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chenw

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Everything posted by chenw

  1. Lol, happens to me as well...too often Murphy's law, what can go wrong, will go wrong.
  2. For F2p possibly, for P2P the biscuits stacks with the Treasure Trail biscuits so I doubt they will.
  3. The game is quite messed up. The system should be - the combat related characters fight bosses for materials (dragon scales and whatever) and after that they trade them to skillers who make the armors and weapons. This way both the combat characters and the skillers would profit (a skiller wont be able to make an armor/weapon without the materials so he'll need a combat character to get them and vice versa - the combat character wont be able to make the armor on his own). The problem with this approach is that every character in this game has the access to every skill available in the game, and hence there will be plenty of people who can charge less overall because they killed for it and made it themselves, leaving skillers (who didn't get the items because they weren't the ones who brought them into the game) out in the cold, again. That idea would have worked if either: 1. Not every character can do every skill 2. If this happened 6 years ago before achievement capes were released and besides they already did that with Ganodermic Armor.
  4. chenw

    Jad vs EoC

    For the record, Protection and Deflect prayers work 100% instead of the usual 50% against Jad Meaning there is no reason to use Death Dart on him anymore, unless you really don't want to use Fight Kiln, The Kiln is the perfect place to practice Prayer switching TBH since you meet a Jad in wave 10. For the record, Kiln is, right now, absolute cakewalk compared to Pre-EoC, the only thing that was capable to actually doing damage was Jad and Dills, Har-Aken just took long to kill, but he is much much easier than Jad. With the Obsidian armor, I was able to get through the kiln using only T75 weapons (with Royal Crossbow), Shield was almost useless, I couldn't heal off Dill's ground slam attack, and I was too busy prayer switching on Jad and he dies far too quickly. He dies within 10 of his attacks on a bad day.
  5. There is an image in the PoP thread in General that showed a level 6 first mate
  6. Like I said, 200 hours for all 3 sets, not just 1. That sounds about right. At least faster than the PoP gear. And if people don't want to put in that time, they shouldn't complain about it, especially now that there are suitable replacements. Difference with PoP is that you dont stand in PoP mindlessly doing the grinding to get the PoP armor, but for the cash required getting Nex gear, you'd have to actually dedicate 200 hours of nothing but earning money so you'd get the armor (and that's not for the best armor either). PoP requires less attention (since most of it is behind the scenes like farming), barely any capital required (comparable to MTK's daily gold drain), and you, at the end, would end up with the best armor in the game. To me, PoP wins, by miles.
  7. Once again; no, there isn't. Notice my first mate under the Overseer. Thats from a previous region though, your overseer is still level 5.
  8. You can, you just wont be able to make the armor until you have the appropriate level, but you'd have time to get the levels, since the mats for them are from last islands IIRC
  9. I don't think CMaul is that much (if at all) better than T75 weapons when the former is used on non-crush weak monsters while the latter is. From my (somewhat) limited experience, a correct but lower tier weapon is roughly as powerful as a wrong but higher tier weapon if the tier difference is about 5 or less, if it is 10, then the higher tier wins out usually. But since you already have all T75 melee weapons, the only real upgrade is going from Saradomin sword to CM, which is a small upgrade, especially considering that the money you spent selling the SS will almost go exclusively to repairing the CM before you even use it (though money may or may not matter to you). If I were to get a chaotic one hand, it would be Chaotic rapier, not CLS, since there is already a T75 one hand slash (and a kind-of-free OH to go with it too). As for abs, I definitely recommend keeping it and avoid Chaotic staff, 30 accuracy IMO isn't worth having a repair price AND lose infinite air runes for. I am personally inclined to just keep the tokens to get other rewards that you know you will be using first before buying any of the chaotics.
  10. Quick Question Can Chaotic Crossbow use Royal Bolts?
  11. Scrolls are one thing, the mats required to actually make them is totally another
  12. Went back to a much older game: Submarine Titans A RTS that takes place entirely underwater, Lasers, Torpedos and even Aliens settling their score several thousand feet under.
  13. It doesn't work well at all in the rest of RS TBH...
  14. I would be one of those guys who, unless it is actually 100%, will fail any voyages, without fail... RS RNG hates me to the bone
  15. Slower? If anything I found it faster... If I included Akrisae into the equation though then yes its slower.
  16. If anyone cares, the Map is written in Chinese...
  17. looks like this port will be a LONG bloody grind Rest in bloody pieces Ankh, Hit bonus 5....
  18. 1 to do the ports at all, you need all to unlock everything, at least it would seem to me. You also need 90 in your respective artisan skill to make the t85 armors, and 90 fletching to make the sack
  19. 11th December 2012 Graphical: Some flickering issues in the Wizards' Tower have been fixed. A black texture no longer obscures the camera in the large Barrows crypt. Ectofunctus slime no longer appears to float. A crow in Draynor Market no longer glides around. Trying to stop resting in certain situations no longer causes the player to animate strangely. The RuneScape logo when logging in with Facebook is no longer stretched. Lumbridge Cellar has got it's creepyness back! You can no longer walk through a small section of wall in the goblin maze. An incorrect symbol had been misleading adventurers in the goblin maze. This has been corrected. A wall in the Warrior's Guild has been fixed. Height mapping around the lava in Clan Wars has been corrected. The cliffs south of Agility Pyramid have had some of their gaps filled in. Two pools of lava in the Wilderness have been made circular again. Height mapping around the Red Dragon Isle has been corrected. The furnace in Al Kharid (Zeke's house) is now shown on the map. The Ozan teleport has been sped up so that the player doesn't teleport when on screen. The size of the Brutal claws has been scaled down when sheathed to be in line with other sheathed claws. Fixed a stretching issue with male characters wearing ghostly hoods. Spiked ponytail haircuts on females no longer causes stretching from the face area. We have fixed a small lighting issue in the Brimhaven Dungeon. The Zamorakian spear is now held correctly when in combat. Inventory icons for steel weapons have been redone so they are no longer cut off. The Berserker Curse no longer displays the sap strength icon in the Skill Advance Guide. Quests, Challenges & Achievements: Pickaxes are now crushing weapons instead of stabbing weapons to help players kill TokTz-Ket-Dill / TokHaar-Ket-Dill creatures. The quest start requirements for Recruitment Drive & Jungle Potion have been updated to explain that the player needs to complete the new version of Death Plateau to continue. Player who have bought membership while still on trial membership will now be able to start Rune Memories. The special runes in Rune Memories can now be used on the beam as well as on Ariane to withdraw the souls. Some small changes have been made to the cutscenes at the end of Rune Mysteries to stop players getting stuck if their graphics settings are too high. Skills & Minigames: The Soul Wars avatars can no longer become unkillable by raising their Slayer level with low health. Poisoning creatures in Barbarian Assault now has a greater effect. Some safe spots in the Barrows tombs have been removed. Players trapped in Flash Powder Factory corridors will no longer be kicked from the game. Fixed an issue with mixed-up Gravedigger fingerprints in a court case. Other: The Dharok's set effect has been lowered. We've added studded leather boots and gloves to the Crafting interface. Players can now store the First Tower gear, the Scarecrow mask, Jester items, Milestone capes and the Fake Beak in a Dragon Keepsake Box. Teleporting using Sky Jump once again works on spellbook teleports. Hairstyles are now saved with customisation presets. A new light blue "preview" state on the customisation interface buttons has been created for when players are previewing outfits. Players can now recolour their TokHaar outfit to be black. Wicked hood, cape, robe top and legs now remember your recolours when you put them in the keepsake box. Also, you can now recolour them once they are in the box by going to Wizard Finix. Players can no longer wield two enhanced excaliburs by speaking to the Lady of the Lake with Excalibur equipped. Making a Saradomin brew awards 180xp again. Fishcakes are now correctly listed as requiring level 31 to make in the Make-X interface. The Make-X interface now correctly works when creating summoning scrolls. All variants of Cockatrice eggs are now recognised when making a summoning potion. Turoths no longer have incorrect stats. Dominion Tower gloves will now degrade correctly. It's no longer possible to walk into a pillar within the Tears of Guthix cave. Urns now require the correct rune to complete them. Attacking the wrong ghost in Daemonheim is now balanced to make it more difficult. The requirements for the granite mace have now been corrected on the Grand Exchange. Blue dragonhide trimmed/gold sets are now free-to-play. Banker Gnomes are now facing towards their customers. Removed a force-walk tile in the Tree Gnome Stronghold by the swamp. Players are no longer forced to move away from a rock to the south of Draynor. Stats have been added to the Fremennik helm. The Black Guard should no longer be aggressive to low level players. Corrected level requirement on mouseover information for enchanted splitbark helms. The Zanaris Agility shortcut now deals the appropriate damage if failed. The Third-Age mage robes now state the correct defence level requirements. Culinomancer's gloves 9 no longer change stats when dragonbone upgrade kit is applied to it. Players can no longer pick up the stick in the Werewolf Agility Course whilst squeezing through the pipe. The Charge Earth Orb spell now lists the correct level requirements. Players can no longer run over the Lumbridge Swamp water. Killing the first troll in the opening game sequence with no weapon equipped no longer disconnects the player. Players can no longer stand inside the Al Kharid bank flag poles. Implings no longer fly through the cliff in Al Kharid. Flattened some tiles near the Desert Strykewyrm area to stop drops from disappearing under the ground. The Runecrafting Guild map now works correctly when a talisman is used on it. Horned graahks can no longer be killed using familiars. Removed poisoned weapons from the loot tables for the Shade Burning activity. Eating white tree fruit no longer brings up 'null' in the chat box. Dagon'hai robes requirement has been updated in the Skill Advance Guide. The bank interface in Darkmeyer no longer closes if you are trying to deposit what you are wearing, while wearing Darkmeyer clothing. Players can now place their cannon in the middle of the Kalphite Guardian dungeon without being told there isn't enough space to setup there. Ganodermic gloves will now prevent damage when picking nettles. The tooltip for heim crab potatoes now states the correct healing amount. Made some corrections to the Report Abuse interface as some text and buttons were misaligned. The jousting lance now overrides Dungeoneering spears correctly. The dragon keepsake box is no longer listed as being dropped in the Wilderness. Recoloured versions of the robin hood hat no longer have an extra 40 Ranged requirement. Treasure trail sweets, toffee apples and sugar skulls now heal an appropriate amount of lifepoints. The Armadyl coif now counts as an Armadyl item in the God Wars dungeon. The Dwarf Multicannon no longer targets Clan Avatars in areas it shouldn't. Corrected the stats for the ank
  20. 11-Dec-2012 14:46:49 Hoist anchor, set sail and splice the mainbrace like it's never been spliced before: Player-Owned Ports are here! Those of you with level 90 in at least one of Fishing, Herblore, Prayer, Runecrafting, Thieving or Slayer (as well as RuneScape membership) can take ownership of your very own port town, accessed via a portal at the north end of Port Sarim. The place has seen better days, but - after a chat with worldly entrepreneur John Strum - you'll soon have it up and running as a bustling, ever-evolving hub of commerce, sending ships to explore, do battle and find exotic treasures in the Eastern Lands. If you don't have the levels you need just yet, you can get a taste of ports gameplay by entering the portal and talking to Meg - a wannabe adventurer seeking advice for her travels. Voyages Once the port's re-opened, you'll be the proud owner of one ship. You'll name her, hire a captain, crew her with an assortment of diversely skilled nautical ne'er-do-wells, and send her off on voyages to the Eastern Lands, with the goal of harvesting the east's untapped bounty. The likelihood of success depends on how well the skills of your ship's crew fit the task at hand, and also on how you've fitted your ship - for example, you'll stand the best chance of waylaying a roving band of pirates if you fill your ship with fierce combatants and top-notch cannons. Voyages will progress in real time. Depending on your success, they can yield resources such as bamboo, spices, chi and lacquer, among others, which can be used to upgrade your port and ships, and to craft amazing new gear for you to wear and food for you to eat. Adventurers As your port begins to garner fame, you'll potentially attract the attention of six powerful individuals, each with their own reasons for travelling back and forth between Misthalin and the Eastern Lands. Once they've shown up, you can send them on some of the game's most rewarding voyages, granting hefty helpings of XP, resources and fragments of scrolls for creating new gear. Depending on how many of the requisite skills you have at or over level 90, you'll attract more of these wandering adventurers to your port. For example, 90 Runecrafting will unlock Zu Zu: a classy occultist looking to dispel an insidious curse, and 90 Fishing will unlock Hubbub: a boisterous whaler with scant regard for personal space, who's dedicated his life to sparring with Shuma: a legendary white whale. The more you unlock, the more insight you'll gain into the bizarre and beautiful wonders of the Eastern Lands. Certain adventurers will want to work with each other, so keep an eye out for combination voyages, which culminate with the end of a truly spectacular story arc. Managing your Port Using the resources you bring back from the Eastern Lands, you'll be able to build and upgrade structures within your port. As well as making your port truly distinct, these offer benefits when managing your captains and crews. If you want to attract potential crew members with better-than-average Seafaring stats, for example, adorn your port's bar with nautical regalia to get the saltiest sea dogs in Gielinor on board. Your port will grow to be a living town that's well and truly yours. The content is fully voice-acted throughout, the decor and buildings are of your choosing, and your captains (whose appearance can also be customised) and adventurers can be found at the town bar for a chat. Random events will occur while you're away, and you will determine their outcome by taking the role of a port inhabitant in flashback. You'll help the Black Marketeer ward off some dangerous debtors, and get the Barmaid through a particularly rough shift, in exchange for items conferring helpful effects, such as temporary stat bonuses for your ships. Scrolls Forgotten scrolls, pieced together over the course of your voyages, will unlock the permanent ability for your character to make some of the best food and gear in the game. Melee fighters will find themselves honour-bound to wear the lordly tetsu armour; eagle-eyed rangers will love the Death Lotus gear; and the elite mage will settle for nothing less than the sea singer's robes. These come in both tradeable and non-tradeable versions. The non-tradeable versions have even better stats than the tradeable ones, making them not only the best armour in game, but true status symbols for RuneScape's most dedicated players. High-level fletchers can also make accessories known as scrimshaws, which fit into a new equipment slot called the pocket. These impart a range of benefits, many of which are geared towards increasing level gain during that steep curve towards level 99. Finally, RuneScape's best food - rocktail soup - can also be made in your port's workshop, if you happen upon the recipe. Meg Meg - a wannabe adventurer - can be found in the port, regardless of whether you have the levels to take over its management. Even those of you who do not have the levels to own a port will find that you can give Meg adventuring pointers, offering a taster of the player-owned port voyages. Even once you've taken control of your port, Meg will still hang around looking for advice - she needs all the help she can get! Once a week, she'll ask you a set of questions about adventuring scenarios and then head off to tackle dangerous dungeons and ferocious monsters. Depending on the quality of your advice, she'll come back bright-eyed and beaming with a healthy cut of her profits for you, or bruised, abashed and with more meagre pickings to offer. There's months of amazing content and truly epic rewards here for high-level players, so what're you waiting for? The East beckons! Mod Edam, Mod Moltare, & Mod Raven Where to start Player-Owned Ports: Access the port via the portal in the northern section of Port Sarim. Those who meet the requirements listed below can speak to the Partner to start running a port. All members may speak to Meg for introductory content. Requirements: You must be a RuneScape member. To take ownership of your port, you must have reached level 90 in at least one of the following skills: Fishing Herblore Prayer Runecrafting Slayer Thieving [*]More adventurer voyages will become available the more of the above conditions you meet. [*]If you do not meet these level requirements, you may speak to Meg and offer her advice on her adventures. Climb Aboard... Celebrate the launch of Player-Owned Ports with this rousing sea shanty. Yarr! Behind the Scenes Video Take a tour of Player-Owned Ports in our recently released Behind the Scenes video: In Other News Solomon's General Store is the place to go for sartorially sound seafaring, with Captain and Crew Outfits now in stock! Look out for tripled gold rewards on the Squeal of Fortune this weekend with Yelps's Treasure Chest! More details to come soon. The patch notes archive can be seen here.
  21. I'd usually put 3 Thresholds on he action bar, and 1 ultimate max, and I would very seldomly use it, Because the time it takes to cycle through all 3 thresholds is roughly about the same as their respective cooldowns, so you could almost never have to use ultimates. I only ever use ultimates when my adrenaline bar is full, and my thresholds are nowhere insight, otherwise I'd not use it, It does very unimpressive damage for an ultimate (and some of them take a bloody long time for the damage to register, in some cases you'd be better just to spam abilities during that time...)
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