Doomster
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One tip I saw somewhere for drinks usage: Fight something low, but must get hit for a little damage. Watch the stats until you recover a hitpoint, THEN drink, ensuring that you have just passed a clock tick - if you had drunk the moment before that tick, a +1 boost would wear off immediately.
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Hazzzy's guide for money making on F2P! Up to 200k per hour!
Doomster replied to hazardmaster's topic in General Guides
Some other ways: Run the gauntlet of the Stronghold of Security, 10k if you can collect the first 3 level rewards without dying, plus the best pair of F2P melee boots - though 5 air runs are probably a safer way to get 10k. Monster drops: Other than the possible Rune Full helm from the Greater Demons deep in multi wilderness, the highest value F2P drop is the Rune Medium helm from the Lesser Demons, though this requires good combat skills (aided by fishing and cooking) to slaughter enough of them to get one. With decent combat, it should be possible to get "the prize" in a couple of visits, plus an assortment of other items - even trading the cheper stuff at the store adds up, though fire runes should be kept and traded in the market (1k or more) or to the rune shop. When dealing with drops, remember that most metal items are probably of greater value than the possible coin drop, and depending on food usage, the fact they do not stack may not be a problem. Herblore "seconds": While Zammy Wines are often mentioned, some other collectable seconds are red spider eggs or limpwurt roots, or F2P players can have strength potions made - slow trade, but occasional ad-hoc buyers at 700-1k. -
Alternative armors and the GER. [criticism, please!]
Doomster replied to TheAncient's topic in General Guides
There are a few F2P items that can be switched around as well: Amulets: Power (max attack, mixed str/def), Strength (max strength), defence (max defence), Magic (max attack magic). Chainbody for extra melee defence on a ranger or mage. If you have an excess of one stat, you can afford to compromise it with equipment that favours another, the classic mixed setup being ranged armour if you melee against magic. The main point is that the "best" kit for your current combat style, may not be the most effective in a situation. -
isp -- looking for new -- please close thanks for help
Doomster replied to limpbizkit's topic in Tech and Computers
Just thinking, is the new Sky package - ̢̮â¬Å¡Ãâã26 for calls, TV & broadband, compatible - just what does Xbox live need? I think NTL used to do a "Live" package with 2 IP addresses (one for the Xbox & one for the PC), but pretty sure a lot of people just used a router instead, presumable with the Xbox in the DMZ, so it can see any traffic that is not routed to the PC. -
*gag* some skills I just can't get used to training..
Doomster replied to lordkrohn1626's topic in General Discussion
If you get XP in (whatever) by using Tears, then you need to train up the new skills a bit (like hunting), otherwise they will end up taking the ToG XP at a poor rate. http://kbase.runescape.com/viewarticle. ... le_id=2346 The ToG reward rate is lower unless your lowest skill is 30 or better. -
Using the south room safespot, I took 1500 fire strikes - did two runs like that, averaging about 20 strikes for a takedown, so 75 ankou. One run gave me just one skull piece, another run gave me 4. It's a bit like trying to get a rune med out of a lesser, though my main now getting good luck on those too - now disappointed if I don't get one in a couple of lobster reloads.
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If you have 76 fletching, then make a stack of bronze or iron arrows, make , buy or scrounge some basic leathers, then range the Minotaurs (level 12's or 27's) over the fences in a couple of the rooms. Your range level will soon increase, and even a level 3 can survive easily there, and not use any food. If you want a bit of risk/reward, then make the best armour you can, then go kill some good clue droppers - though you need a level 3 clue to be up for the chance of a 3rd age item - and an instant end to your cashflow problems. Thinking of taking my main to members after a few more levels, and clue bagging would definitely be on the agenda.
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With 74 mining, I'd pursue mining as one major source of trade supplies, and of extra mining levels, through you could also do some steel bar making, for a bit of smithing XP without losing out on payback. Smith the bars yourself, and you lose a lot of profit, but gain smithing XP.
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Depends if you care about drops, or about getting better XP (including hitpoints) per shot. The cross-water spell throwing at the hobgoblins is 100% safe (they can't reach you, and none of them are rangers or mages), but few of their drops would be worth walking round to. If you try the caged lesser, be sure to take telegrab runes - you wouldn't want to leave a rune med if it did drop, would you?
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If you've done "Prince Ali Rescue", then the Al-Kharid gate is free, otherwise you need to have coins (10) to pass. It is a decent way to get to Port Sarim, particularly after using Lumbridge home port (the free but slow teleport) to return to the bank. The jail transport also works quite well for a fishing trip to Karamja. PS. Getting back to the Ice dungeon, the approaches have some lower level opponents, something for most combat level trainers there. I'd say the two most significant drops of the Ice giants are: 1. Black Kiteshield - well if you are a black pure, it is 2. Big bones - for sale or prayer The Ice giants can be rather busy though, and there are a lot more Ice warriors, not great droppers in F2P, though decent runes are possible.
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Extending it, you could transform four 3 dose postions into three 4 dose and a spare vial. Good for herblorists using their own potions, but maybe not so good for trading, as that will be more common as 3 dose (other than for the strength potion, as the F2P apothecary makes those as 4 dose)
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Starting with 2M, you could buy an awful lot of ores for steel, making a profit and some XP on the bars - with the balance of your mining and smithing levels, I guess you DO buy in ores. Mining iron and buying coal, would help to get you toward guild level. I prefer skills to money though. Was it a plan to get minimum 50 on all F2P skills? Anyway, 2M is a pretty tasty F2P bank for merchanting, with or without skills.
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Leather is better there, since it's almost impossible to approach without getting nailed by a dark wizard, and the level 20's are pretty handy with their earth strikes. When you enter the circle, you get a highlighted area with just you, 4 dark wizards and Delrith - this is a change from when Delrith was always walking around in there
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No wizard bottoms AT ALL - even the trimmed or gold trimmed version (treasure trail reward, can be sold to F2P) is actually just a trimmed skirt, and has no stats.
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Been done before, but: 1) Body Wizard robe top, blue or black (kill wizards or buy from players) 2) Bottoms No good Wizard bottom, choices range from matching colour skirt, through Monk or Priest bottom (a better black than the skirt), to leather chaps (no penalties and a whisker extra on some defences) 3) Amulates If needed Magic is the best attacking amulet, power, accuracy or defence also have some use. If you cant make the whole thing (magic), then buy from players, or buy a sapphire amulet from Grums and enchant it 4) Rings If there!! No useful rings in F2P 5) Staffs Choose the one that best matches your spells from Zaffs 6) Hats Wizard hat, from Betty's - blue used to have a small advantage, but they are now equal. Can also be dropped by several things. A cape, glove and boot (not stronghold) set also adds some 1's and 2's of various defence. Finally, the anti-dragonfire shield (from the duke after starting Dragon Slayer, or buy from players) is the best F2P mage shield - second best is the wooden or training, bettter than nothing, but not by much. The F2P mage is quite lacking in kit, both in attack bonuses, (the staff and amulet are the largest part of that), and in defence. PS. "Elemental staff" is a shorthand for - choice of Air, Water, Earth or Fire staff - that choice being determined only by which of those runes you want an unlimited supply of.
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A question about woodcutting & firemaking...
Doomster replied to SirHartlar's topic in Help and Advice
If you can find a good fireline, burn where you cut - for F2P, the willows at Port Sarim have a good line (about 25 long) passing in front of the bar, with a rather shorter line on the decking by Redbeard. -
What I remember seeing, of the Ecto / Teleblock thing (maybe it works with other teles too), is that you can be hit by a teleblock while the teleport is beginning, with the result that the teleport completes, but you are teleblocked on arrival. As for the levels, most work up to level 20 (even the lumbridge home port, though it needs some serious quiet to do it), while the Glory (and possibly the ROL) work up to 30. Problem with the glory is actually similar to the LHP, it can be interrupted, the home port during the long casting, the glory during the place menu.
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I'd be inclined to safespot the Karamja Lessers, or the Wizard tower one (with a telegrab in case of rune med drop). Getting safespotted, and surviving the pasting you may get on popping out for a drop, can be a problem, though I've taken them on with a much weaker pure mage and fire strikes by the K (only got some mithril and steel junk though)
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But curses are non-HP - though for mage + HP training, opening with a curse is a good move. Strikes all the way, if you want mage + HP, and you can knock down even Lessers using strikes, if well safespotted. Fire versus Earth? Supporters of earth strikes are right that they use 1 less air, making them cheaper. I craft my own runes, minds are a terrible walk compared to airs, so I go with Fire strike every time, maximizes the damage output per mind rune, and the damage rate by time. I think that actually works well, rune buyers should earth strike, runecrafters should fire strike. Fire is probably also better if you buy minds and run "fast free airs".
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Mith plates alch for more than 2.9k.. High alch for 3120, so buying them to alch for 2.9k only allows 220 for the nat to break even.
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At 42 RC, I'd do quadruple minds (edgville wildy route) until 44 for quintuple airs, but then I burn them up at an alarming rate in fire strikes. There is some trade in minds, maybe not as much as in airs, but there are a lot less suppliers in the mind market, as there is no mind company. If you want to bump the cash up, without hunting for buyers, then the world 16 air run is hard to beat, no XP but cash on tap, especially if you catch a time when there is a good ratio of crafters to runners - as some say, better to take a 1.5k trade and go again, than wait ages for a higher trade. The hill giants / Limpwurts was mentioned... limps are a pretty major drop from them, and often left by players collecting big bones only - if that's the case and you are the only limpwurt scavenger, you can fill up quite rapidly. The hobgoblins in the same dungeon are also potential limpwurt droppers, though not as major. In addition to selling limpwurts, they can also be made up into strength potions by the apothecary (also needs red spider eggs and 5gp) - occasional buyers for these, from singles up to medium notes.
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Gaining white knight rank is required to buy greater parts of the set, but any pieces can be bought from other players and worn on completion of the Wanted quest, without gaining rank. White equipment is members only, and is equivalent to black, but with +1 prayer to each piece.
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Can you bait/sea fish at the Lumbridge tutor? The types of F2P fishing are: 1. Net/sea for Shrimp/Anchovy 2. Bait/sea for Sardine/Herring 3. Fly/river for Trout/Salmon 4. Bait/river for Pike 5. Harpoon/Karamja or Eastt 35 Wilderness for Tuna/Swordfish 6. Lobster pot (same places) for Lobster Karamja also has bait and net sea fishing, but it's a waste going there for that. The river spots are Lumbridge (town) and Barbarian village The sea spots are Lumbridge swamp (fishing tutor), Draynor and south of Rimmington, on the peninsula. Draymor is close to a bank, but the two dark wizards can be a problem for lower levels.
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Platebodies also have the highest alch value per bar. Also, making 10 items of 3 bars or more uses up most of your inventory in one action. PS. Another example... steel plates alch for 1200 - you need to get to a Mithril Kite before you beat that, but a Mithril long is the best 3 bar item if struggling for levels. In value per bar terms, Platebodies are best (except Rune, valued at about half what it should be on the same scale), followed by legs and two handers (3 bar items)
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For each stat as it stands: Woodcutting: 63 (can cut Yew, but not fast) Mining: 51 (can mine up to gold, but cannot use the guild) Smithing: 46 (not really a "money" level, other than steel bar merchanting) Runecrafting: 24 (not a money level at all) Crafting: 43 (can enter the crafting guild, good for gold mining) Fishing: 59 Cooking: 59. (can fish and cook anything available in F2P). If going for Yews at all, a "beat the bot" strategy is needed, against bot runners, not bot standers - stay by one with an Oak nearby, cut and burn the Oak while waiting. Mining: Gold in the crafting guild has possibilties, if you can sell in bulk to members using it with gauntlets for XP. Bulk iron is another possibility. Smithing: Steel bars, buying in the coal and mining the iron. Runecrafting: At level 24 the only moneymaker in this is running essence for the air crafters. If you want XP yourself, crafting your own essence to airs is definitely second. Crafting: Other than the access to the guild, not much use, as there is no great demand for lower level craft items - selling cowhides would be a better return than crafting them. Fishing (and perhaps cooking): The old problem in F2P, the long trek via the Karamja boat trip. The other question, to cook or sell raw - most ad-hoc trades in the 100-200 level are cooked, PKer supplies, while serious cooking trainers may be taking larger quantities, raw - I'd suggest having at least 200 cooked lobbies in stock, maybe swordies as well, and hold the rest raw.
