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hrmn

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Everything posted by hrmn

  1. How about the path of glouphrie prophecy? How long ago was that released? They might actually have been thinking about this quest when they made temple of ikov, allthought most probably not entirely like it is now.
  2. Haricutting skill is comming!!1!!11!One!!11 Imagine the possibilitys! Enchanted moustaches, helicopter hair...
  3. lol high agility i did it at 56 with ease never failed bars and cant see why people thought it was a hard quest did in around an hour (with guide though) Lucker :evil: , I had 56 agi and just the bars part alone took me a hour #-o Took me 25 mins to get past them the first time, only to realise i forgot somehting #-o Took me another 20 mins to do it a second time, and later on another 15 mins to do it again..
  4. If its true, we appreciate it. But you gotta admit that its a bit hard for us to believe you, since you are a pretty new member of tif, and we are unable toreally test it since you say they are so rare. Most of us have had bad experiences with this before, wasting hours on something that turned out to be false.
  5. Dont forget 72 Slayer for the wyverns. ;) Youll do fine with 67 and those slayer pies :D Might take some cash and a bit more effort, but its doable.
  6. Sigh... there goes my method of soloing them and the possibility of getting some junk to sell the claws with #-o
  7. Tormented demons are praying, and I bet it aint to sara :
  8. You liked ratcatchers? :shock: (agreed on all other quests) I wonder what theyll do next if this whole majharrat/dragonkin/jas storyline finishes (if it will that is), there arent that many hidden clues to other storylines, especially not ones as old as dragonslayer (cabbage of j--). Or we may have missed most of them ofcourse.
  9. I dont really understand why jagex dont do a major update to make firemaking usefull. They add some minigame which is mostly there to get more xp in the useless skill, yet dont really come up with something to make it usefull. And there are loads of great ideas (some of these arent mine ofcourse): - Burning down thick vegetation for shortcuts - Scaring away small creatures with fire (torches) - Fires giving some sort of a restoration effect when near them (quicker stat restoration, and maybe even small stat boosts) to simulate warming up at a fire - Furnace heating, making a furnace hotter so less coal is required for smelting - Signaling certain npcs using smokesignals - Setting arrows on fire, to let them deal extra (fire) damage - Duration of fires determined by the type of log - Better cooking rates with higher quality fires - Setting logs on fire without tools (at a higher level ofcourse), real firemakers can use wood on wood to make fire. - Adding logs to a fire to reset the duration and give you some xp (so big lines of fires arent neccesary) - Small bushes to be set on fire across runescape, so you wont need logs for a fire at some spots. - Burning down thick vegetation with a chance of discovering small (metal) objects in them.
  10. Loved the rewritten original post, great work! =D>
  11. You kill him during dragon slayer. Maybe this could refer to him speaking about "the cabbage of j--".
  12. Those in most serious need of change: firemaking, mining, smithing, fishing, agility But these really require some work aswell: fletching, cooking, thieving, woodcutting, herblore
  13. Mod luke on RSOF: New sentence. So, yay two diarys :
  14. Just did it on my second attempt using this guide \ (fourth overall) The tips on pray switching and healer trapping are awesome. The first failure was unfortunatly partly due to the setup you listed, you advised 6 brews for the range method. Suspicious as I was, i brought 7 instead. I died with jad at 10-20 hp because of a lack of brews (a healer killed me off). I still had 8 full sup restore pots left though #-o And yes, I used prayer the entire attempt (since the 90s came that is). So well I'd suggest you increase the amount of brews recommended by at least 1, maybe 2. (my related stats at the time of first failure were 77 range, 83 defense, 70 prayer, 85 hitpoints)
  15. They're definitely related, but the first of Guthix is located pretty far from the Stone of Jas. The Stone of Jas is also known as the Fist of Guthix, and the Eye of Saradomin. The minigame you are thinking about was named after the Stone because it landed or hit there (the imprint in the middle is made by the stone).
  16. Who??? If your talking about that other topic on the [bleep]e Beast thing then I'm an idiot (why?- cuz i made that topic) Well I wouldnt call you a idiot, but well if thats what you want. (it was a lame attempt at a joke :P But yeh I was referring to the mysterious [bleep]e, he had been one hitting players, and now hes trapping their poor souls in those worlds)
  17. Great guide, too bad you posted it though. I had been using harpoon buying at piscatoris for a while, and although it made my hands hurt, it was great money.
  18. Thieving and firemaking cant be tied into combat : And one could argue that you cant tie agility into it either. And besides chincompas, hunter doesnt do much either. So yeh its possible.
  19. Ive been thinking about making second tier skills more usefull aswell, and figured there might be a way of (with some skills) let the seocnd tier consumption be part of the second tier skill itself. With the best example being: Smelting metal items back into bars (not the same amount as you started with on average, but close). Something like this would stop smithers from buying tons of bars, then turning them into worthless junk noone will ever need, just to get xp. This might really hurt mining though if the balance is off (especially if people start smelting monster drops into bars aswell).
  20. Hello players, we have a unique month ahead of us, lately we have had alot of content added to the game, this month is different. We decided to focus on fixing bugs and rebalancing the game instead, using only a little extra content where needed. We felt that many weapons were never used, and that some were clearly superior to others. So we changed the stats on melee weapons, to make sure every weapon in the game now has its use. We also altered the defense values of all armour and creatures so the difference between stabbing, slashing and crushing is now alot more obvious. While magic was a great secondary skill, we felt its combat uses were not that great, a few of the changes we did are: air, water, earth and fire spells will now do 15% more damage, cursing spells will now remove 7.5% and 15% of the targets stat, and the target will find that it takes longer to recover from these spells. Snare spells will not only bind the enemy, but also slow his attack speed by 2.5%/5%/10% for twice the duration of the spell. Smoke rush and burst spells will now give the target 4 poision damage, while blitz and barage will give the target 6 poision damage. Shadow rush and burst will now lower the enemys attack and range levels by 15%, blitz and barrage will take 25% of the atatck and range skills away from the target. Blood spells will now heal the caster for 30%, and ice spells will lower the targets defense by 5%. A small change has been made to the battle robes aswell, they will now pay for the runes more often, and the recharge time has been decreased. To top it off, the ancient and mystic staves get a additional 5 magic attack bonus,while the staves obtained from the mage arena and the 3a staff will now give double the magic attack bonus! Ahrims staff has been given a new effect, when its special hits it will now drain 0.2 points in every skill of the target (excluding hp and prayer) for every point of damage done. A defensive aura spell to the regular and lunar spellbooks has also been added, this aura will aura will absorb a percentage of the (non-magic) damage done to the caster, up to a certain amount, after which it will dissolve. The level 44 spell will absorb 10% of the damage up to 50 damage, the lvl 67 spell will absorb 15% of the damage up to 100 damage, and the lvl 91 spell will absorb 20% of the damage up to 200 damage. a aura will also vanish after 10 minutes, if damage still remains. Rangers can welcome a small change aswell, no longer will they have to hide behind mushrooms for safety, for when they hit the target might be knocked back, this only happens if the archer manages to take away more then 15% of the enemys hp in a single hit (or 25% against players) . The range of accurate and rapid fire types have had their firing distance increased by 40%, while longrange will now fire 75% further! To make sure range and magic dont become overpowered after these updates, you will find creatures to be a bit smarter, so they wont get stuck behind objects as often as before. We have had reports of players having wrist problems, so we have altered every make/buy/whatever item, the different options are now: do-1,do-5,do-28,do-x,do-previousX. We've also changed some vendors, who will now use a tradescreen instead of dialog to sell their wares (kebab seller for example). Firemaking has always been a bit of a worthless skill, so weve changed a few things: the type of log and the fm level will now decide how long a fire will last, the failrate of cooking percentages has also been changed so better logs will mean less failing (willow logs are equal with ranges now). Some skills xp values have been tweaked so some skills wont be a difficult as before, while others are a bit more difficult. Cooking, firemaking, fletching and thieving are a bit more difficult, while agility, slayer and runecrafting are easier now. Weve noticed that certain training methods were never used for skills, because another method was both more profitable as well as giving you more xp, we've rebalanced all the xp values of actions, to change this a bit. Players will find the game to be more diverse then before. Some skills have started making a loss since the pvp updates last year, to counteract this we've added a few things to those skills. When producing equipment using smithing, fletching or crafting you will now have a small chance of creating a exceptional piece of equipment with boosted stats, which are highly sought after for their rarity. Crafters will also be able to craft a new item, the eleborate vial, which can hold up to 6 doses of a potion. Herblorists will now be able to squeeze a additional dose out of their ingredients for every 18 levels after the requirement level (up to 4 for regular vials, and 6 for eleborate vials). Weve done alot of optimising in the code aswell, and players will notice a little less lag while roaming runescape. Summoners will now notice that all creatures will now stay for another 10 minutes, this was especially needed for those low-level summons that vanished within a few minutes. Summons will now also try to attack enemys when your attacking one without it attacking you, safespotting with a familiar is now possible! We've also fixed all bugs that we werent able to fix before because of limited time. Because most of these changes didnt really require any development, just designing and balancing, we have had more time to work on next month, where we will open the eatern lands with a massive quest!
  21. Id say rockcrabs is the best, but you shouldnt be using a crossbow, use bronze/iron knifes instead. Its way quicker, and in your case cheaper aswell.
  22. Ive got a full set already, and since you can only get 1 proto tool per game, I stopped caring about points. So usually, I do whatever I can to stop the enemys, so my team can gather in peace. Ive noticed that the stats of arnours are a bit weird, range armour has exactly the same magic attack bonus as mage robes (0), but the defense values of range armor are way better, magic armor is only good against magic, range is good against range and medicore against melee and magic. Range armor also works fine as a meleer, so I basicly always get range armor. From the melee weapons, most people seem to take the scimitar because of their expereinces with it outside of stealing creation. However the dagger is clearly superior in stealing creation, they have the same str bonus, but the dagger is alot quicker, it loses some accuracy for that. But even the accuracy level of a (lvl 4-5) dagger beats most weapons outside stealing creation, yet the defense values of players are usually lower then what they are used to. So the dagger simply hits alot more then the scimitar, and with most people using lvl 3 or 4 food, they ownt be able to eat against your strikes (even with melee prot). My priority list of enemys: 1. Pickpockets (only attack once, then attack your previous target again) 2. Those without armor but with a weapon. 3. Unarmed skillers using a lvl 3-5 tool (obtaining that tool could take them several minutes, while killing only takes seconds) 4. Mages 5. Meleers 6. Rangers 7. Armed skillers using lvl 3-5 tools 8. Everyone else Camping at the enemys base with a few other attackers is a great way to halt the enemys progress for a long time, once youve killed all fighters, they will be unable to damage you, so oyur food will last quite a while. A great trick is to go collect resources near the enemy asap, and when you see one of them using no or a simple tool (1-2) at a high level spot (4-5), and suddenly they run to a creation kiln, then you should pickpocket them asap since theyve probably obtained a clay to make a tool, obtaining this one clay can often take ages, so it really hurts him (while you obtain your tool, so you can quickly gather resources and get a weapon to kill the one you pickpocketed). To prevent your enemy from pickpocketing the tool back, simply weild it.
  23. Im collecting those : Gotta love its random examine: "Phew!"
  24. Low level skilelrs would prefer skilling in other worlds. This would be great for high level skillers though, which would make those complaining high levels a bit happier (for theyll have better training spots). About those one-itemers, I think they are actually the first ones to leave the real pk worlds, since they only pk for fun. Not for rewards, while the "real" pkers pk for rewards and fun.
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