Doomster
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F2P, it would be full metal (any metal) using plate, large and kite, plus the stronghold boots and dragonhide vambraces if you can wear them. Don't forget to remove any magic or "all attack" bonus amulet. There may be a few members items with higher negatives, and some other items you would need to remove to avoid positives. As a member, maybe mage training arena would be less boring than curses, though not as cheap.
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Gold trimmed black is a possibilty, tends to cost about the same as a set of standard rune. Money in F2P? Interesting, actually.... If combat is your thing, a warrior can be fully equipped for about 250k (rune armour/wep), even cheaper if defence & armour level is lower. The basic equipment for a ranger or mage is even cheaper, though there is an ongoing cost for ammunition. And of course, food, unless you deal with that yourself - Lobster level fishing & cooking is a much less daunting level than rune smithing. So if you just want the basics, 500k makes you effectively rich in F2P. On the other hand, of the treasure trail armours which you can buy, it can be a full set of the lower grade ones, one piece of some of the better sets, and not even a piece of the god armours. All the "rune trimmed" armours are no better than ordinary rune in combat, and have the same wield requirements (40 defence for rune armour, with dragon slayer for the platebody). The outfit most aspired to seems to be full Mime, since the mime event is so rare. Full Zombie is about the least awe-inspiring of the random event outfits, as it is pretty much inevitable that any serious prayer trainer can get it.
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Two (well two and some variations) ways you can go: 1. Invest in moneymaking, rares to merchant or just set aside, or non-rare produce. Gaining money but not levels. 2. Invest in skills, gaining levels but losing money. 2a. Invest in skills that reclaim at least some of the money spent on them, or provide other assistance. 3. Invest in items required, such as completing a barrows set if you have a partial set. Buying into the new TT items now would be brave, maybe demand could make them a merchant's goldmine, or maybe the initial rarity and interest will subside. 3rd age could well end up in demand as a non-degrading (but no special effect) alternative to barrows. It may also result in barrows & dragon price shifting.
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F2P gold? Rimmington mine - 2 (competition is either extreme or none, powermine iron while you wait) Al-Kharid mine - 2 (often busy as hell) Karamja volcano - 4 (since it's a boat ride away from a bank and has no other mining opportunities, it's not particularly popular). Also guarded by skeletons. Very slow XP, but probably the best place if you really need gold and cannot enter the guild yet. Also remember though, that gold without gems is inferior crafting XP to silver, and probably time-inferior to leather or clay bowls.
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Looks like you are limited to mining Iron (or pure ess), running ess, Flax picking or spinning bowstrings. Iron or bronze arrows, if you can find a buyer. I'd suggest rushing / 1 iteming the Knights Sword quest for a bit more smithing level, then fill in any missing melee equipment with Iron, or with the extra smithing level, become a steel bar smelter.
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Actual rares (at that price, not a hope!), Santa, P-hat, mask. Capes: Only black and primary/secondary dyed. Non-tradable items you get yourself - eg. Mime: 5 piece Zombie: 5 piece Forester: 3 piece Skeleton: 5 piece, 2006 halloween event (over) Fancy/fighting boots (Stronghold of security, can be reclaimed if lost) Bought Items: Gloves: Coloured/Gold gloves (from members) Treasure Trail items: Trimmed, Gold trimmed armours (from black to rune), God armours (Sara, Guthix or Zammy trimmed rune). Trimmed or gold trimmed wizard or hide. Heraldic shields. Similar level new items (from the latest update), may be ok as well. The exception is gilded armour, the full golden rune - paradoxically, the only TT/Rune armor that cannot be traded to F2P. Heraldic shieldd were limited for a while.
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There are also variations in strategy, depending on whether you want: 1. Maximum speed levelling 2. Runes to sell 3. Runes to use 1. Cash paid Air crafting can be done at any level, but is expensive XP at lower level. For the levels up to 20, scaling up to Earths at level 9, Fires at level 14 and bodies at 20 can work well. 2. Of the F2P craftable runes, Airs are normally a strong seller, as are Minds (the route is long, XP only 0.5 more, and no crafting team). Apart from curse trainers, few will consume many Body runes, Watching the points for multiple runes - Airs at 11 and every 11 after that, Minds at 14, also helps to maximize your trade stock. Even in this strategy, I would be inclined to power level on Body runes from level 20 to 22 (triple airs) or 28 (triple minds). 3. Crafting runes to use is perhaps the most satisfying way to level, if not the most efficient - in general, you would be crafting the highest rune you can (and need), or the last one to have increased in multiple runes. In F2P, this would normally mean airs & minds for free strike training with a staff of fire or earth, or bodies and waters or earths for curse training. The golden rule, you cannot have too much essence, as having to break from a crafting route to resupply is an unwelcome distraction. on the other hand, if you really find it almost intolerably boring, plan with precision, and mine (or if you can afford it, buy) enough essence to make the level or number of runes you need - but use the mutliple runes per essence points efficiently, even if it leaves you with an extremely unbalanced stock of runes in the interim.
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What's the lowest level you've seen with Stronghold Sceptre
Doomster replied to blackrazor's topic in General Discussion
Wouldn't get the drop though, and Sceptre pieces don't reveal to all. I suppose a P2P could recoil and and eat like crazy, but the ankou can hit for 8. For a 10 HP level, Pizza (Anchovy or Pineapple) would hold up best - giving twice the heals, if crazy enough to waste a fortune recoiling (maybe venganced by a Lunar mage as well). Theoretically a level 3 could acquire the sceptre, but it's gonna be insanely expensive. A stronger player not quite half killing the target would also help. -
To combine, the tiara must be in your inventory (not worn), and then tyou use the talisman on the runcrafting altar. Generally you would wear the blank in, with a full load of essence and the talisman, craft the runesm then unequip the tiara and "enchant" it (Xp gained = 5x the equivalent rune) The advantage is that by wearing the tiara (after enchanting), you can click straight into the altar and carry 28 essence instead of 27
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Best Way to Get 30,000 Air Runes 15,000 Mind Runes
Doomster replied to englandman66's topic in Help and Advice
No easy way out. Other than buying or crafting (normal way) yourself, there is: Combat (not very fast or reliable a source). Running (free airs) Being a W16 Air crafter (a cross between making and buying) Rogue Trader (minigame) might get you cheaper runes to buy http://www.tip.it/runescape/?page=rogue_trader.htm -
There is none, otherwise there would be no point inthe other weapons - each has advantages (and for members weapons, different special advantages). Dagger: Small, fast, weak weapon, but a poisoned one (members) is greatly feared. Short sword: More stabbing power than the dagger, but cannot be poisoned. Scimitar: The strongest of the fast weapons (at least in standard metals), generally preferred for training against softer targets. Long sword: Slower than a scimitar, but stronger - each have their adherents. Mace: Prayer bonus makes this a weapon of choice as part of a "prayer outfit". Crush and stab in a single weapon, but rather indifferent stats, makes this versatile but not spectacular. Warhammer: An uncommon weapon, with crush attack only, has the potential to be a good weapon against plate. Battle axe: With slash for "soft" targets and crush for plate, decent strength too, the only drawback is the slow speed, giving too much time to eat or run. Two handed sword: The slowest weapon, and cannot use a shield, but the hardest hitting. Often used to administer a final blow, but if the switch does not deliver a kill, the next hit is 4 seconds away. Advantages and disadvantages in all of them, but the most common seem to be: 1. Scimitar, for maximum damage output throughout a training session 2. Dagger (poisoned) - an essential backup weapon for members - the minimal slash capability also allows it to cut webs. 3. Two hander - particularly in a KO combination with something faster 4. Long sword, particularly a rune longsword from the guild, for F2P's that don't use the market worlds.
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Request for hosting a very large file (650 MB)
Doomster replied to Barihawk's topic in Tech and Computers
To start with, I'd chop it into more managable parts - using a file splitter or achivers, if you don't actually want to cut the content into chapters. HQ vids are a problem - if the object is to be able to read the text, then that requires the compression to be almost lossless (maybe alparysoftin "visually lossless" mode) -
They will be aggressive again if: 1. You move far enough away (some say that it neads a "loading"). In the larger rooms, going to snatch an unclaimed drop elsewhere in the room can do it. 2. You are taken away by any teleport away random. Logging out and back in does NOT make them aggressive, neither does using a door unless it takes you outside the required distance.
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Got sidetracked there by Fadfdfd mentioning it... Ok, if you can afford a rune weapon, then train attack exclusivley until you can use a rune weapon, then catch up and pass 40 with the strength. The only quest that would be a challenge is dragon slayer, a couple of the others need some sharp escape & eating (eg. Black Knights), but no more challenging than getting a level 3 to the end of the stronghold. The only other combat quest is Demon slayer, which will be dead easy now, as the level 20's won't be attacking. Knight's sword is a quest that goes two ways - low levels and low defence pures need a bit of luck in evading the Ice warriors, while higher levels with defence can at least stand up to them... can't think of any other F2P quests where any serious opposition is met, other than the odd encounter with a Jail guard for Prince Ali.
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My "intro" for any of my new pures and special taskers (made two low level sceptre chasers, so I could put the successful one in skeleton & sceptre), is: 1. Fish to level 2 (not 3) in tutorial, cook them, make up level 3 cooking by dropping ingredients for bread and cooking more than 1. 2. Out of tutorial, complete Cooks assistant before anything else. 3. Take 10-14 logs, tinderbox & net to the new Lumbridge tutor fishing area. 4. Fish, cook and drop, staying on shrimps until level 15, as each shrimp is 10 fishing and 30 cooking, giving a nice early boost to cooking. Draynor is also possible, better if you prefer to bank and cook later, but the Dark wizards are a nuisance to lower combat levels. 5. From level 15, the anchovies that are included in the catch cive more to fishing than cooking, so either stay with them until level 20, or go and get a rod & bait. The herring that can be caught with bait are useful if you've done little combat training. 6. At level 20 killing chickens for feathers and using a fly rod works pretty well, and the trout also serve as excellent combat food for lower levels. Switching to baiting Pike after level 25 is possible, but fly fishing through to 30 (for Salmon included) works just as well. I concentrate on getting high cooking XP relative to fishing, and staying on shrimp really works for that, as foes cooking any meat or chicken you get, at least until able to cook some of the more important items. Stews are the low level cooks dream - healing 11 in one bite at level 25 cooking.
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Vampire ASAP - with Garlic, food and of course the stake and hammer, the count is not that tough, and gives an atk boost thamay make the jump to rune weapon. Should be quite possible to kill with an addy weapon, even a mithril one, also with level 20 range and iron arrows from a willow bow. Main annoyance is he heals more often as health falls, if ranging, MUST go to rapid or you'll never get the final hit. Then maybe 40/40/34 (or better strength) if you want to make a "rune pure" with no surplus attack or defence stats - otherwise can get 40 defence for rune with chain or rune with addy plate, but will end up with > 40 defence. My level 14 now has champions guild access (only left out Arrav, Black knights and Restless ghost).
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My "loading" strategy is 1 point less efficient: Withdraw 10 iron, all coal, replace 1 iron, but I like to keep a space free for item snatching.
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F2P can high alch, but nature runes are a problem ... can't make, no standing store stock, so are dependent on drops or buying from member runecrafters.
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I don't know what i'm doing wrong (Depressed Player)
Doomster replied to Destrahl's topic in Help and Advice
I guess you are a member (from mention of pages & dragon stuff). So from your levels: Runecraft 50: Able to craft natures, to sell or use for high alch. Also able to do Chaos for a bit of no-cost mage combat. Mining 64: Able to mine Mithril Smithing 55: But not able to do higher profit/alch value stuff in Mithril Fish/cook 68: Lobster or Swordfish (need some extra levels in magic for the quest to do monkfish) So "on your own", making and alching steel platebodies (1200 a pop, for 5x iron and 10x coal - or 5x coal if you can blast furnace it). Selling to other players, I'd say it's Steel bars, Mithril bars, Nature runes, Lobster or Swordfish - always worth having a stock of Lobsters (probably sell better on free worlds, and traded more often than swordies). Pure essence might be worth a go (traded in member worlds). Treasure trailing is the only other thing I can think of, going all-out for clue-dropping monsters, and hope you get some (t), (g) or god. -
Without significant range skills: Blue Wizard hat (better than cowl) Hard leather body Anti-dragon shield And nothing else (other than a defence or power ammy) actually helps against magic, not until you get at least 20 range for studded
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On the drops: Lessers: Rare chance of a rune med, best I've seen from them is a mith chain. Several other armour/weapon items from steel up, plus runes (fire, chaos, death). Ankou: Not so rare sceptre piece (Left skull) drop, a strong F2P source of law runes, plus some other stuff like mithril ore (noted), essence (noted), addy arrows and highly variable coins. I have a horrible feeling tha Jagex will nerf the better of the two safe spots (Ankou), though maybe it's just 1000's of fire strikes practice that makes me say it's easy to control. The one in the ankou only room is very hard to gain control of, my lower level sceptre bashers died many times trying, before I knew of the other one.
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It seems we can't say powerminer, power miner without a space in?
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Where is the death level of security stronghold??
Doomster replied to pengzzz's topic in Help and Advice
I've used the melee until non-agressive, then mage (crumbles hit them hard). For 100% mage (or range) safespotting, the south central room (Ankou + skeletons) has a safespot that seems easier to hold unless you make a mistake. -
CATABLEPON hunting for adamant med helm... delete please
Doomster replied to fja3omega's topic in Help and Advice
Many of the stronghold monster drops (though F2P items) do not seem to be available in F2P. In claiming a lot of sceptre spare parts (I now have 11 full sets!), I only recall Mithril arrows & ores from the catablepons (certainly no armour), and only law runes from the Ankou (no deaths) -
"When life gives you lemons, make lemonade". If you mine and smith, your smithing will lag your mining, so if a powerminer is dropping (as well as hogging - and you can't hog a spot for more than 28 unless you ARE dropping), then scrape up a load and run it to the bank.
