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Everything posted by chenw
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Well I must have some really bad luck then lol. Although i think it's to do with the sheer number of people doing barrows atm.
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nope, the totems are going for 70k each, and they dont exactly drop like candies
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From the looks of it you need to kill akrisae to get totems in decent amount of time. I compared it with someone in HYT chat and I was completely ignoring akrisae, he was amuleting them. I got 4 totems in 16 runs, he got 11 in 3. Not indicative at all, but those who do kill Akrisae seem to be getting a lot more totems on average.
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If the energies required per armor remains the same as the other 2 sets, it means a pet is equivalent to about 6 full melee power armors worth of energies. which means a full set of pets is around 36 sets.
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[hide=Patch Notes 13/11/13] 13th November 2013 Graphical: An Ardougne archer now draws back his bow string to fire arrows instead of the bow limbs.Mos Le'Harmless bankers now face their bank booths. Skills, D&Ds & Minigames: A world hopping warning message has been added to relevant activities on the minigames interface, with an option to always switch worlds if preferred.The minigames interface now correctly states players interactions with Wilderness Warbands.The minigames interface has been updated to be more informative regarding player's interaction with Troll Invasion.An issue with the minigames interface that would display Shooting Stars as next available in 00:00 hours has been fixed.A small typo in the minigames interface for the Court Cases requirement has been fixed.The medium treasure trail "cry on the platform of the north-west tree in the Gnome Agility Arena" has been corrected to mention the actual location.A blank textbox has been prevented from appearing when leaving the Alchemists Playground in the Mage Training Arena.The level required to burn elder evil trees has been changed to 90 in the Skill Advance Guide.The lucky one-leaf clover now boosts the Divination skill correctly. Quests, Challenges & Achievements: The doors from the Armadylean Citadel after Missing, Presumed Death have been removed to allow access to the main chamber.A remaining god in the Armadylean Citadel after Missing, Presumed Death will now speak.A typo in the Lost City Quest Journal has been corrected.An incorrect message when using a Troll thistle on a fire during the Eadgar's Ruse quest has been fixed.Lucien's name is now capitalised in his pendant's name.A missing question mark has been added to dialogue with Fairy Nuff in Fairy Tale I - Growing Pains.Speaking with the Guardians of Armadyl after the Temple of Ikov quest now has up-to-date information concerning the events for Missing, Presumed Death.Saradomin's dialogue at the start of The Death of Chivalry has been revised to incorporate God Emissary allegiance in addition to Battle of Lumbridge allegiance.The Death of Chivalry suspicion bar and boss fight overlays now have a smaller click area, and are assigned to the minigame HUD.Solomon's Store pets no longer get added to your inventory if you have them out during the Fremennik Isles quest. Other: Players are now able to skip all of the opening cutscenes in the Burthorpe tutorial.Using a flask on barbarian potions no longer causes disconnections.The god allegiance tokens from the Battle of Lumbridge can now be reclaimed from the Saradominist Preacher inside the Lumbridge crater.Players who did not take part in the Battle of Lumbridge can no longer view the reward shop from either side.The arcane and spectral spirit shield level requirements have been changed to match the other spirit shields.Players can now add cosmetic versions of the lovestruck and heartbreak pendants to a dragon keepsake box.Elder logs have been added to the Firemaking Quick Chat list.Hati paws and Sköll boots now give the correct amount of bonus XP.[/hide]
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Barrows - Rise of the Six Sliske's beefed up the Barrows Brothers, and that means one beast of a boss battle. In Rise of the Six, you'll team up in fours to face all six siblings at once - each one more powerful than he's ever been - and earn some monstrously good rewards. Loot includes level 90 shields for each combat type; materials for smithing level 90 power-type melee armour; and six spookily adorable bobblehead pets. Over-Umbra Just north-west of the Barrows themselves is a well which serves as an entrance to the Shadow Dungeon: the staging ground for the fight. When you wish to enter the well, you'll need a Barrows totem: an item that can be obtained as a drop on regular Barrows runs, or traded for. One of these allows you to create or join an instance, and grants you access to that instance for as long as it lasts - that is, until you win, or everyone in your group dies or leaves. Find your way through its depths and you'll reach a chamber containing a portal to the Shadow Realm. Make sure you're prepared and geared up at this point - you'll need at least combat level 180 to stand a chance, with the very best gear available and every ounce of teamwork and combat skill that you can muster. When you're ready, click the portal and agree to Sliske's challenge - and do all you can to survive! Anath-Armour The rewards for prevailing are some of the most impressive seen yet. First up, there's malevolent armour - level 90 power-type melee armour that sits alongside the mighty tectonic and sirenic sets. There's no better gear in the game for dishing out damage up-close, and the protection it offers is only exceeded by superior tetsu armour. It's made by level 91+ smiths, using stabilised malevolent energy - a resource that can be won by escaping the Shadow Dungeon with your life - as well as reinforcing plate bought from Saro in Keldagrim. It degrades in the same way as the other level 90 power armours - so it can't be repaired, and when it's used up, it disintegrates - but that's a small price to pay for looking this blood-curdlingly cool. Other loot on offer includes three level 90 shields - one for each combat type. They degrade in the traditional way, so they become unusable when fully degraded and can be repaired at Bob's Axes in Lumbridge, or at an armour stand in your player-owned house. They look amazing, and should be top of every high-level tank's wish list. Finally, there are six new companion pets to pick up - each a significantly cuter version of one of the six Barrows Brothers. To get one, you'll need to use 500 malevolent energy with the Grand Exchange set item for one of the Barrows armour sets (note that this won't work with Akrisae's set). If all six of these little fellows meet each other in public they'll interact, so bring out the bobbleheads when you're meeting your friends. Enjoy! Mod Chris L and the RuneScape Team How to start Rise of the Six: Obtain a Barrows totem, then jump into the well north-west of the Barrows.Requirements: You must be a RuneScape member.There are no hard level requirements, but you will need at least combat level 180 to stand a chance against the newly powerful brothers.Behind the Scenes Video See some of our players trying Rise of the Six for themselves in our latest Behind the Scenes Video: In Other News Solomon's General Store is now stocking the latest of our artist showcases: the Ogre Infiltrator and Drakewing outfits.Take a look at the patch notes for other updates released today.
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Of what? recycling Saradomin's camp? If it was up to me, I would have settled for nothing less than a smoldering crater ;P
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Good to know. I was hoarding points thinking that a more useful reward would be coming. No point since I already have the title and emote. either way, the unlock comes automatically, you don't buy them with the points.
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The 3 rewards (title, emote and hat) was never supposed to be unlocked on day 1, it was bugged that anyone who did it very early the day it was released would have gotten all 3 rewards, but in reality those three were supposed to be unlocked slowly
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And my post about it is purely from observation, I have not actually tried it personally. Who does the homing lightning attack then?
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At the RF there was a set of 4 computers that allowed players to try out the new Barrows Deluxe in beta, and I must say I have never seen anything more painful to watch Basically the dungeon is in a hole south of the Burgh de Rott bank, enter the hole, and there is an arena at the end of tow narrow passage ways (I will say the purpose of these passages later), the team is made up of four people, two must take each passage, to reach the arena The arena itself is split into two halves that are seperated from each other. When the players are already, they speak to the portal in the middle that split the arenas, and 3 of each brother will spawn in each half of the arena. The halves always spawn the same set of brothers. The sets are: Ahrim, Verac and Guthan / Karil, Dharok and Torag Each brother has 50k health, and the triangle is strongly enforced (to the point where Drygores were not even touching Ahrim). Ahrim casts both Fire Surge and Bloodfire Barrage, while the other two melee's you. But each brother has few special attacks, here are the ones I have seen: Ahrim A: He will summon lightning that strikes the ground hitting and area of 5x5, and it will slowly move towards one of the players, striking I think 10 times. Each time you are hit it deals about 3k damage Ahrim B: He will teleport into a random location in the room and fire two stream of fire that is 4 squares in length, and he will slowly spin around on the spot, haven't seen the damage it is capable of doing. Guthan: he will randomly use the Runescape equivalent of diablo 3 whirlwind attack that deals damage every 2 ticks to anyone within its range. I think it does 3k damage per hit, and Guthan moves in your direction while whirlwinding. Karil: he will turn into a ball of fire that will explode and deal damage to anyone within I think 5x5 radius with him at the centre. That explosion deals 6k+ (i have seen 6.7k). I believe one of the brothers (I think its Karil) will randomly drop a mine in the arena that will deal 6k to anyone that steps on it. If one of the side wipes, the brothers remaining on the other side teleports to the other side. No idea if it will work vice versa. In short, unless everyone I have seen playing the barrows beta were inexperienced pvm'ers, I have not seen anyone getting close to even killing 1 brother (best I have seen is 33% damage against 1 brother). This is with both BIS DPS gear and BIS Tank gear (with arcane shield). One of the mods demonstrated the escape after you kill all brothers. You will have 30 seconds to escape the dungeon when all brothers are dead, and you will be blocked from teleporting. The long passage way doesn't give much leeway to the escape (which has, at most, seconds to spare). After that 30 seconds, it will start doing heavy damage to anyone inside, until they either escape or die. I am sorry if I didn't give a very description, since I was mostly preoccupied watching people dying without as much as putting a scratch on any brother. I have not seen Akrisae at all, not even when the Mod killed everything. But in a Nutshell: 1. Correct T90 weapons will most likely be very important, with Seismics being exceptionally so. 2. They hurt, a lot. 3. If any single person dies, there is a high chance of a wipe. 4. The fight isn't over when everything is dead. Edit: For the record, if anyone saw the Q&A live stream, I was the second last person to post a question (regarding Bosses dropping untradeable stuff that will specifically benefit only the boss hunter)
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Post all RS Screenshots, Videos, and Sounds here!
chenw replied to misterxman's topic in General Discussion
So am I, but I am not doing akrisae or have I logged it, good luck :D -
Post all RS Screenshots, Videos, and Sounds here!
chenw replied to misterxman's topic in General Discussion
Why bring a maul? just for akrisae? No offense, but I have found absolutely no justification in even remembering that he exists, unless you are looking to DIY his armor sets? -
its neither exactly 10% nor is it 10% in all cases either, its just semantics that makes power armor look better than they actually are.' the set 'effect' is closer to 8%
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most likely due to how you are more farmiliar with the game. I have had same problem with sneak and weapon problems of my own, then I leveled smithing to 100 so I can make dragon weapons (already had a few dragons killed back then, had enough for dragon scale armor and a set of dragon bone daggers). Initially with that and highish sneak, the game was near impossible due to vastly lower combats, but after that it becomes an Bethesda game where Sneak is obscenely overpowered. (Killing one of the guys engaging in an ongoing conversation when they are standing literally next to each other and the other guy doesn't even bat an eye lid)
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Either the lumbridge rebuildathon is bugged, or I am, or my server is, my rewards were all unlocked (title, emote and cosmetic helm). and the game freezes every 10 seconds for me for a bout a second.
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I knew that before Magic damage was limited to weapon tier, that Off hand DID affect the damage, and MH didn't, but I never actually compared it to other combat styles (due to total lack of weapons on my part, as well as it never occured to me), so it came at a semi surprise.
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Looks all accurate, I never figured out the exact formula, but they formulae looks legit and accurate.
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The weapon damage used in the calculation is the damage that the weapon would do if it had the same DPS but had fastest attack speed. So for example, if your 1500 loadout is fastest, then your math would be correct, assuming the weapon is 2h. If it is dual wield, and both are fastest, then the damage used to calculate for the ability damage is sum of both hands. If your weapon speed was say... average, then the damage would be normalised, so 1500/3.6*2.4 = 1000, and that would be used to determine the ability damage. If the weapon speed in both of your hands are different, each are normalised seperately before being used to calculate ability damage. To answer your void question, that is one of the few things I did not manage to test before they modified the way crit works (crit now has a range rather than always being max hit. It was very useful in determining how damage actually works), but I would assume it's multiplied to the overall damage. Power armor is added directly to NORMALISED weapon damage before being multiplied by the ability modifier, but there is a catch: 2h only receives 1x power armor damage bonus, and dual wield receives 1.5x the damage bonus (2h should have received 1.5x as well).
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What Game(s) Did You Last Get and What Are You Playing?
chenw replied to runescapeloser22's topic in Off-Topic
Just finished Enter the Dominatrix, I thought it was far too short (but it could be I was fully decked out, but they did somewhat limit the powers you can use during it). I did find some parts rather hilarious the first time i did it. All i can say at the moment is, plenty of blast from the pasts. -
Just gotten the plane tickets and the RF tickets, so i am definitely going
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Imcando works on the Kiln Dill Also the extra fragments appear to have no function after making the imcando pickaxe, except for making another one when the pick is lost
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I chose to side with Zarosians in TWW and Zaros in MPD, just to see what would happen. I do however have this minor issue with god alliance, in particular the Saradominist and Zamorakian alliance to overthrow Zaros. One thing we must not forget is that when that alliance is happening, Zamorak wasn't a god, he was just a Mahjarrat (he didn't obtain godhood until after Zaros was banished), thus I dont think there was a level of trust, more a servant needs a master to carry out a plan they both wanted. The want (and the one-sidedness) of the alliance would therefore be resistant to any attempts to break the alliance (Saradomin didn't want to solo Zaros, and Zamorak wasn't powerful enough to turn his back on Saradomin). Also, I just had a thought that there is a very possible way for Sliske to turn every god in existence (and even the godless faction) against the player. All he needs to do is eat his word about the winner getting SoJ, give the player the SoJ and tell every other surviving god that Sliske himself was under our orders all the time. He would has plenty of excuses to use, such as, we have used the stone, we know its power, and we wanted that powe for ourselves, etc etc. This may cause every faction to interpret that the person who wanted to achieve godhood was us after all, and not Sliske. Being a world guardian, it would be advantageous for both the gods to band up on us, and Sliske for getting rid of us without lifting a finger. He witnessed our capabilities during RoTM, he even tried to make us into his wight, so he definitely sees us as a powerful being. That and Guthix's remanent power could prove a huge obstacle to any prospective gods. This is however, my own speculation, but probably possible given how he trolled in this quest, I won't be surprised if he trolled us specifically
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Is it just me or did anyone else notice the James Bond reference in the quest? [hide] If you didn't, when you were talking to the statue of Death, the statue will say "You are cleverer than you look.", and your character will respond with "You look cleverer than you are". These are reference to Die Another Day where just after Q have demonstrated the glass shattering sonic ring, Bond will say "You are cleverer than you look.", while Q responds with "Still, better than looking cleverer than you are." [/hide] Had a bit of thought over Sliske, here is basically what I have concluded. 1. Sliske didn't really have any intention of doing anything with either Death nor the Dragonkin, but more a very short term thing because Death ensures Icthlarin's presence at the party, while Dragonkin will ensure every other god's cooperation, at least for the duration of the Party. 2. Dragonkin was going on about a "false user". Now, Sliske claims that a Dragonkin will only call someone a false user of SoJ if they actually used it. There are three other people in there that we know for sure that fits that description: Saradomin, Zamorak and you (you used it in WGS just after the balance elemental and before the TDs), so the Dragonkin could be referring to anyone of these. The Dragonkin must also have been powerful enough (at least in theory), to be able to defeat the gods on their own, otherwise the Kin's presence at the party would have been completely pointless. Which I draw these conclusions: 1. Icthlarin is important enough for Sliske to kidnap Death JUST to get him to attend the party. 2. The gods fear Dragonkin, at least to a certain extent. 3. He had no long term plans for either Dragonkin or Death. 4. Even if Sliske has not reached godhood, the fact he is able to both capture and imprison both Death and a Dragonkin means that he must have significant power (or at least a powerful source). 5. We can all agree that we can always predict Sliske to be wildy unpredictable. 6. His possession of SoJ is in serious question. If he says he can easily imprison a Dragonkin, why has he not used the SoJ to gain enormous power and simply imprison any and every Dragonkin that tries to go after him? It does seem a little strange when he has full control of the SoJ's fail safe and not use SoJ to its full potential. Then again, Sliske may ALREADY have done that. As a Zaros follower, I have to say that while Sliske is certainly devious enough, I really don't like the idea of him around, especially when he leaves everyone else in the dark, both figuratively and literally. Final Note, Sliske is probably the best written god so far.
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I only use the charges on Akrisae, he takes 2-3x as long to kill as other brothers (for me at least, and I really really hate switching weapons mid kill).
