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Lord Zophar

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Everything posted by Lord Zophar

  1. now thats interesting if they will be adding abilities to boss drops. Unique ability drops from each boss? would revive some of the dead ones. Depends what they mean by "very rare." Like, hilt rarity? That's not so bad, especially if it drops in Coinshare.
  2. You can get the first ability with 31k renown (only spending 21k of it, but you need an upgraded token which needs 31k), and you can get 30k per day which can easily be done in under an hour. That's cool, but what about the others? I assume the other ones are going to end up costing progressively more, and if the limit doesn't increase each day it could end up involving participation on most days to fully upgrade your rewards.
  3. Letting the players decide what God dies is such a stupid concept. Of course Armadyl would outnumber Bandos... Anyway, I hope I only have to participate a few days out of the six weeks, cuz I am going to be working 14 hour days every day except weekends... So, I want to be able to actually get the rewards :(
  4. So, where was the [bleep]ing fix to Death Shroud that was supposed to go live with the buff to Vorago? This [bleep]ing company.
  5. Shrug, who actually cares about Bandos, anyway? He's a big stupid chaotic evil ogre god.
  6. Yes, lets make the HARDEST [bleep]ING BOSS IN THE GODDAMN GAME EVEN MORE BLOODY DIFFICULT, while still not acknowledging that the Wand drops need their rarity adjusted. God, they are retarded. "Oh, look-- more teams are learning Vorago, let's go and [bleep] them just because we don't have any other things that need to be done." At least, from the way they made it sound, Range will sort of get its version of Meta if multiple people are now able to use DS. That change should actually impact the Seismic Wand price, or at least it would if they weren't needlessly buffing Vorago.
  7. It depends what kind of teams you want. For small teams, you will have to have overloads and drygore weapons. Also, I highly recommend you get 88 summon for anything. A pony is the bare minimum for Nex. And you are going to struggle in Zaros phase with only 88 ranged, too... =\ Minimum gear is Bandos + Armadyl, Royal Crossbow, and dual chaotic weapons. But ideally, you want drygore weapons. Not having Overloads is also very harmful because not only are they nowhere near as beneficial for DPS, but they take up many more INV spots too.
  8. Welcome to the joys of being in charge. When things aren't "good enough" or something goes pear-shaped, YOU always take the blame even when it's other peoples' fault. You're the boss, so when other people don't perform it still falls back on you. It freaking sucks, I know. I have had to deal with lazy, incompetent subordinates before and there's really not a lot you can do.
  9. Even so, making gloves and boots of any tier degradable is a pretty stupid decision imo. They're not important enough to warrant buying a new pair every time they're lost or used up. I hadn't heard this previously. So the 20% is spread over say MH/OH Drygores, Malevolent Helm/Body/Legs, and Razorbacks evenly, if you were to die, regardless of what pieces go to grave? That's like, what, 3.33% each piece... Hell, wouldn't it be smart to use degrading gloves/boots if they cost so little, just so that the relative cost of your more expensive gear degrading is lower? Yeah, I am pretty sure it doesn't work like that. It's 20% for EACH equipped item, which is ****ing retarded when you make bosses with special attacks that hit for 6k+ damage.
  10. Yep, as I said in other threads -- remove graves, make everything degrade, and reduce the death penalty to 15%. Change protect item and signs/portents of item protection to each reduce death penalty by 5%, so that with both combined your stuff only degrades 5% on death. Also, change t90 armor to act like Gano, where you use like 1/4 of the amt of scales/energy it took to make it in order to repair it.
  11. Also, see: melee sucks for endgame now Sure, melee can do outstanding damage at Vorago but you also take far more damage, especially on the last phase where it really matters. Having more than one or MAYBE two melees causes Vorago to do too much damage to your team in P5, making the kills much slower because he knocks you back much more often. And from what I've heard, melee is lolworthy for Barrows.
  12. Yes. I now have something like 390 days of membership. WAT. Bonds are seriously 10m? Think it's time for me to spend another $100 on bonds.
  13. I got it because the cost of membership was slightly cheaper than what I was already paying, and because it largely caught me up in terms of Auras. I quit playing right after auras came out and recently returned, so while other people had hundreds of thousands of points I had none. This at least lets me get a couple nifty auras.
  14. This summoning nerf outweighs anything good they did today. It's terrible.
  15. So because of three inv spots, they decided to make the skill require twice as much work. Nice.
  16. So, I've now got 163k points and don't have any auras. Wat do? I am thinking Vampirism, t4 Invigoration, and t2 sharpshooter. Or would Penance be better than t2 Sharpshooter?
  17. Also, Premier Club, yo.
  18. OMFG retro dragon armor!! SQUEEEEEEEEEEEEEEEEEEEE
  19. It's not that they don't have the assets anymore. It's that they need to redesign it to work perfectly for the myriad of animation styles regular players have. For example, ever see how your torso splits in half during removing something in your PoH? Many of their new "overrides" also cause "sticking" animation glitches where parts of the item clip and stretch as you perform various actions.
  20. The plot twists, they just keep coming.
  21. So Mod Slayer is secretly Zemouregal, and he succeeded in taking over Varrock this time.
  22. The community is the main reason why the game is less fun nowadays compared to before, IMO. Efficiency-Scape kinda killed my motivation to play what's now RS3 - it became the norm to play 6 hour days at 100% max efficiency with no room for "fun" activities. It's just a whole different vibe than the game had before. It's nice in that there's a lot of high level content and people to do it, but there's no longer a real "noob" class in the game anymore. Everyone and their dog is maxed/comped. But you don't have to play like that. Ignore the people who are jerks about efficiency. Play with whatever playstyle suits you-- it is a GAME. It's meant to be something you kill time with and have fun doing it. I have clocked over 383 DAYS of game time in RS (i.e, literally over 9000 hours), and a large percentage of that was spent doing absolutely nothing productive. Bank-standing and chatting with friends.
  23. Many MMORPGs have what are called "combat stances," which are toggleable passive effects that usually provide major positive effects along with minor negative effects. Normally, only one combat stance can be activated at one time. The rules will be the same for this, in RS. You can only activate one stance at a time, and once activated you must wait 30 seconds to toggle a different stance. However, you can swap between stances even when in combat (momentum and incite can be used in addition to combat stances). Note that the reason there are more melee stances than magic or ranged is because there are two stats that combine for melee. Melee: Attack: Level 90: Precision: Your attacks and abilities with melee and ranged weapons have a 10% chance to ignore enemy block chance, but you have a 2.5% less chance to critically hit. Level 95 (2x weapon): Blitz: Your auto attacks with melee weapons strike with both weapons, for 75% damage each. Level 95 (2h weapon): Whirlwind: Your attacks and abilities with melee weapons strike all targets adjacent to you. Targets in front of you take normal damage, while targets to the side of or behind you take 90% damage. Level 99: Sundering Strikes: Your critical hits with melee and ranged weapons apply a debuff that reduces your opponent's block chance by 10%. This debuff lasts for 20 seconds and can stack up to 5 times, and the timer resets each time the debuff is reapplied. Strength: Level 90: Power Attack: Your attacks and abilities with melee weapons do 10% more damage, but are 5% less accurate. Level 95 (2x weapon): Slice n Dice: Your weapon speed with melee weapons is increased by 1 tick. Level 95 (2h weapon): Power Critical: Your critical hits with melee weapons do an additional 50% damage, but your weapon speed is reduced by 1 tick. Level 99: Death Frenzy: Your attacks and abilities with melee and ranged weapons do 25% more damage, but every attack inflicts 2% of the damage you deal to yourself. (E.G., you hit for 6K damage, you suffer 120 damage). Defense: Level 90 (shield): Shield Mastery: While having a shield equipped, all damage is reduced by 10%. Level 95 (2x weapon): Weapon Block: While using two weapons, you can now utilize defensive abilities that require a shield. However, the cooldown for those abilities is increased by 50%. Level 95: Rage: Every time you take damage, your adrenaline increases by 8%. However, you also take 5% more damage. Level 99 (shield): Smite Foe: While having a shield equipped, you rebound 25% damage you receive back to your attacker. This stance can stack with the ability Reflect, dealing 75% returned damage. Constitution: Level 90: Inertia: Momentum must be active to enter this stance. For every 20 seconds that Inertia is active, your auto attacks gain 30% damage. This effect stacks up to five times, but the effect is reset and you are removed from this stance if you cancel the Momentum effect. Level 95: Soul Tap: 5% of the damage you inflict heals you, but your basic abilities generate 3% less adrenaline. Level 99: Desperation: For every 1% HP you lose, you gain 1% critical hit chance. At less than 10% HP, every attack is a critical hit. Magic: Level 90: Soul Crush: When you critically hit with a magical attack or ability, it inflicts a bleed effect that does 50 damage every 3 seconds over 15 seconds. This effect stacks up to 10 times, resetting the timer each time a new stack is applied, and stacks are removed one at a time. Level 95 (2x weapon): Chain Reaction: When you use a magical ability, it has a 25% chance to reset all ability cool-downs. Level 95 (2h weapon): Mystic Storm: Your magical abilities have a 10% chance to reduce 5% of the target's accuracy, damage, or defense. This effect lasts for 15 seconds and can stack up to 5 times. Each time a new stack is applied, it resets the timer. Level 99: Concentration: Your chance to critically hit with magical attacks is increased by 5% every 12 consecutive seconds you go without sustaining damage, up to a maximum of a 50% increase. For every 1K damage you take per minute, this effect is reduced by 10%. Ranged: Level 90: Piercing Shot: Your ranged attacks pass through your target, hitting up to 2 additional nearby targets for 75% damage. If Ricochet is used in this stance, it hits up to 4 additional targets for 100% damage. Level 95 (2x weapon): Rapid Reload: Your weapon speed with ranged weapons is increased by two ticks. However, you consume two ammunition per attack. Level 95 (2h weapon): Precise Shot: Your ranged attacks and abilities have a 33% increased critical hit chance, but your ranged weapon speed is reduced by 1 tick. Level 99: Point Blank Shot: If you are within 2 squares of your opponent, your ranged attacks and abilities do 75% increased damage. If you are within 3 squares of your opponent, your ranged attacks and abilities do 50% increased damage. If you are within 4 squares of your opponent, your ranged attacks and abilities do 25% extra damage. These boosts do not stack, and the highest boost will be applied. However, any ammunition you use is destroyed upon impact and cannot be retrieved.
  24. THIS would be awesome. Most other MMOs have toggleable combat stances. In fact, I can think of many that would be great additions to the game. I am going to write up a suggestion and post it in a few minutes. I'll also post it on the RSOF so maybe it will be seen.
  25. Then nobody would care.

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