrafting skill. Also, enjoy the 35m in your choice of effigy skills if you get maxed melee that way. Btw doing tormented demons would yield more effigies on the road to 200m (less str exp per effigy, obv) which would be better for non merchers.
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200M in all Skills
No different from any other goal on any game if he enjoys himself
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A historical moment is drawing near
Well actually, due to the introduction of effigies, waiting to get 200m slayer would have been extremely risky. Otherwise, maybe Toony could have waited. If Wisely had waited at 199m exp, someone could have easily just whipped out their tokens and stolen rank 1. Phoenix had a big gain on rank 2 and Toony [did not] because of effigies.
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Post all RS Screenshots, Videos, and Sounds here!
Nerds, I got 3 hexes from one soulgazer, and have 3 binded
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Chaotic Rapier vs Longsword
This thread doesn't tell people what to choose, it tells people what's better
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Chaotic Rapier vs Longsword
Cls isn't "the one in the middle" because it only suceeds rapier in one place; Bandos with divine. If you like high hits, you should've gotten a maul ;)
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Pro DGing
I'm loving this idea. Plans to start up soon?
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Pro DGing
Despite my signature, I'm 102 dungeoneering. I'm pretty active and would be willing to contribute a lot because I believe in the "level doesn't equal skill" moral :P
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Pro DGing
I'd be interested in this and would be willing to help with any videos/tutorials for dungeoneering. I have a few questions that don't exactly need direct yes or no answers :P 1. Would you consider allowing people with lower dungeoneering, that have been "taught" by others? I have this problem with 3bo. I can key faster than 80% of the people I've dged with there, but I get kicked because of my 102 dungeoneering. 2. How would the ranking system work? In my opinion, levels (With the obvious exceptions of 100/120) don't really say much about player ability. 3. Are you going to advertise your clan on rsof, ingame etc?
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Pro DGing
Sortof off topic, but how rare/useful is hexhunter? I have 92 ranged and bound one and my main goal atm is 120 dungeoneering. Right now I'm getting void and ranging frost dragons to 98 for the sole purpose of this bow, think it's worth it?
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Pro DGing
Stopped reading. Doomcore staff? You're not a mage, get out of here... I hit constant 150+ on primal warriors with my primal plate on and a normal fire staff. Mage bonus doesn't matter on stuff that needs to be maged. I really think your opinion is interesting, but the facts speak otherwise: The doomcore staff is the strongest mage staff. Also it has quite a low magic level requirement (I noticed many of you judge items as if everyone were maxed in combat levels). @green: Yes I'm a mage, I know better who I am, I have been maging inside Deamonheim since the first floors were uncovered. @lalala: An understandable point of view, for those who don't pure mage, in my case: "stuff that needs to be maged" = everything. Also what magic boost bonus does the catalyctic staff gives? I doubt it's higher, well if it is its t11 so only accessible at maxed magic anyways. Since dungeoneering is an endgame skill, most people tend to completely ignore mid level content because the majority of people that have access to a 3rd bind would have better things to bind.
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Spirit Cape
That summon pot idea is great, especially considering it doesn't require overloads or restores. The spirit cape will defeintely yield more slayer exp/hour than fire cape will on titan tasks as well.
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Pro DGing
Besides, you honestly never need more armor than a hood + plate. You won't be tanking a primal warrior without prayer, and running through rooms with mages is easy enough without a plate. EDIT: 2 things I have been considering recently. 1. The use of cosmic runes as a bind Of course laws are seen as more useful because of their utility in c1s. However, do cosmics not have a role in c1s as well? For those being the party leader in c1s, laws are useless. Cosmics on the other hand, would allow the leader to travel with the main group and essentially "stand by 2 doors" which could speed up c1s significantly. They would have decent utlity outside of being the party leader too, considering just individual gating. 2. Taking off your hood when running into a mage filled room I haven't seen anyone else do this yet. Oftentimes when I key I run through a room with 3 or so mages and about 5 other random monsters that can't see me through hood. If I leave my hood on, I get about 2-3 seconds of immunity because of the mages casting the revealing spell and then I am just as vulnerable as a non-hooder. If I take my hood off beforehand, all the monsters can see me; but as soon as I put my hood back on I regain it's utlities. I have been able to run rooms with a much lower amount of food by utilizing this. For example, you are running through room A, opening a skill door to access room B, which has a skill/guardian door. Room A has mages that can reveal you, room b does not. As you run through room A, take off hood and pray mage to avoid binds. As you enter room B, put your hood on and immediately get hood effect rather than waiting. It may seem like a lot of trouble, but there are many times when you run through multiple rooms where your hood is disabled. Thoughts?
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200M in all Skills
Sorry final I blew your cover : D
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200M in all Skills
200m wc won't make you stand out these days...hell 120 dg won't pretty soon. Don't get defensive over it, It's true
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Chaotic Rapier vs Longsword
My point was if you die and lose your rapier you need something else in your bank to slash that web. Keeping a whip in my bank saved mine, because otherwise I would have forgotten about that web. If you die and lose your rapier on a wild clue, you obviously won't have that rapier to slash a web. Having a slash weapon stuck in your gravestone does zero good. Therefore, it would be worth it to keep a whip in your bank. It saved me from having to get another 200k tokens. So as far as I am concerned, having a whip around for that purpose was totally worth it. uhm...knives, dds, claws?
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The F2P General Discussion Thread
At 136 combat I get level 220 gravecreepers solo on c1 :P