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Tact

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Everything posted by Tact

  1. Bronze - Rune full helmets. Feathered tin cans with slits cut into the front.
  2. Comparing 2008 and 2009 really doesn't work. You can't expect Jagex to come out with a new skill every year, just like an engine can't run on full power all the time. You need times where more of the filler work is done, including improvements and revisions to content already in the game. That's what I see 2009 was.
  3. This is true if you're a level 80 something with still tons to do. There are a lot of us who play the game in large part due to new content releases. If their is no new content, then a large part of why we play goes up in smoke. Hence, we kvetch about it. I call BS. Have you earned all the minigame rewards, much less even tried them all? Have you done all the quests and subquests? Have you done all the achievement diaries, or if you have not, why aren't you working toward raising those skills needed? Have you explored all of RS and unlocked every piece of music? Even if you have done all these things and more, you can still make your own fun. There's a lot more you can do on RS besides waiting on new content to be released.
  4. Messed up while trying to edit my previous post...
  5. Lumbridge beginner's diary. Are you making sure to following the exact wording of the task, such as making the clay inside the potter's house? If it still isn't showing up as completed, you might not have unlocked the diary to begin with. Go talk to Explorer Jack and go through the entire conversation.
  6. The entire system of free-roam sailing reminds me of catching Pokemon. You (the trainer) sails (walks around) the ocean (the tall grass) until you encounter a pirate (a wild Pokemon), which takes you to a battle screen (a battle screen). Cannon salvos (Pokemon attacks) are exchanged. If you defeat the pirate (the wild Pokemon), you receive some experience and loot (some experience and a Pokemon). Rinse and repeat. This would open the way for a lot of Pokemon puns, but I shall resist. :mellow:
  7. Oh please. You're not going to die if there's no update for another week. There's always plenty of material you can play, and things that you haven't tried before. What's wrong with using Twitter to redirect us to other forms of content?
  8. It's true that not everyone's going to care about your new level. You shouldn't take this as a personal affront, and you also don't need anyone else to validate this achievement. If you feel good about it, great. If you feel the need to share it with others, good for you. But don't demand that people respond, or feel bad when they respond in a way that you dislike. Pat yourself on the back, and go for your next goal.
  9. I'm hoping the new skill is noncombat. The existing combat triangle needs to be fixed before they add more complexity to the system. A skill that bridges between those already here would be most welcome.
  10. I would keep your hp higher than that until the cannoneers become unaggressive. Remember that the battlefield is multicombat and you are often piled by several at the same time.
  11. I did a time trial at 63 agility. Wearing spottier cape, boots of lightness, penance gloves, and carrying 20 tuna in my inventory, my weight was -5 kg at start. In 15 minutes, I did ~20 laps and gained 10200 experience. Out of those laps, I failed the death slide 3 times. So the average xp/hr is about the same as the wilderness course at ~40k experience. However, keep in mind that you do not have to deal with revs, and there is only 1 obstacle (the death slide) that you can fail. As you eat your food, your weight falls in turn and you are less likely to fail the slide. Therefore, I think the werewolf course is more consistent experience, and it's also easier to get to. Finally, dancing werewolves in tracksuits and an energetic song at the location (Barking Mad) make agility training less of a chore.
  12. I despise morons, who has no idea what a merchant is, and what a manipulator is. Also, good luck on 99 Ranged and Magic :) And have fun spending it all lols Why so hostile? Good for you and the other merchers that you can make your money without much effort, but don't expect everyone to rate your cash piles highly. The OP asked people to rate, and that's what they're doing. OT: 7/10
  13. I believe that the werewolf course is better xp.
  14. I'm not sure why everyone always recommends the wilderness course. Between 60 and 75, when you stop failing the Ape Atoll course, the werewolf course is your best option. Imo, it's also more fun to do, and there's no danger from revs. Wear all the weight-reducing items that you can to keep your weight as close to zero at possible. You're probably not going to get under zero, because of the food that you'll be bringing. Tuna is more than sufficient for the few instances that you fail the death slide. Don't forget to bring your ring of charos.
  15. Game mechanics sound completely different from RS. :unsure:
  16. Only F2P quests. Ernest the Chicken, Sheep Shearer, and Restless Ghost all have new rewards. Farther Aereck gives you bones worth 1k xp when buried. :thumbup:
  17. Sheep are not people. If these virtual sheep had minds of their own, they'd be laughing at the silly humans and their ridiculous argument. As it stands, if you really don't believe me, go to a farm and compare them side-by-side for yourself.
  18. Covering the major cities with a layer of snow would be nice.
  19. It was pretty easy once you figured out that you could slide diagonally. I also liked the small chunks of xp you could obtain along the way. ;)
  20. I've heard of 1-clicking for summer, although I'm not sure if any of the other gardens have been successfully completed this way. I'll add a section on this along with a more detailed intro. As it stands, I'm still studying for finals. :P Edit: I just tested Summer and Winter, although Spring and Autumn are difficult since parts of the maze depend on two or three elementals being aligned in order to pass.
  21. This guide is meant to help anyone who is having trouble navigating the Sorceress's Garden. It is a step-by-step walkthrough of all 4 gardens, to both herbs and squ'irk trees. Please note: Patrol routes of the elementals are marked in red lines, with arrows pointing in the direction of movement. Your actions are drawn in blue, with arrows showing direction of movement. Safespots have been boxed in green or yellow, depending on which color is most visible against the garden floor. You cannot be seen and caught while standing on these squares. Images are presented as reference material. I have attempted to make all screenshots accurately reflect the situation under which the walkthrough states how to navigate the gardens. It is suggested that you use low detail while playing Sorceresss Garden, in order to better see the squares marked on the ground. --- [hide=Winter Garden]The Winter Garden has the lowest level requirements and is also the easiest to navigate. After passing through its gate, the first elemental you encounter patrols in a loop around a long hedge. Wait until it has reached about halfway up the hedge, then make a dash into the alcove on your right. To move further into the garden, you will need to bypass the attention of three elementals. This next stage does not have a safespot to rest in, so you must act quickly once movement is begun. For beginners, Ive broken this section down into two easy to follow steps. You will need to be aware of two elementals at the same time. The first elemental is the one circling the hedge you just passed, while a second elemental makes a circuit around the L shaped bushes above you. Wait until both elementals have made a turn to your left, and run to where the blue dot is shown in the image, stopping just short of passing the L-hedge. The third elemental will soon turn past you and move left down the passage. Before the second elemental walks around the L-hedge again, slowly follow the third elemental as it patrols. Make sure to keep behind it, and you will not be spotted. Move into the safespot as shown. The last elemental walks back and forth along the lengthy corridor you are facing. Wait until it has passed your position, then run left, make a turn, and continue to the squirk tree and herbs.[/hide] --- [hide=Spring Garden] Walk through the gate of the Spring Garden and wait until the elemental moves to about halfway up the passage. Run into the first alcove on your left. The elemental will now turn around and head back the way it came. After it passes your position, run to where the hedge on your left ends. This next section can be difficult to master since you must pass 3 elementals in one stroke to reach the next safespot. Two elementals circle short hedge segments, and a third elemental patrol up and down the corridor that leads to the squirk fruit and herbs. Again, Ive broken the movement down into two parts. First, wait until all 3 elementals are headed down their routes as shown in the image above. Dash to the blue dot. Before the third elemental turns around, quickly move into the alcove on your right. After the elemental returns and moves past you, make a u-turn around the hedge and move to the next safespot. The next elemental has a straight patrol route. Wait until it has moved halfway down the path before making a second u-turn into the spot shown above. As this elemental spins around, and before a second elemental walking down from above you can get too close, run around the end of the hedge and continue either west for herbs or east for squirks.[/hide] --- [hide=Autumn Garden] Pass into the Autumn Garden, and wait until to enter the first passage until the elemental patrolling it has move halfway up the length. Run into the alcove on your left. Wait until the elemental has turned around, then continue down the corridor, turn, and move into the square shown. This next elemental has a short beat to walk, so you must pay close attention to your timing. Youll notice that there is a slight pause between when you click, and when your character stirs into action, so you must factor this delay into your movements. Just as it is about to pass the safespot shown, click to move there. As the elemental passes back up your way, run into the next alcove. Now comes the tricky part. You must avoid both elementals that are walking back and forth to reach the next safespot. To do this, you must wait until they are in sync and gliding to where their paths meet as shown above. As they turn around, and the first elemental passes your position, click to move into the gap between hedges. The next elemental makes circuits around the hedge above you. Wait until it has passed the alcove on your left, then run into it. An elemental will be patrolling the next passage. Wait until it is walking away from you, and the one you just passes has turned to the right, to run up and into the space shown. From here, you may either choose to continue down the passage to the herbs or take a side walkway to the squirk tree.[/hide] --- [hide=Summer Garden] Pass the first elemental of the Summer Garden after it has moved halfway down the space and ducking into the alcove as shown. Wait until it has turned around, run to the other side of the small hedge, and continue down a few more spaces. After the second elemental passes you, click to move to the square at the end of the hedge. You cannot yet be seen by the next elemental, so walk north until stopped by the hedge. As this guardian goes by your position, make a u-turn before running to the next safespot as shown. You are now facing an elemental that performs a figure eight pattern around two central sections of plants. As it travels along the second section as shown, keep right and follow behind it. Walk into the safespot. From here, you can bypass the elemental with the L-shaped route and head north to the herbs. To reach the squirk tree, first allow it to turn south, and then move into the position shown above. As the elemental is turns around and begins walking down the other side of the L, make a right turn and run down the corridor. Keep behind the elemental which is make circuits around the hedge, and continue to the tree.[/hide] Hope this information helps. Ill be refining this guide with more details, such as types of herbs, their drop rates, and perhaps time trials as time allows. Thanks for reading.
  22. I find all cap names to be as annoying as the ones that feature lots of numbers...
  23. What do you mean by best? Fastest experience only, or are you looking to make some decent profit along the way? If it's the latter that you're after, I suggest trying out the mighty banshees in the Smoke Dungeon. They drop noted pure essence, as well as plenty of herbs. At your levels, I would pray against them. Emphasize prayer and strength bonuses, so equip proselyte, salve (e), barrows gloves, ardougne diary cape 3 if you have it, and use a saradomin sword. Don't forget to bring masked earmuffs, or a slayer helmet if you have it. Bring about a dozen or so prayer pots, and then adjust based on your personal experience. For a familiar, either bring a terrorbird for more storage, or a macaw for improved herb drops. Bank at Nardah, pray at the altar there (which also gives a nice hp boost), and repeat.
  24. Ogres at the training camp northwest of Ardougne are popular with low level rangers. You can walk into the cage to gather your ammo and drops. You can also try killing moss giants for their seed drops, and at higher levels, fire giants in the waterfall dungeon. Both monsters areas feature safespots.
  25. Barrows are profitable to the tune of 1+ million an hour, and involve none of the camping associated with most combat methods of moneymaking. However, your low magic level will make most methods difficult.
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