Smapla
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you can do 12 overloads (3 inventories) per log-in, with a bankpin. use mousekeys to make the withdraw process easier (+ key is a double click, so press that twice on every stack of potions to withdraw 4).
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are we talking the graveyard barragers? seercull obviously if you think that'll knock down their mage level enough... bring karils, dhide, or arma. z spear can work well if they are being piled and depending on ss/ blood barrage to survive
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i just don't want them to like zero out everyone's accumulated work. damn it...
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i've had my kingdom going for six weeks... is it safe to collect?
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there are a few archers on the roof of the building next to the monkey child's house
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that will make your experience considerably better. try to find a camera angle that you can stay with for the entire trip, and glue your left hand to the F1, F3, and F5 keys
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in regards to death, make sure to set up an emergency tab. several sapphire lanterns, energy potions, teleports. also either a five minute or the six minute grave. have you ever timed how long it takes you to run back there after a death or a straight tele to lumb? practicing a few times might help if you're worried about dying. Yea i have my last time to TD's i died 3 times which is why i havent been back in a long while oh =s are you comfortable with using the function keys to switch tabs? it's incredibly hard to td effectively without using them, and the extra second gives their attacks enough time to hit
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in regards to death, make sure to set up an emergency tab. several sapphire lanterns, energy potions, teleports. also either a five minute or the six minute grave. have you ever timed how long it takes you to run back there after a death or a straight tele to lumb? practicing a few times might help if you're worried about dying.
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this is pretty much what my setup was when i used extremes, downgraded a bit. if you can't last long enough, drop the second set of pots, but i like to keep my stats high. similarly you'll have to adjust your number of prayer potions... i try to stay there for an hour and i need about 13 regular prayer potions (96 prayer, 31 points per dose). Whether or not the hally should be considered as a serious main weapon, it's very useful when you get into a bad situation of two or more tds attacking you at once, where you must step back to avoid being hit. i used the hally as my main weapon for my first two claw solos (400 kills for my first claw drop) and it works okay, and you don't have to worry about melee attacks. good to start out with. the special attack is also pretty decent, perhaps comparable to dragon claws if you take into account the 0-1 hits you can sometimes get speccing with those, and the fact that you get 3 and 1/3 specs per 100% bar. still, the whip or godsword is probably better for when you're fighting comfortably. karils vs d hide... i've tried both, and i don't see a significant benefit to karils over d hide. their range attacks are a pain no matter what... it's foolish to try to tank them, just keep your offensive bonuses high and kill them quickly. learn to prayer switch. it takes time, it's a skill you get good at over time. you could bring unholy book for ranged attacks, but i just leave defender equipped when i used a one handed range weapon. ring... explorers gives a small prayer bonus and you can restore run so you don't have to rest when running to tds =) but i like to have it in bank for if i die, so i can run back without bothering with potions add me?
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those things took effort to make. have some respect for the programmers.
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tell them you are harvesting the cabbage spawn
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i tried the range method my first time and after i almost died, i logged out, got my z spear and meleed him to death instead. claws as spec weapon. i am not sure if it is true or not but at the time some people were saying the spear worked very well against him so i went with that. try to save at least one spec for when he goes into berserker mode (if you're using claws)
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if you're going to solo mage rex, you might consider putting the money you currently do have to use by bursting rock lobs for mage xp and charms. you need around 5k crimson for 88, and you'll gain mage levels while you go from the bursting and the rex soloing
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my best streak of effigies was from one tds trip: 1 claw, 2 armour pieces, 3 effigies i've gotten two from waterfiends, and they are nice since you can kill them fairly rapidly (especially with an iron or steel titan) and the charms are great
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my arma skirt just sold for 16m in exchange, i sold my zgs and a claw drop for max yesterday also. we may be seeing a turn-around for some of these items soon. and... i'm now making my first overloads from that cash =)
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so top it off before you go in, and if there happens to be a lull in the slaughter, top it off again. otherwise let it run out. but you should put them in the helmet if you're going to be using scrolls, since each scroll fired from the helmet does not subtract from the special move bar, and is thus a free stronger attack.
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dagannoth from my experience is much better. i've never used the scrolls, but its normal attacks along with the ferocious special hit decently on aviansies (only place i used it really)
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why the crystal bow? i did use those for my first cape but it's a bit outdated now. just stick to broads the entire time. bring 2k to be safe, but with ava's you shouldn't use up more than 500 (? says a friend) i'd bring an obby shield to tank when you have a range / mage at the same time. other than those situations you should be using the book at all times guthans is useless if you can evade the monsters correctly. practice getting them stuck on the rocks. don't heal damage... just don't get damaged in the first place
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their shield doesn't affect any of their attacks, if that is what you mean range them until they switch to the range protect prayer, and then try to darklight them. i'm not sure if it's possible to darklight them while they are praying against melee, at least not since the darklight / cbow glitch was fixed each of the attack styles is distinctive, you'll learn to differentiate them. obviously, look out for the really big magic attack where it has convulsions and leans back, this is a sign of a magic attack, and that its attack style will switch. the normal magic attack looks like him blowing at you and sounds like fire. The range attack is him ripping a part of his own rib cage off and throwing it at you, and has a distinctive popping noise.
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the difference comes from the word "worthwhile" most people think of a dead end as one room. however, once a series of rooms leading to a room with only one door has been fully searched for keys, it can be essentially forgotten. no need to return to it unless there is something important in it. i agree that the path to the boss and altar (if one exists) should be cleared. it is very annoying for them to not be cleared. as for clearing out just the lower level monsters, they are often accompanied by higher level monsters. in rooms full of nothing but level 50 monsters, sure, kill them all since it takes that long to determine where to go next i guess i need to address the issue of people thinking that I die all the time during dungeons. this is not true. i very rarely die except, as the above person put it, through special attacks or carelessness (or things like trying to give people instructions. i also drop a lot of my food in the boss room for other people) i often get to the boss with a familiar full of food, a regular or super melee pot, and an inventory full of food with a decent cashpile from alching arrows. i don't make any armour, but sometimes teammates do for me, or sometimes i find some (i'll take anything i can, be it mage range or melee gear, for the defence if anything)
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i don't understand why the peaks correspond to quest updates if what you are saying is true. shouldn't the very start of the increases in prices correspond to the quest releases, and the peaks correspond to the botting programs being fixed?
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i've never been on a team that cleared every room, i only do that on solo. is it typical to get a very high level mod clearing all but dead ends on large? looking at my screenshots (i don't have many though) of completed levels, i'm seeing like -5% level mods. as for what the other people should be doing, it's often that a few are opening high level doors that require pots here is a picture of the barrel bug, for those unsure of exactly what i'm talking about. i can't pass further into the room because i can't interact with the barrels. Aim of Getting to the boss room =/= Point of dungeons is to get to the Boss room as fast as possible. i never said the goal of dungeoneering is to get to the boss as fast as possible. If Jagex only wanted you to "get to the boss room and have sufficient supplies to kill it" then there wouldn't be 30+ rooms on a map. Heck, you would only need about 10-15 or so rooms to get enough supplies to kill the boss. All the other rooms just slow you down right? i am also not saying that jagex necessarily wanted people to do it this way, or that they even thought this might become a useful strategy. you're confusing the idea of being able to rush dungeons to the idea of jagex catering to rushers. If Jagex actually believed the point was to bypass all the extra NPC's that wont help you for the boss, they would not have a NPC reduction on the final score for how many NPC's you did not kill.. rushers are like pures. jagex did not anticipate pures. but they also do not try to prevent pures from playing the game. pures lose out on a lot of things because of their decision of how to play the game. rushers lose out on a higher level mod. The final goal is to get to the boss room yes, but another Jagex-set goal is to explore the dungeon and every room that is inside. This is why you get XP off for rooms you don't open. So I can say it was NOT designed to be rushed as fast as possible to the boss because with the other mechanics (Such as point reduction for not killing x-number of NPC's) it clearly proves they were not designed to be rushed. saying that the fact that all rooms are meant to be explored means that you should not rush doesn't make sense. for your information, i try to open every room, yet follow this strategy of rushing. opening every door does not mean you have to kill every monster inside. i explore them all if i can, and some of the rooms are not worth being cleared, so i don't clear them. the existence of xp reduction mechanisms to penalize rushing certainly balances rushing with a strategy in which you clear more monsters. but that does not mean that rushing is an invalid strategy. on the contrary, it means jagex anticipated that leaving monsters alive was easier, and decided to balance it. The problem there lies that each dungeon is to little XP and thus encourage grinding for xp as fast as possible. If dungeons gave 4 or 5 times the XP they do now, but required you to kill every NPC on the map, they would be quite balanced. i don't consider what i do when i train dungeoneering grinding. i find it fun to rush through a dungeon as fast as possible. it's very fast-paced and challenging.
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255 used to be the hitpoints limit, but it's not anymore.
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there is nothing in game or in the knowledge base that discusses this limit. if it were said somewhere, that the powers of daemonheim will only allow 255 npcs to be displayed at once, i would call that stupid, but would accept it. also, i never said there was anything wrong with the skill. i'm claiming there is a flaw in the implementation of it, in the game engine. as for this being a decision of jagex. oh please.... they might explain it away as that, but in reality, this most likely came about because a programmer thought that, for the purposes of dungeoneering, 2^8 was good enough as infinity edit: i'm at dks so this reply may be redundant with the above, sorry
