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game_guy02

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  1. Wait... so is silverlight, regardless of any Over-powered argument, a better weapon to use? As in is the weakening capabilities WORTH not using a rune weapon?
  2. Using Str. Pot and Ultimate strength I've hit 19's. And Im lvl 70. Using JUST a potion, so my str is 80, I've still hit 18's. Consistantly I might add.
  3. Well, see, when I did the math I plotted it out taking into account coal mining only. What I would do is mine an amount of coal, get 24 Nature runes, mine at the iron in Varrock, get another 24 Natures, then head back to coal. This keeps it more spaced out. As for levelling magic, pick 3 or 4 skills you like, and find a way to add the Dark Wizards into the string. The joy of Dark wizards is they drop a fair amount of tallies, which prove good Runecrafting Xp. You also get crafting Xp by making the tiaras. Then when you have stockpiled runes, train magic on monsters, perhaps Hill Giants, and voila. Prayer is now part of your string.
  4. I must apologize. I'm writing an article on James Joyce's Ulysses, so my mind really isn't all here right now. When I update tomorrow Ill throw in the iron. And perhaps shed some more light on the topic as a whole.
  5. Mchainmail; True, you do have to do banking and the like, but the tendency to give up is far greater when you do repetitive training. Thus, by doing a "string" you gain varied xp, without getting bogged down. It also allows you to gain xp in disliked skills by 'masking' them. More to come tomorrow, I've got schoolwork to do #-o .
  6. Welcome to Game Guy02's guide to Multi-Skill Training! This guide was created to introduce new training ideas to help break the monotony of training. What is multi-skill training, you ask? Multi-skill training is a tactic I use to make training more fun, more varied, and actually quicker! By combining several of your favorite skills, you can easily avoid being bogged down by that 8000 coal you want to mine, or twenty combat levels you want to gain. The premise is simple; use your combat to link skills via monster drops. i. Contents _____a. Pre-Requisites _____b. Getting Started _____b. Training Examples Section A: Pre-Requisites While there are no TRUE pre-requisites for this style of training, access to the following skills/areas prove vital and time saving: Access to all guilds; Having access to guilds such as the crafting guild or mining guild allow you not only fast access to resources, but also open new training areas. This is a VITAL component of this style of training. By opening up more areas to train, you have more options as to how to complete you "string" of training. More on strings later. High level magic; Most specifically transport spells and alchemy spells. Large "strings", ones that involve areas far across the map, are a killer. Often you will be wearing heavy armor, or carrying large loads, and running just isn't an option. With the ease of obtaining Law runes, access to teleport spells will break the boredom and save you time, as well as contribute to the "strings" themselves with valuable Magic XP. High level alchemy will also save you time as you will not need to merchant your items; they can simply be alched. As well, having higher levels in skills such as crafting will prove dividends. This goes without saying. Section B: Getting Started The key to multi-skill training is deciding "What do I find fun, and what do I hate?" Say you like combat, hate mining, but like smithing. You could train on white knights, banking iron bars later to be smithed. Or, train on dwarves and moss giants to obtain coal, and later mine the iron yourself as it is less time consuming. The main problem that occurs is lack of drops. Try and pick monsters with a vast array of drops. For example, minotaurs in the Security Stronghold drop gems, cooked meat, and iron arrows. You could use the meat as a quick source of food to train on stronger Stronghold beasties, the arrows to later level range (preferably on monster with drops to further push your "string"), or farm them for gems to craft. BE CREATIVE! "Strings;" Now I will explain the elusive "string." A string is your plan of action, how you will attempt to link your skills. Here is a quick example: Train combat with dark wizards --> Collect and bank all runes and talismans in Varrock --> Using dropped laws, teleport to Falador --> Go to crafting guild, mine enough silver to match talismans obtained and pick up a tiara mold --> Return to Falador and craft tiaras --> Head to Air altar and craft all air tallies --> Return to Falador, dispose of Air Tiaras (Bank, Sell) and take out mind tallies --> Repeat this process for all tallies (Minds, then bodies, then earths, then fires, then waters). This order of crafting tiaras proves fastest, as you head to the closest altar each time. You will end up in Lumbridge, with access to a bank to head to where your next string will begin! Now lets look at the experience: Combat; While killing dark wizards, you gain combat xp. Four xp per hit, the level 7's having 12 hp (48xp per) and the level 20's 24 hp (96xp per). Magic; Disregarding all runes dropped but Laws, you gain 48xp for a teleport to Falador. While this string only uses one teleport, the xp gain isn't huge. However, longer more complex strings can often bring in hundreds of magic xp points in a short time. Mining; Silver yields 40xp per ore. Assuming you obtained 28 talismans, thats 1120 mining xp. Crafting; Every tiara you craft earns you 52.5xp. At 28 tiaras, that's 1470 crafting xp. Runecrafting; While the number of talismans you obtain will vary, I will assume all of your talismans are air. At 25 xp per, thats 700 Runecrafting xp. Cash; In this case, the items you are creating are worth less than a nature rune, and therefore should be sold to a general store and/or specialty store. The payoff is little, but you gain xp in a variety of skills over a short period. Section C: Training Examples Example 1: Magic, Mining and Money... And Smithing! Requirements: -Ability to smith full Steel -Highest level pick axe you can equip -Access to High Alchemy, Varrock, Lumbridge, and Falador teleport spells -Access to the mining guild -Armour and Weaponry suitable for fighting dark wizards (Level 7 and 20) String: This string is one of the more boring strings I use, however the outcome is a crazy amount of money, smithing xp, and mining xp. The magic xp is decent too. By following this string to the letter, you stand to make 1008000 gp! The string begins just south of Varrock at the Dark Wizard's circle: Train combat on the dark wizards. There are two varieties, level 7 and level 20. The level 7's have 12 hp and the level 20's 24 hp. The give 48 and 96 xp respectively. Your goal is 44 Nature runes. Obtain them and teleport to Falador. Upon arrival, quickly bank your loot and withdraw your pick axe. Head to the mining guild. Here, you will be mining 16 full inventories of coal. Fifteen of them you need, the sixteenth is insurance in case you mine gems. This is where this string loses some of it's lustre... Teleport back to Varrock, and obtain another 44 Nature runes. Keep repeating (now mining only fifteen inventories of coal) until you have 8400 coal, or a total of 300 coal-filled inventories. DON'T LET THIS NUMBER GET YOU DOWN. Mining fifteen inventories may be time consuming, and downright boring, but the combat training does wonders at breaking the monotony. Feel free to farm your Nature runes at other locations, although I find the Dark Wizards do it fastest. You need 840 of them total. Upon finishing obtaining the coal, (I generally spread it out over twenty days, continuous or not), teleport to Lumbridge. Now you will head for the toll gate. Pay the fare (or not...) and proceed to smelt your ores. Again, time consuming and a tad boring, but this string is amazing mining and smithing xp, as well as a cool million in gp. Once all the ores are smelted, teleport to Varrock. Here you will head for the West bank, and the nearby anvils. Convert all bars into Steel plates. I find it best to bank the plates and High Alch them after, but feel free to switch it up. Now here are the results: Mining; At 50xp per ore, and 8400 ores, that is 420,000 Mining xp. Smithing; At 55xp per bar, and 4200 bars, that is 231,000 Smithing xp. Magic; Disregarding the teleport spells, at 65xp per High Alchemy, and 840 High Alch's, that is 54600 Magic xp. Money; At 1200 gp per High Alch, and 840 High Alch's, you gain 1008000 gp, assuming all materials are obtained and not bought. Thats a total of 705,600 total xp and 1008000 gp. Good pay, no? More to come soon!
  7. Hahaha, I dont care. I just felt little irate i hadn't been mentioned anywhere. Im honestly not gonna be posting it anywhere so go ahead and feel free. Just spread the idea.
  8. Meh. World 126, idea copyright Game_Guy02 2006. Just fish the lobs, let people pay what they will for uncooked, and we'll go from there. Everyone who says they want to support this idea, get on 126, and fish and explain.
  9. Those are autoer logs? Why do I never know these things. Where do these people cut at?
  10. I love how I am credit-less hahahaha. ANYWAY, that all seems fine and dandy. Im most concerned about the fishing anyway, everything else i do not care about. BUT WE MUST SELL FOR LESS THAN THE STORE. Otherwise it defeats the purpose.
  11. Then let them bid-war. The importance is to NOT FORCE them to bank to make profit.
  12. Alrighty people, the general store has a limit. As in after so many lobbies are sold, the price remains CONSTANT. If the fishermen sell for LESS than this price, lobby running will remain profitable. Lets say you can go to/from the store 40 times an hour. So, 40 * 270 = 10800 gp/hour. And thast just to the store. Ill be on world 126 from now on, so feel free to message game_guy02. Remember, the goal here is NOT to make a killing as a fisherman, it's mainly for easy exp. But price bidding would be good, just keep it BELOW the minimum shop buying price.
  13. Heres how I see it, base selling price at Karamja general is 15 gp. If the fishers sold for say, 5 each, runners could sell to the general and STILL make 10 gp per lobby. Twent six multiplied by ten is 260 gp per run profit, and the fishers no longer need to drop/sell. And it wouldnt take THAT long to get the lobbies, as if there are enough fishermen and women, at least a couple would be ready to trade at any given time. But with enough support, lets say maybe 15 people ready at any time. And its beneficial for both. Runners get profit, fishers get SOME profit, and faster exp. How can you lose? My msn is: [email protected] Add me if you all want to discuss this further.
  14. Why not world 126? If everyone just HYT'd, im sure we could muster a large enough gathering. Pure profit for everyone, albeit a bit compromised, and mad exp.
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