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Steel_Artist

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Everything posted by Steel_Artist

  1. Melee doens't need another godsword. If anything, Nex should have given a mage weapon as mages were the only ones that really didn't get anything from gwd. Meleers got a armor set, 4 different godswords, drag boots, zammy spear and sarasword. Rangers got arma and now the rubbish bow. With that being said, guess I'll vote for miasmic anyway-it's the only one that isn't overpowered and the only one that meleers couldn't use effectivly against mages. It would still need a 100% drain.
  2. Interesting thread. Spell Title: Smoke,shadow,blood,ice, miasmic Nova What the Spell Does: High lvl spell which focuses on crippling effects rather then damage, hits up to 4 people surrounding the mage. Smoke poisons for 100, shadow reduces attack by 20% which stacks on top of any other reductions, blood heals up to 200hp 5seconds after cast and makes opponents food heal 5% less, ice does a 5second freeze with heavy stat drains, miasmic reduces speed of next 3 melee attacks by 70%. All spells have a recharge time similar to venge and have a 10% chance to teleblock for 1-3 mins. If the teleblock activates, the spell will do additional damage (but would only be a max of 15 more damage) as a indication. Spellbook: Ancients Level Required: 90+ Runes Required: Deaths, chaos, blood, soul, air-other elemental runes depends on spell. All of the spells will cost a minimal of 3.2k/cast. Quests Required : RoTM Spell Title: Shatter Undead/ Crumbling anguish What the Spell Does: Greater version for crumble undead with a superior damage rate/ demon version of shatter undead. Spellbook: Modern Level Required: 72+ Runes Required: Air, soul and chaos/air, blood, fire Quests Required : N/a
  3. I agree-pvp worlds were better. I'm not sure about bh though, but with some changes I wouldn't mind it coming back as well. As it stands-pking is dead for mages now, when it comes to 1v1 anyway.
  4. Allowing it to fire drag arrows would not help anything and would actually make it weaker. The range strenght and bonus of the bow is fine as is. It just needs a spec. Every other Gwd weapon has a spec..so why in the hell doesn't zaryte? If it was another melee weapon I bet they would have given it one..freaking tired of Jagex's favortism towards melee and hatred towards rangers and mages.... /Rant over So here's what it needs: A spec. Range is borderline to being underpowered against mages (As I can farcast most of their weapons and d hide is absolutely nothing) so it would be logical to deduct that they need a better weapon for use against mages. Since the bow is connected with magic,since range needs a better anti mage weapon and since darkbow is a horrid k0 wep without void...here's my idea: Reaping Shards A special attack which fires 3 rapid long distance attacks with reduced accuracy and reduced strenght. Each successful hit lowers mage by 5% with the last hit granting a mage def boost to the ranger which lasts for up to 3 mage based attacks. 100% charge, mage def boost ends early if bow unequiped.
  5. True, but that would only be a significant problem with handcannons as crossbows are farcastable. I would most likely avoid rangers though.
  6. 1v1 mage pking is supposedly dead again due to the revival of pjing. However, it was suggested to me that I take advantage of not being considered in combat when I farcast or when I make a meleer constantly heal. Here's the theory: Since I am not considered to be in combat when farcasting (or when my opponent heals more then twice), I am not limited to just attacking one person. This means I can; supposedly, keep pjers at bay and be attacking my opponent while they are frozen and repeat. Or I could perhaps be attacking multiple people at once . Some potential problems I see are: -Would not work in crowded areas as I wouldn't see the pjers coming. -Without people tbing for me, it would be way to easy for people to escape. -Some people might consider it as bug abuse (Would it be? As I assume it's not a bug since it was this way before.) -Would make it much more difficult to keep up with what's going on when one of the binds wear off. I can fight meleers head on, but doing so makes it to where I can't pay attention to what's around me as much and trying to bind a pjer during healing without letting hp get too low would be..well, problematic. It would be a bit easier if it's the meleer that's healing..but then I would still be open to pjers which means if I stop casting to bind one..the meleer would have a chance to catch up to my hits. I do not see a chance in hell how this could could be a effective way of mage pking because of the above problems (as well as some I might be missing), but what are your opinions on this? Could it perhaps work or am I just a mage that's gone mad?
  7. None of them really bothers me. If I'm called a nerd-I usually prove them right as I am a nerd when it comes to knifemaking and metalworking. By the time I show them my often superior knowledge in the subjects-they resort to one of the classic "insults" by saying something along the lines of "sad" since they have no idea of what to say or either they fall silent. So I'm thinking..Orly? If I'm sad for having irl knowledge/skills that could land me a job or provide me with a source of income..what does that make them? :wink: And I agree with the above poster-this line is nothing but pure win.
  8. Steel_Artist

    Lol @ kids

    I find rushers funny. I have had soo many tele from me because I hit them with ONE barrage. I mean seriously..who the hell teles from a single barrage? Just today I had some failure of a void d claw rusher pretty much run from me like a freaking rabid chicken gone mad since I immediately rocktail brewed and turned on melee pro folllowed by hitting him with a miasmic spell. Should've froze him instead; he would have been a bull's eye for other rushers with all of that void on.
  9. You can't really "balance the combat triangle" when it is already balanced. Mage is only underpowered in pvm (especially vs. bosses) and f2p.. Even the pvm part is debatable when referring to general pvm-most people don't take dpm or xp rates into consideration. They simply look at the cost. With all of that being said the Arcane spells look drastically overpowered (Especially arcane blast). I do like the idea of a high hitting spell which can be dodged though, but it would be hard to implement for players and would be even harder to balance. The spirit spells don't appear to be that useful and even if they are, it would be more for support then anything.
  10. I would load a bag full of shotgun shells and stay on the move until I run out of gas in which case I would go into the woods and take advantage of trees. (Surely zombies can't climb, can they?) Besides the shotgun, I would also have 2 khukri's-one for strictly combat (with a hollow ground edge made from something like cpm s30v steel) and the other for machete type use as well as a firestriker, pocket knife, sharpening stones, and a pistol or magnum with a handfull of shells thrown in pockets. I would still be staying on the move and would only fight if confronted else it would be inevitable that I get my ass kicked sooner or later. I would setup temporary camps with various traps made surrounding them. I think that would work quite well-self reliance with protection of tree tops and traps made from nature. Ofc..everything would be hell if the zombies learned to climb trees. :ohnoes:
  11. It's simply not needed. Skillcapes was made so people could "prove" that they have 99's and you see how much damage that done-the same would be bound to be true for these "year capes" although to a much lesser extent. (Unless ppl starts getting back on their older accounts ) Besides-holiday items are enough. If I really want to show somebody how long I've been playing I can log onto my oldest account and play around with a yoyo or something.
  12. I've had similar annoyances as well. A person was basically nerd raging on me about my mage xp saying I've wasted all of that time that I could have used on other skills so I simply told him something like "Oh I'm so sorry that I didn't get 99mage just for the cape." You would think that people would realize that mage is one of my favorite skills seeing as how my username is "Mage Lord". Guess that's to much reasoning to ask for people though. :( I don't train it-but I sure as hell do use it a lot in pvp and I'm near 15m xp now. :) It's really not a big deal though-if people wants to believe that this is SkillScape or 99CapeScape then let them. I know they're wrong, you know they're wrong, we know they're wrong-let them learn that they're wrong the hard way.
  13. it's a ok idea but as some people have pointed out-it might not work. I'm sure the idea of getting their items on death would insure that enough players would be on the world-but the fact that you couldn't escape might mean that they wouldn't. Based on my experience- pvp is filled with cowards these days and not many would be willing to risk anything of actual value if they can't escape which would make the "get items they dropped on death" worthless if they was extreme welfaring or some other crap like that. I also don't like how the combat area would be so small and without movement. Mages are designed to farcast..why shouldn't they be able to? If a meleer doesn't like it then they should l2range. This brings me to another point which ties in with what I said in the first paragraph. Most people would not be willing to risk that much since you could not escape, this would pretty much guarantee victory for people with large bank values-especially those who can afford maxed mage equips. This is even more of a issue considering that most pkers are meleers. Obviously I have nothing against mages killing meleers (which you should be able to tell by my rsn), but they should have at least a chance. EDIT: I do like the idea of untradable pvp drops though, as long as they are balanced. Your Neptune hally idea for example; I feel that it would be unbalanced. It would allow a meleer to do away with a mage's sol spec while doing 20% more damage at the same time and it would kill venge combos which is one of the very few k0 techniques that takes actual skill.
  14. Has anybody taught of the effect that this might would have on mage..? Mage works by its consistent hits and its ability to prevent players from running-with a max of 99hp this works well. However, I believe that 120hp would make mage and quite possibly range as well, underpowered. It might would balance melee out ,a little..but as far as I'm concerned, it would kill mages and rangers. And really-I don't see any problem excluding d claws. (which should be nerfed) Melee is simply designed to fight via k0 potential, they need their high hits else the fights would go on freaking forever. You people familiar with the old fights should know this. Considering how often their k0 potentials completely fail (hits less then 400), I consider melee to be balanced-and I fight meleers head on in just mystic and splitbark with no farcasting. Since I switch to cm when/if they unequip their armor now..I don't even use sol either nor do I use miasmic so obviously..its not that overpowered with the exception of d claws. With all of that being said-I can't support.
  15. Seems like it since it's much more difficult for them to get away if they was to run and the obby rings pretty much forces them to keep their armor on unless they want to take very rapid 120-170+ hits. I did change my tactics up a little though, I now switch to c maul when they unequip armor or switch to d hide instead of obby rings. I haven't pked much since though so I'm not sure if its more effective or not.
  16. Perhaps, but the barrage/cm combo is something I really want to know how to do-even if I would only use it for safe pvp purposes. I'd leave the more reliable methods for risked.
  17. I can not agree with all of this; especially this part: In mems a mage can already hit plenty high enough-you must understand that max hits are not everything. Mage gets its power from its accuracy and its ability to prevent players from running-it is not melee.(The accuracy itself is a suitable form of defense in many cases) Spells becoming more powerful based on mage lvl would be logical; but it simply would make mage overpowered. This is especially true when you take into account maxed equips or mages using ss in cw. As for f2p, there's only so many things you can do: Make it to where fog robes can be brought already charged-mages shouldn't have to play a boring minigame just to compete with meleers. Give them snare because they currently have NO suitable way to prevent players from running-which is one of mages key strengths Maybe allow them to cast up to air waves-bloods would have to be made f2p for this and it would increase the demand of them increasing the prices, so I'm not sure about this though. Get rid of corrupt drag weps-the f2p triangle will never be balanced otherwise. Not many uses them-but when they do they have a massive advantage over others that don't. You litterally do not stand a chance. This view is based of of me maging people in f2p that was using them. As for range-I find it good enough for pvm as it's where most of my 17m+ range xp comes from. When it comes to pvp it has a unique problem though-its overpowered and underpowered at the same time. It's overpowered because its simply to easy to kill meleers if you're tank ranging-especially with the upgrade to the ccbow with its absurd +120 range attack. (You don't need that much range attk against mages!) It's underpowered because they have no practical range armor and because most of their weapons are farcastable. (D hide is NOTHING against 90+mage and that is the only practical range armor for pvp/bh) So here's what I suggest for range-nerf the range attack bonuses, increase attack distance of all range weapons (as most are farcastable allowing the mage to win) and perhaps increase the attack speeds. (speed increase excludes karils, knives,darts and obby rings) They also need more practical armor as long as the better armor has melee penalties.
  18. Is anybody here familiar with the barrage/ cm combo technique; if so, how exactly is it done? I have tried it in several ways: Freeze them, run off and cast another barrage several squares away, click attack again while equiping the maul and select quick prays. Freeze them, run off and go ahead and switch to maul, barrage when I'm several squares away, click attack again while selecting quick prays. Same as above but I run up to them before clicking attack again. Same as the ones above, but have the maul equiped from the start. None of the above seems to be working as I've only managed it a few times, so would any of you know what I'm doing wrong or how it's done? EDIT: I've tried it with blitz as well and the few times I was sucessful was with the barrages, not sure how I done it though.
  19. Based on my experience, darkbows are unreliable without void and void is only advised for rushing unless you don't mind the risk. The 1pray will make it even more unreliable. I'm over 17m range xp and there's a reason I stopped using it.
  20. RuneScape Name:Mage Lord When You Started Playing RuneScape: I'm one of them old skool players :shades: I don't have a good sense of time, but the oldest updates I remember was yoyo holiday event, barrows, ancients, slayer- so like 4-5 yrs ago? Clan Name: I'm not in one. Best PK: I'm not that good of a pker yet but my best kill dropped around 720k worth. I'm one of the few pkers who uses mage as my primary method of attack and I'm the only mage that I know of who uses shadow barrages instead of ice. This allows me to lure them deeper into wildy since it doesn't freeze them on the spot, gives me more control over when I do freeze them (as if I use ice barrages-they would most likely be frozen when I don't need them to be and be on immunity when I do-I only freeze them when they're low on hp), it makes any attack pots they might be using completely useless, and I do not notice any significant dpm difference from ice barrage due to the shadow spell's insane accuracy. The only briding I do is switch to obby rings when/if they take their armor off/switch to d hide..and this is only to force them to put melee armor back on. (Else they will still take constant damage-my 99range aint for nothing y'know :) )
  21. I gotten one when my dun lvl was much lower, but I was still new to the skill then and didn't understand its uses so I dropped it :( Haven't seen another since.
  22. Becoming a proper tank is out of the question with those melee stats, so I would recommend either keeping def as is or getting it to 70/75 for a barrows/dfs pker. I recommend no higher then 70 though. Get attack to 80; str, hp, mage, and range as high as you can, keep prayer as is or either get 95 for turmoil.
  23. I personally don't agree with the concept of armoured robes, because it would make mage overpowered in multi combat. It could potentially make them overpowered in 1v1 as well because I have no problems maging meleers head on even though my melee def is only 49-50ish and my def is only 70. This is not counting our option to farcast, reduce attack (does help if you're mage tanking and if their super atk potted) , miasmic and sol spec. With that being said; I do partially agree with the thread itself in that we do seem to be neglected when it comes to god trimmed robes. However, I noticed we did get them, (The prayer robes) I would prefer to be able to get trimed versions of more practical robes though.
  24. I view the "nerd" comment as more of a complement. I just tell them "I am a nerd when it comes to metalworking and knifemaking..so ty for the complement=)" If they carry on, I then take advantage of the situation and prove it to them by telling them to how to do scrollwork via blacksmithing or tell them about how damascus or mokume gane is made. Needless to say..they usually get mad at my rambling and move on :) I just ignore the "fat" comments because I'm more underweight then anything.
  25. I would recommend slayer. It's slower, but it's not as boring and it's more efficient in the long run.
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