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Doomster

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Everything posted by Doomster

  1. http://www.htmldog.com/guides/cssadvanced/layout/ Or just google for: css page layout CSS tends to be rendered a lot faster than tables (as some browsers do not render a table until complete). http://www.digital-web.com/articles/web ... _with_css/ And so on - there is a lot of content out there on using / switching to CSS based layout.
  2. 6 at the moment.... Main Low level danger man (doing Knights sword at low level etc.) - now converting to a prayered Steel + 1 itemer in self smithed steel. Mage pure "perfect" hybrid, aiming for equal level in all combat. Two sceptre pures in halloween skeleton - just like the idea of parading the sceptre on a low level in skelly costume. Bringing oon a lower level character, can be an antidote to the boringly slow levelling of a main. Did think of tring a reversal of my usaul practice, and seeing if pure combat is possible without supporting skills or cheating - all my others always have enough fishing/cooking for food appropriate to their level.
  3. Draynor to bank, Rimmington to burn - the Rimmington willows (and there are a lot of them) are too far away to be useful for anything other than slash & burn levelling, but the competition there is often ZERO!
  4. Ess or Pure ess? If pure ess, then do not waste it on F2P craftable runes, trade some and you should be able to buy 3:1 (or more) of "common" ess back with the proceeds.
  5. Having the Reindeer hat on it would be a good move, and/or wearing any random reward clothing, especially as that tends to be zero weight. Wearing full iron would be a little extra protection against a tree spirit (since you would get a low lebvel one), but increases weight. Finally, for a rich woodcutter, going defence pure to at least level 10 (gold trimmed black), would be another option, unless you are determined to stay level 3 (where the best "display" wearables are random kit or gold trimmed wizard).
  6. Percentage-wise, I wouldn't bother lowering it, though the performance of onboard graphics rarely justifies giving it more than 32MB. Where a 256MB system loses 64MB to onboard graphics (and YES, I have seen them set that way), lowering the graphics RAM allocation is definitely worthwhile.
  7. The caged lesser tends to be too busy - goes down fast and you don't get the the drop. The stronghold Ankou safespot can be a decent source of laws (their most significant drop for a F2P mage). The stalagmite safespot in Karamja volcano is another place to tackle Lessers from. Mage to mage with dark wizards (food IS needed) in the varrock circle, or the southwest wildy can bring in an assortment of runes, including chaos (bolts) and nats (alchs). So long as you don't meet a PKer within about 8 levels of you, the wilderness dark wizards can be a really peaceful place to train, none of the chaotic competition of the circle, and being non-multi, keeping in combat with wizards means you can pick your moment to make a break. Also go for the level 7's - leave the 20's as an unwelcoming party for unwanted guests.
  8. No way to make a non-pure into a pure... the main idea of a pure is to maximize damage for a given level by sacrificing defence. Going armed and armoured (maybe without the most visible parts wielded) against your usual type of attacker, and taking a stack of lobbies or swordies, would be one option (with a spare space or two). Arrive with pickaxe wielded (and lets assume that it's a mage that usually attacks), arrows (maybe 50 addy) in your quiver, and a maple shortbow. Equip bow, turn and fire! A maple long may be needed, if the mage binds, so you can be certain to outrange the mage. Actually, with those stats, I'd be using full D-hide, because of the high resistance to mage attacks, including binds. Of course, going with more equipment, means more to lose - another advamtage of D-hide, it's a lot cheaper than rune.
  9. Trouble with multiple prayers, it puts a lot of strain on the drain rate, unless you are actually fighting in the altar area (Chaos temple, anyone? - I've mashed the Zammy monks, taken a load of wines, with melee protect, rapid restore, rapid heal, strength & reactions all prayed - and still end up with my stats nuked by the end of the session). It's probably the only other half decent "perpetual prayer" area with more than level 2's to fight.
  10. 40/40 should own 30/50 At 30/50, with an Addy scimmy (+29 attack, +28 str) your effective totals are 59 slash (attack), 78 strength At 40/40, with Rune scimmy (+45 attack, +44 str) your effective totals are 85 slash (attack), 84 strength Until you hit the rune level, it's probably better if attack leads strength, so you move up in weapon bonus, or "if you can afford the next weapon grade, train attack for it, otherwise train strength".
  11. At 4x, you will be losing money - even at 5x, depending on what you sell for, unless you mine the ess. Air crafters are normally "buying XP", paying for the privilege of having their own ess delivered to them - at higher levels, a profit can be made, or it can be a good alternative to buying airs or running your own. Since I strike train, it's my habit to work minds from 42 to 44, long, boring, but on self-mined ess, free mage training with kills & drops.
  12. At that level of speedup, it really should have..... http://www.noolmusic.com/blogs/Youtube_ ... hase.shtml The Benny Hill chase music!
  13. Since there is no official cash value in RS items (or gp) and trading them off-game is a banning offence, the only tax due should be levied on the gold and item selling sites, and good luck collecting it from any of them!
  14. Remeber when autoers trailed endlessly to the essence mines? The cure (pure essence) was worse than the disease, as it drove them from something where they did not actually compete with legitimate players, to things where they do. The same kind of "cure" would also send shockwaves through the economy, if F2P cut Yews were no longer useful to members. Ideally, some way for other players to target them, in a way like a random - not with damage, but with something that requires removing, and a limit to the rate at which it can be used. eg. With a rope, tie up, with a bucket, put over head. The player subjected to this would then need to resolve it as if were a random event. Alternatively, just increase the number of aggressives around the trouble spots, and if neccessary, their level as well.
  15. If the imps from last year make a comeback, hunters will do well for imp box bait.
  16. Golden rule if you are a level 3 skill pure... Wear & wield - any serious skill training should bring some random kit items, or be in character as a cook and wear the hat. Other odd stuff to get hold of (without breaking level 3)... Fancy boots (run the stronghold with autoretaliate OFF). Blurite (Knight's) sword - run the ice dungeon & mine the same way. You see a level 3 with nothing but required skill item and character clothing (worse still if it's the default), you think - AUTOER!
  17. Are they cordless? - Mine tends to do that id the batteries are weak, or making poor contact.
  18. The packing down of a full load of essence into stacked runes does favor collection of unstacked materials on the return leg. Members could also attend to any farming patches that are close to the routes. Some other routes that I've used (F2P). Air plus Iron, walking south to the Rimmington mine, ideal for low combat levels that find the Dwarven mine scorpions too much of a pest - use run on the out leg only, as it will drain very fast on a fully loaded return leg. Equally, Port Sarim to Karamja Lobster fishing and a teleport back, could be used for. Minds plus coal, using the Edgville route to the altar, then detouring north to the Skeleton mine, then returning southeast towards Edgeville. A dangerous route, needing enough defence to mine with a skeleton attacking, but a rewarding route if you find the mining too competetive at less risky locations. Waters + coal & mithril. Walking on from the altar to the mine, not tried it since the mine moved, it's probably closer than the altar now, though a bit off the track. One other tip, on the Airs (multiple), crafting guild and teleport route, using them up in strikes on Ankou (safespot) more or less paid back the laws used in the teleports,
  19. The scimmy has a very low attack bonus in "controlled stab", so is likely to miss more and hit fewer maximums unless the target is very weak to stab attacks. Training each stat seperately also gives the benefit of a gain in one stat, sooner than controlled style would. Some weapons cannot train all 3 stats individually, so then controlled is the only way to get XP in all, if you prefer that weapon.
  20. If you can survive at all on trout/salmon, the key to any stronghold run is to carry feathers, fly fishing rod, plus axe and tinderbox if you don't want to be waiting / pleading for fires. Then instead of banking on every run, you just fish up some more free food, only banking when you are scared to lose the loot if it all goes wrong (cordless mouse battery dies - eek!)
  21. Now inside, but even F2P can pick the lock - do P2P get thieving XP for it?
  22. Wear range armour (and anti-dragonfire shield) if you want to melee the Wizards. In general, for a training monster: You want to hit often (most important), you want to hit high, if the monster lasts a long time (has high hitpoints, but poor defence), so much the better. It also helps if it is plentiful, and not too busy (many of the "better" ones leave you waiting to get one in single combat, or getting very few hits in multi). You also don't want to be getting hit too much. The main reason for "moving up" is if you are taking lower level monsters down so fast that you waste time taking the next one, or if you want better or different drops. On level 2, I'd say the Flesh Crawlers are about the weakest, they only seem to hit 1's an 2's on my pure. Take a trip to the southeast room (Crawlers only), and enjoy the ride as they auto-attack (all level aggressive!), just make sure you have a full load of food to start, and an use the free home port spell to bail out from within the door space, if you can't make it back to the portal. The two on the approach, my mithril weaponed iron pure (with low strength) whacked about 5 of them on trout - with mithril armour and better strength, should be easier (this is actually a "sceptre pure" of mine, so the melee stats are a bit of an afterthought - and GOT the sceptre piece there).
  23. A crucial F2P spot for coal is the Mining guild, entered at level 60 (or 59 and a dwarven stout). You will be competing with other high level miners, all there for only two things, the coal or the mithril... busy?, it can be a madhouse! I actually like the skeleton mine, on my main, though not on my defenceless pures. The wilderness location with skeletons guarding and potential PKers means it's rare to see more than one other miner. Where they are close to enough to your level to attack, keep as much distance as possible. use the skeletons to "lock out" Pkers as it is not multicombat. If you have one, the skull sceptre comes into it's own here, the only one-space teleport in F2P, and a space well spent - though in several runs, only faced a couple of PKers and was not greatly troubled, other than being driven off. If they hit you once, then you can return (quickly) with full combat gear and food, to take the attacker on without skulling.
  24. Training magic up to telegrab (or a mind bomb short of it) would be a good move, better than paying 10k for the map piece. You also need 25 for the first real tele, as LHP will not get you out of trouble (though a skull sceptre would).
  25. They evened out the hats, it appears. The only "bonus" pieces in F2p are the hat, the robe (top), the amulet (magic is best for attack, power gives some defence but less attack) and the staff (magic or element). The remaining spaces are normally filled as: Cape: Any, no penalty, a few +1's to physical defence Shield: Anti-dragonfire, no penalty, +2 to magic defence (failing that, training or wooden, also no penalty but weaker) Gloves: Leather or coloured, some more +1's in defence Boots: Leather, NOT stronghold Legs: The wides variation of generally useless options - eg. Leather chaps - a little physical defence and no penalty Blue skirt - to complete the Blue wizard look - even the trimmed version has no stats. Priest bottom - completes the Black wizard look and has a prayer bonus Monk bottom - higher prayer bonus.
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