kdb148
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Everything posted by kdb148
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Fast smithing experience is always going to lose a lot of money. If speed is your main concern, I would recommend not worrying about cash - even buying addy bars to make plates is going to cost you in the neighborhood of 6 coins per XP. Your best bet for speed, therefore, is to buy gold ore, smelt, and then do the step most people fail to - CRAFT YOUR BARS!!! Extend the life of your raw materials whenever possible. I like to put a whole system into place, and gold ore was the center of it. Buy ores, smelt, craft into amulets (this was before bracelets, whose higher alch value may be worth the lower crafting XP), kill banshees for ess, craft nats, then alch. Brilliant system, gave me impetus to level 4 different skills and get a little combat experience in the bargain.
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Smithing is generally slow to level, but at 44, you should just go mine some iron and coal, smelt into steel, and smith into the highest thing you can make. Alch what you make.
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Superheating in the guild. Buy addy ores, go mining, and either sell the bars you make, or save them to smith, although you won't do well in the cash department unless you can smith addy plates for alching. If you superheat addy to 88 from your current 85, you will have enough addy bars for a ton of smithing experience. And your mining will end up significantly higher than 90. This will, of course, take an eternity, but the smithing experience and cash (less than you'd get from mining and banking coal) would be well worth it. If you don't want to go past 90 mining for time's sake, then go ahead and bank your bars to sell later. Or superheat rune bars for sale. Superheating addy or rune makes your mining time in the guild at least 20% more productive for mining XP over mining and banking, and you get a bit of magic and smithing XP in the bargain. ------- Another thing I like to do is go to the dwarven mines on a full world, mine and superheat the iron down there, and make iron knives at the nearby anvil. You lose a bit on the cost of the nats, but it beats the hell out of mining and dropping, and you gain much faster smithing and mage XP than with making addy bars. This will slow down your potential mining XP, but it isn't all that much slower than superheating addy or rune in the guild, and you will gain more smithing and mage XP per hour. If you really want an all-out XP blowout at this spot, make plates with your iron bars and alch them. Your monetary losses become much more significant, but you can total about 70k XP per hour spread across the 3 skills if you are dedicated and a good clicker.
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Your options are very limited. Beyond smelting steel/mith, buying bars and making plates, or superheating mith, there isn't much you can do.
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Did they put Aberrant Specters somewhere outside the slayer tower? Because you can't use a cannon in there.
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Skipping steel tasks is something I wouldn't recommend, they give lots of charms if nothing else.
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Ring of Charos halves the cost per full load to 3, never mine there without it. Crafting guild with dueling rings/skills necklaces is much faster than Brimhaven.
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Crafting guild with dueling rings and skills necklaces is the absolute fastest way to mine gold. Arzinian mines are fun for a change of scenery, but it's kind of a bummer that you can't keep your gems there. Well, you can, but it really hinders your mining if you're going for 1000 or more ores.
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Yanille is fastest without teles. Chasm north of al-Kharid with dueling rings is better, but since you hate it, you could also try Piscatoris with Spirit Kyatts.
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How do you get back to the mine quickly? Run from the arena? Yep. The distance to the Yanille rocks is a little over 3 screens each way. The iron in the chasm mine is less than 6 from the duel arena, and since you only run with an empty pack, your energy should last a lot longer. Another benefit? If you have a cactus, you can go down and pick spines whenever they are ready. A bit out of the way, but definitely worth it.
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Yanille is better for iron. You could also try teleporting with a Spirit Kyatt and dueling rings to use the iron by Piscatoris. Another alternative is dueling rings and the chasm mine north of al-Kharid. I think both methods are better than Yanille, and you can get other stuff in the chasm mine if you want.
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You could try mining gold on an empty world. Crafting guild won't have any competition on an empty world, you could just mine, and sit around and alch while waiting for the gold to respawn. And ALWAYS stop by the air altar and craft a load of airs on your way to the crafting guild. You could also try the gold in the Karamja volcano, but it's really far from a bank and therefore may not be worth it, although you can alch while walking to and from the volcano. al-Kharid mine is also an option, but there are only 2 rocks and usually a lot of competition there on most worlds. Same with the dwarven mines. You could also try collecting snape grass, also on an empty world with no competition.
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Depends how many fights you can use it for. I'm thinking if you can barrage, you might cast miasmic barrage 4-5 times per fight, maybe less if you want to conserve it. That might be less than a minute of wielding time total, so you could get more than 60 fights out of it. Could be worth it if you kill a high percentage of your attempted PKs.
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You'd be nuts not to pk with these spells, despite the cost of the staff.
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You can also range them, on a crowded world they respawn quickly. No need to ever leave if you bring alchs, unless you feel like keeping the herb drops.
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Seriously? Banshees are maybe the most profitable monster to kill, what with p ess prices what they are, and you get a nice supply of herbs from them as well. Throw in a few charms, and the occasional black mystic gloves, and banshees are awesome. I kill them all the time, often just for the fun of it, usually when I need ess for something. Sure beats mining it.
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If you don't feel like using a kyatt (or don't have the level to), just use dueling rings and the chasm mine north of al-Kharid. On a crowded world you can use the 2 iron rocks right in the front of the mine and fill your inventory pretty quick to avoid running to the triangle of rocks in the middle. Mining and banking coal in the guild really isn't that much slower for XP than trying to bank iron. If you want a more comprehensive training method for mining, magic, and smithing, you can go into the dwarven mines, superheat the iron there from the 2 rocks, run and smith plates at the anvil nearby, and then alch them. You lose a fair amount of money, but it's decent XP in 3 skills. 35 mining + 37.5 smithing + 55 magic XP per nature rune used. Good if you get bored and want to switch things up/train other skills.
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Fire wave is very good XP. I like to use it at barrows, but that is incredibly slow. Metal dragons are your best bet, but you are going to want to boost your magic bonus as high as possible if you go to mage metal dragons.
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Burthorpe it. You don't have stats high enough to make it worth your time.
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It was 9984 for a very long time. I don't remember this 7680 or any other value. As recently as last fall, last time I alched addy plates, it was 7680. It has been 7680 since I started playing, around 4 years ago, until the recent change. Glad to hear it's not a typo.
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At, say, 8x, your 28 ess will net 224 air runes. At market price, your 224 airs will get you 3136 coins. At 7x, you will get 196 airs worth 2744 coins. So in the long run, you are better off with assists. Not to mention the fact that it was very rare to find someone paying 2.5k per run; you were lucky to get 2k per run. And, the GE makes it very easy to sell large amounts of airs in very little time. The only downside is that you have no way of knowing what the level is of the person assisting you, although I assume they will shout it out while standing at the air altar.
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Tip.it now says you get 9984 for high alching addy plates. It used to be 7680. When did it change? And why?
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I'm not sure why you are using so many doses of prayer potion. You don't need to pray on any of the melee brothers besides Dharok, and if you are using ancients, you shouldn't need food for any of them - you should have no problem maging them in full melee armor. If you bring Karil's or dhides, you don't need to pray against Ahrim, either, so you should use, at most, 3 doses of prayer potion per run since you should only pray against Dharok and Karil. I've found that doing more than 1 run at a time is pointless - it doesn't take much more time to tele home, recharge your prayer, and get back to barrows than it does to get back upstairs after you open the chest. But if you are insistent upon staying there for multiple runs, the best way to maximize your # of chests per trip is to use barrows gloves and your best magic boots, your best melee armor, bring your best magic defense top and bottom for Ahrim, and fill the rest of your inventory with prayer pots. Only pray on Dharok and Karil, use blood spells as necessary to heal. I personally prefer to range Ahrim, as he's harder to mage, and melee Karil, but that's optional, and you'll probably maximize your chests per trip with more prayer pots instead of more weapons.
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Guide to the Revenants! (Updates! February 2nd, 2008)
kdb148 replied to alphakoldes's topic in General Guides
No prob. Including good ranging spots might help too. The hobgoblin mine might be a good one, tons of rocks there to hide behind, and you can kill hobs while you wait. I'm sure there are plenty of others, too :) -
Guide to the Revenants! (Updates! February 2nd, 2008)
kdb148 replied to alphakoldes's topic in General Guides
It seems to me that ranging is the best method for killing them - all you have to do is get in a ranging spot, and protect range so that the revenant can only mage you. Your dhides should take care of a lot of his magic attacks, and it seems like they'd be easier to kill that way if you have a high ranged level, and you wouldn't take a ton of damage. Or is there something I'm missing?
