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Doomster

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Everything posted by Doomster

  1. A few possibilities: 1. Doing bowls at the crafting guild (or Dwarven mine / monastery / Barbarian village if you are below guild level) Advantages: Free, collecting materials is fast. Can be done entirely within the guild. Disadvantages: Boring as hell Mine clay, Wet clay (use 4 water containers to speed refill, these can be the bowls), make & fire bowls, drop & repeat. 2. Doing leatherwork at the guild Bring a needle and a LOT of thread from Rimmington. Plus a stack of coins. Kill cows outside the guild, pick up hides (and any leftover hides), go in (needs brown apron and required level) and get them tanned, make & drop. 3. Silver (or Gold) Main disadvantage of silver or gold at the guild is that it can be very competetive, plus the collection is slowed by respawn waits (do some bowls?) and requires returning to a forge. Having mined almost a full load, collect the moulds you need, then walk or tele back to the forge to smelt and make. For repeated runs, teleporting to Falador is best, while the final run of a session can be made without tele runes, and the Lumbridge Home Port tele used instead.
  2. The ideal world is quite full, but with not too many players at the resource you want. The old "mine on a full world" argument falls very flat if the world is full of miners!
  3. The Air/Water/Earth/Fire wizards are south of Falador, closer to Port Sarim. They are F2P, but can be pretty busy. The only item spawns that would pay are in places with monsters and PKers. So the only thing is to look out for store gluts of maple bows, steel plates, jewelry etc. or check the smithing/armour forums for anyone disposing of large quantities at low prices.
  4. On P2P, get agility - if you are going to be a good mage/range PKer, then you need to dodge around in cover without losing too much run. If you favour the high HP for survival approach, then melee training will increase HP. if you favour the low HP for lower combat level, then use HP-free mage training and do not train melee. 1st priority is to increase mage level, as it is weaker than your ranged combat, and higher levels also mean higher spells. Assuming you get 60 magic and 60 ranged, then that would allow a total of 90 melee levels for balance - attack 40/rune and strength 50 would be the best way to use it. Equal strength in all combat (Mage/range equal, A+S total 50% higher), means you do not face a level disadvantage in any style of combat. I've tried to make one of my characters a "perfect hybrid".
  5. As suggested though, while a boost to a 99 combat stat would be useful, what use would a boost to a 99 non-combat stat be? I suppose for the resource gathering skills, it could be faster, but what reward could a 99 smithing cape give?, maybe a few % chance to use no coal for an ore? Only other suggestion, would be to give the capes at 98 with a +1 level bost, though that would upset anyone with a real 99 level.
  6. The old swamp mine is a lot closer to Draynor than to Lumbridge... just walk the coast, past the Wizards tower access to find it.
  7. Worse, if you LOSE it, you lose most of the charges from your replacement (or do you?). Of course, if losing the ring reset your charges, tricks like drop-cycling two rings between two players would be common. OK then, so reset only if you die with it and lose it? That could also be abused, by arranging to die close to your respawn point.
  8. They vary a bit... Pigeon/Dove on the south approach to Edgeville, where the Yew cutters are, twittering birds in most of the forests. Go past a clock and you hear it ticking, while running water is another one.
  9. Lumbridge Home Port Uses no runes, gives no XP, requires no level and takes 30 minutes to recharge after use. Throughout the entire animation, the spell can be interrupted, by combat including a ranged or magic attack from a distance, or by the player moving. It CAN be used up to level 20 wilderness, but it's a "get you home", rather than a "get you out of trouble", though it can be used to escape from a dungeon safespot. Another useful new teleport in F2P is the Skull Sceptre, assembled from pieces dropped by the special monster type in the Stronghold of Security, it has 5 teleport charges before disintegrating. Usable up to level 20 wilderness as a single space teleport escape - carried it to the wilderness coal mine, but never forced to use it. NB. The Sceptre is a pretty useless weapon, and the teleport can only be accessed when unwielded.
  10. If you had a classic account that's been dead for a year or more, it's probably been wiped now, along with any rares!
  11. Looks as if you are wielding a zombie head in that one, how?
  12. They weaken using mage, but attack using melee. There are some limited safe spots available to range or mage, on the west wall of the northwest room, or the south wall (east end) of the room to the east of the entrance. The safe spots tend to be unreliable until they go non-aggressive. PS. Take fly fishing rod, feathers and firemaking kit, and you can restock food from the nearby river, instead of going back to the bank - I wouldn't waste Lobsters here!
  13. Of course they're useful, you never see anyone with spots, do you? Seriously, they are 100% useless, since the vial cannot even be emptied. For prince Ali, you're thinking of skin paste
  14. The stronghold monsters have better members drops than F2P, the Flesh Crawlers are probably a balence of easy combat, though the Ankou are supposed to be good death run droppers in members. If you want slayer levels, then do all your training combat as slayer. If you already have a decent combat level, the early and middle assignments should be easy.
  15. If you craft the runes you need, then levels just come to you. Body is the highest F2P xp, and the walk from edgeville was shortened. Minds are a hell of a walk, but I did 1700 ess there from level 42 to 44 (at 4x), then stocked up on airs at 5x, then had one hell of a firestrike rampage in the stronghold.
  16. Two pieces of Mime (legs & gloves), my first and so far only pieces - I wish it wasn't quite such an exclusive event, as it seems to be as much chance as getting a rune med from a Lesser.
  17. Wield a "fun weapon" such as a bunch of flowers (can't say rubber chicken , unless you've already got one on an idle level 3 account).. With -100, you'd be lucky to hit anything!
  18. With 40 ranged, Green dragonhide vambraces are the best F2P handwear for range OR MELEE. Canifis (Coloured) gloves are just called "Gloves" and have the same stats as "leather gloves". The Gold ones seem to be more highly regarded, though other colours may suit your outfit better. There are also 0-stat gloves such as Mime or Zombie from random events. Mime outfit also includes boots - in fact, I think Mime and Zombie are the only "full set" random outfits.
  19. Tried the arrows on rats (on a character with no range at all) and lost 1 arrow per attack, using 2-3. So they do break.
  20. The sword is like bronze and the shield is like wood, but looks good - provokes a lot of "where do you get" and "buy UR SHLD" It looks like a white castlewars shield. Mages are left out, they get some standard runes, but (not done that one yet) they ought to get a tinted and untradable version of a standard (15gp) staff as well.
  21. Area sounds - amazing, annoying too, when you can't figure out just what it was that swished or twanged. Took a long look at the new interface... can we have the old one back please? - actually some bits are good, but others are bad - run % should not be buried deep in a general settings dialog. The free Lumby tele - cool, though it's not an "escape" tele from combat. Can also be used as a "draw circle" emote, by breaking off, can repeat the first part indefinitely. Thought the opening of the lumby south exit would spoil the old swamp mine, but that one is actually closer to draynor bank than to lumby. The tutors and their stuff... Annoying that the mining tutor insists you go back for YOUR pick if you have one, rather than giving you a spare bronze. The Training sword and shield - good look, depressing stats, though the shield can be wielded without harm to mage performance, as it is equivalent to wooden - could become essential freak train kit! The training bow and arrows seems to be a poor option, really ought to be able to use bronze/iron arrows with it, as 25 training arrows aren't going to last the 30 minutes before a refill. The purple bow looks good though, maybe there should be a training staff to go with the runes, equivalent to a plain or magic staff. On the whole, a dead noob can collect a basic sword and shield (equivalent to bronze and wood), a limited bow and arrows, or a small pile of runes. For mid levels, the shield serves as a decorative piece. Best bit of the update has to be the area sounds, this seems to be something people have been requesting for ages.
  22. The story probably gained some embellishment in it's travels, but talks about a part of the world where the most bizarre things are used as "medicine". I'm against things like animal testing for cosmetics, since the lack of a new colour of some product is hardly critical. On the other hand, if 1000 animals must die or suffer to save one person's life, do it, as humanely as possible, but do it.
  23. :lol: Now that's cheating, for my next trick, I shall electrocute someone with 200 AA batteries - 10 cheap cards of 20 from the pound store would do it!
  24. I vaguely remember a post where one clothing style (from tutorial island), could only be retrieved by a double sex change... hunted high and low without finding it.
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