Doomster
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Advantage of Wind blast (air spells are called Wind, not air, otherwise the puniest combat spell in the game would be an "air strike") is that it needs just an air staff and the death runes. Disadvantage is it is the lowest hit & XP for a death. Earth blast (needs earth staff and 3 air or air staff and 4 earth per cast), means more xp & hit per death, though if buying the extra runes, there probably isn't a lot in it.
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That damn ditch removes one disposal method, though it is a follow-breaker. Stonehenge, Draynor Jail guards, good disposal zones!
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I am a NOOOOOB need help to get lvls up!!!!! F2P
Doomster replied to suparunescapeplaya's topic in Help and Advice
Adamant smithing? - a world of pain awaits - even getting to 68 (full mithril) is a hell of a drag. Getting mining and smithing, means that drop-mining iron is wasted smithing XP. I've always preferred one level targets, particularly in higher level smithing, or at least, some sort of interim - though my target for item smithing is always with the aid of a dwarven stout (+1 to mining & smithing), making full mithril 67 instaed of 68, and the beginning of addy, 69 instead of 70. With few exceptions, if you mine and smith, then you should always mine what you can smith, since sold ores are sold smithing XP. Steel bar making, using partly bought and partly mined ores, is one way to raise smithing and profit from it, selling bulk steel bars to other players (for some "smithing companies", you will need a starter of 500 bars, to trade for the equivalent in ores - 500/1k and some cash). -
Help...pickpocketed Martin and now I can't talk to him
Doomster replied to Myystical1's topic in Help and Advice
Bank all your stuff, and then die... it might work. -
Total level generally goes fastest on the lowest skill, since unless the increasing level gap at higher levels is compensated by higher xp capabilities, progress slows from one level per load, to one level every few loads, to one level once in a blue moon. The counter to that, is that some skills are easir to train, some are less irritating to train, some are cheaper to train, though other may be trained fast but expensively. If you want overall level, it's ok to have a favourite skill, but keeping the others at a reasonable plateau contributes more levels than your favourite.
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For a short spell in members, I'd concentrate on: 1. Supplies - fletching oodles of training arrows (bronze or iron). Getting hold of some higher talismans (if you can use them) and doing chaos, nats, laws, whatever. 2. Bank pre-loading, so you can work a larger bank when back in F2P. 3. Treasure trailing, chance of some higher value items. 4. A bit of agility, not sure if the faster run recovery stays with you when only F2P, but it does work in F2P worlds. I'd probably do a bit of PC and Castlewars, but do all the good things about higher level PC (nuke the portals, get the points, repeat) still apply at mid level?
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Slot type, is it AGP or PCI-Express? Looked up the models you mentioned, and that doesn't point to either.
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You also see mithril superheaters in the mining guild. It is an expensive way to smith, but cuts down on trips to the bank and to the furnace. You could do more, but to compare (almost) full loads, I'll count 20 mithril. The superheat way, needs 20 nature runes and a fire staff, mine mithril and coal, 4 coal to each mithril, superheat to bars (particularly during lulls in the mithril respawn), take 20 bars to bank. The other way: Mine 4 loads of 5 mithril and 20 coal (that's 4 2-way trips), then smelt 4 loads (another 4 2-way trips). Some players like to superheat at the hobgoblin mine, but I'd rather not risk a pocketful of nats as well, not with the east ruins forge at somewhat lower wilderness level. Though superheating at the mine does give the potential for the hobgoblins to ignore you after a while
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Best (in melee performance) is: Full rune (including the more expensive trims)m - that's a full helm, platebody, legs and kite. The remaining spaces:- Neck: Amulet of strength, power, defence, accuracy, or for prayer users - holy symbol. Back: Cape - any colour, though yellow or orange looks good with gold trimmed. The simple black (just kill a highwayman) goes pretty well with anything. Hands: Green dragonhide vambraces (if you can), leather gloves or ordinary vambs if you can't. Feet: Fancy or Fighting boots from the stronghold of security. The ring spot is 100% useless in F2P, though one non-combat suggestion is to wear a gold ring, so you can sell it at a store if you're ever stuck for a few coins, and you just walked all the way from the bank
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I have: A main - with fairly Guthixian levels, pretty much a go-anywhere, do anything (F2P), but thinking of going members on it. Levelling can get boring and losing can be costly. (Melee leading, mage second, range third, but all at/above full F2P ability). A steel warrior - self smithing, compared to the rune armoured main, a little more fragile, but with a rune scimmy, steel armour and protect item, can shrug off any beats and come back in no time - this is really a mini-main, as well as the beginning of a "how low can you go" campaign in things like Knight's sword and the Stronghold. A pure mage - packs a hell of a punch at low levels, but loses control of the situation at mid levels. Mages are probably better in packs, launching lethal spell vollies in multicombat. Mage IS king in many high level monster killings, as it is far easier to get the standoff position against a stupid monster than a player. My favourite "fun" accounts, the low level Sceptre challengers, object, to complete the Skull Sceptre at an insanely low level, though it'll need luck (or a ton of recoils) to beat my level 16 I DO NOT have any skill pures - I can't think of anything more boring. All my accounts have mixed skills as well - the ones that need them can fish and cook Lobster... most can also enter the champions guild
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Another issue, the no defence ranger is confined to using a plain leather body or an iron chain. The 40 defence ranger can either go for a rune chain (defensive) armour, or a dragonhide body which carries an attack bonus that comes pretty close to compensating for the extra defence levels, especially as the level of ranged armour increases. The only drawback, unlike ranged prayer bonus, ranged armour bonuses do not increase the maximum hit - unless it was just rare "best hits", Im pretty sure that ranged prayers do increase the possible hit, in the same way as increased range level does.
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Another alternative to gloves, if you have 40 range or better, is the best dragonhide vambraces that you can use, since they have decent melee & mage defence. If you want a cheapskate ammy, go for strength.
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Multiple Confuse/Weaken/Curse? Mod plz Lock
Doomster replied to Tired_souls's topic in Help and Advice
It's usually called something like "failed cursing". It's good if: 1. You want magic XP but no extra hitpoints 2. You want cheap magic XP. It's bad if: 1. You want drops (no kills, no drops) 2. You hate clicking one by one - earth or fire strikes can be thrown repeatedly as a selected spell on a staff, though they are more expensive XP, more so if you fail them. The ideal target for failing, must be unable to hit you, and having several spares for when a curse does take is also useful - popular targets are the caged Zammy Monk in Varrock palace (shrugs off a curse very fast, but is non multi), while the ducks on the river at Lumby and Varrock also work quite well. -
If you've done the other levels (or your combat level allows it), you can portal to the treasure room of each level, then ladder down. The primary melee combat area for Ankou is the northeast room, as it contains nothing but Ankou. Not a good reeom for range/mage, as the cover spots are nowhere near safe until they go non-aggressive. If you have chaos runes to burn, you could also take some to do crumbles, and when non-aggressive, unequip armour and mage them while hitpoints recover.
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many uses for the otherwise bad skull sceptre
Doomster replied to myeroboman's topic in Help and Advice
Works very well at the wilderness coal mine - probably the only one, actually, where holding a 1 space teleport is worth it's weight in coal. I have one sceptre, a dozen parts sets, and have never actually engaged teleport - despite the extras, I tend not to carry it if I'm crossing the level 20 line. I usually 3 item + junk instead. -
Do f2p players benefit from high alchemy????????
Doomster replied to turk555's topic in Help and Advice
There is little that you can buy to alch at a profit, some players sell steel plates at a bulk price that allows free alching for mage XP. Other than that, it a case of disposing of your own mine & smith output, but yes, selling ores or bars would be better cash but lower skill XP. -
Another thing which changed, there used to be just 4 incantations, so you could guess if you forgot - now it's a 5 x 5 word combination, so make a note, or else!
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It HAS changed, you now enter a highlighted area whih has you, Delrith and 4 wizards all to yourself (no help). Either get level 41, be quicker at engaging Delrith, take a better weapon for the wizards - and DO use range or mage armour, not melee, Delrith is not really a big enough problem to need metal armour, but it guarantees that the wizards will tear you apart with mage hits, unless you are beyond their aggressive level.
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If you work the figures out, I think you can have 34 defence for a target of 40 afterwards. Is there just the Dragon to beat? If Melzars maze is to still to be done, that also needs some decent food, equipment, and I'd strongly recommend carrying a PROPER escape tele - home port won't save you if you are lost and under attack, so either teleport runes or a skull sceptre does the trick.
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The problem with Tuna, at least in F2P. 1. It's as far away (boat trip or deep wildy) as anything better. 2. While it heals only 2 less than Lobster, it's only 1 more than Salmon On the other hand, you can often find a great Tuna stock at the Karamja store, raw or cooked, ideal if you want reasonably potent food without fishing it, and great for cooking level if you cook it - but another reason why there is little player market for Tuna, those who know what great value it is, are probaly buying it there. Made me think though, instead of cook and store dumping the tuna (bottomed out at 10gp a piece), maybe I should take it back with me as well as the swordfish, though I usually scrape up some Trout/salmon for lower level workouts.
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I've had the Drill demon when rune essence teleporting, that and lost and found, mainly. I'v seen one appearance of it at Karamja fishing, but that's more usually sandwich ladies, frogs, drunken dwarf, certer - you can sure tell when the place goes "hot" with randoms, stick around if you want one. That is one thing I'm more and more sure of, different spots are either "hot" or "cold" for randoms, and one of the strongest predictors is seeing at least one random at the location. Maybe a tactic to reflect the fact than most autos tend to swarm their chosen resource.
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A "strength pure" does normally tend to have the attack level for a rune weapon (F2P) or maybe a dragon weapon (P2P), since the weapon also has strength bonuses. Other than that, strength is maxed as far as possible, and no wasted levels. Other variations around a strength pure, are confiuse / weaken / curse (and other non-damage) magic training to enable teleport, or maybe even to hi-alch level. The other popular extension is 40 ranged (F2P) or higher (P2P) to allow dragonhide chaps and vambraces, though P2P could also go to RFD gloves. If you want to try a lower attack strength pure, then maybe a Mithril scimatar and 20 attack, though you'd have such a disadvantage to hit compared to a rune weapon, I doubt you'd get many kills. As for a new pure, I would immediately get 8 attack on the dummies (no extra HP), use a steel weapon (or iron if that's the best you can be bothered with at that point) to get some strength and then 10 attack, then push strength to 20, attack to 20, get Mithril, strength to 30, attack to 30, get Addy, strength to 40, attack to 40, get Rune, then strength all the way. The attack levels between each metal should be worked as fast as possible, as the main advantage comes from the neaxt grade of weapon. Some like to lead with strength, then catchup to the next metal in attack, others prefer to lead with attack and catchup with strength until 40/40. At some point, I would also do some ranged, maybe 20 to start with (replace the iron legs with studded) and do vampire slayer using rapidfire ranged to get some more attack - actually, I'd do that quite early, to jump to Mithril attack level. If you do it melee, it's possible with a black weapon and 20 strength, but range is the easier low level way, if you have a willow bow, decent armour (leathers, studded & coif) and arrows of iron or better. You cannot use a slow weapon, as he has a good recovery rate, so you need hits, good ones, and quick ones.
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Would this be considered against the rules?
Doomster replied to Artificial_Doom_Flavor's topic in Help and Advice
Very grey area. If you see someone fall to a monster or random, then no problem, the pile is anybodys and good luck if, say, your scout account is also close enough to collect it, or if your scout sees tha action, and you send your main for the take. If you made the kill, then you do have first dibs -
Training range is usually free in the stronghold, safespotting Minotaurs from behind the fence and using their own arrow drops against them, boredom is the only problem - it's completely changed the complexion of F2P range training. PS. Ranger PK's against mage, where possible, and tries to maintain distance from melee. Many melee pures also wear dragonhide as it is better defence than iron, theough the mele pur would normally have iron for the remaining pieces, while the ranger has leather.
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That is a VERY pure mage. In members, you may need some attack to wield a better staff, and unless you are pure PK and nothing else, you'd probably need prayer to tackle barrows. I think you arrive at a crossroads when you go members, since there is prayer that can be topped up with potions, better mage gear that has stat requirements (eg. 20 defence for mystic), or you can stay with the way of the pure, or as close to it as you can get. Ghostly robes are one of the best 1 defence mage kits (maybe with 1 or 2 item substitutions), but the quests to enable getting them mean getting some prayer. Mage with prayer is a VERY strong PvM combination, but maybe not so strong in PvP.
