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green9090

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Everything posted by green9090

  1. ^Wait, you can do safe ranged vs. ranged pvp WHILE you solo Bandos?
  2. If we're talking about solo Bandos, this isn't even a vaguely interesting discussion. Divine lowers Graardor's max hit, allowing you to let your hp drop a little lower before you ruin your stats by brewing and having to wait for the boost back to 125. This means the difference between having the extra time to get the KO, or having to wait 5 or 6 more 0s after brewing before finally killing the boss when he has 100lp left. Divine IS better for soloing, for that reason alone. It also prevents much more damage and doesn't waste much prayer because brew/restore on overloads makes you drink restore when you don't need it for prayer fairly often anyway. As others have said and provided backup for, Ely is also far superior. Another reason not many people have brought up is the fact that its special activates against magic attacks too, which is helpful. The interesting question is DFS vs. CKS. CKS has 17 more ranged defense, but 15 less magic defense. Compared to a full set of gear, 17 ranged defense is a relatively small boost compared to the huge difference losing 15 magic defense makes when most of it is just from Karil's top and fury. Assuming that the CKS's soak effect is useless (which it really, really is according to every person who owns the shield I've ever asked and every video I've watched of the shield), it all comes down to stats, and in my opinion that magic defense is a lot more important than the ranged defense. DFS is also free to use and provides a helpful strength bonus; CKS has neither of these advantages.
  3. The blast box holds air blast casts, the surge box holds air surge casts. So, in the case of the latter, it holds bloods, deaths, and airs. If you use it with an appropriate fourth rune/staff type, you can cast a different elemental surge.
  4. Not 138, no. Usually they've already started the first GD before the slowest guy finishes making runes. I don't see a staff being useful enough to bother with, usually, unless your team is very slow.
  5. Oh boy, now they've lowered the requirement from "very new F2P account" to "bot and/or trash account." What a fantastic decision, surely this will help the forums greatly by providing the viewpoint of accounts that potentially haven't even left Lumbridge yet. Also, it's never been easier to get back in the spamming/trolling action after getting your main muted.
  6. Ya, I'm not sure what bind now, since I basically picked back up +1 from the box fix. 1) I could bind a celestial cat staff, which would give me 30% on air surge at the start dealing 286 damage (basically a free fire surge without fire runes). If I made fire runes and used fire surge it would boost up to 364. But making fire runes is time consuming and the spells use them up very quickly. 2) I could bind a empowered fire staff. Excellent for alching, and the 10% bonus would give me an instant firewaves, hitting 308's at the start of the round. But emp-fire staves are not hard to make as you usually find at least one Entang, Corp, or gravecreeper in the first 3 or so rooms. 3) I could rebind my melee weapon to hybrid melee again and simply use magic on warriors. This would likely be the best option, so i'm not stuck with one combat type again. I really wanted to bind a Primal Long @ 95 anyways, so this would be ideal for me. The only issue is having to make a firestaff every map, which is not too hard, just annoying. I would likely go with number 3, as it makes me slightly more versatile, but not 100% sure yet. Either way, I am VERY happy with the decision they made on this. OR you could bind a melee weapon and cast staff free or make a fire staff if it's VERY convenient. If you're casting on mostly warriors, magic accuracy will hardly be a problem. Their magic defense is FAR in the negatives.
  7. Yeah, ranged is miserably poor for everything but necro.
  8. The affect of mage pots in daemonheim is accordingly dampened- you only get an extra 1% damage per level, which I think puts it about on par with melee pots.
  9. I don't think I'd ever choose a staff over armor or a melee weapon, personally. It wouldn't be useful enough to justify the bind. Air surges against monsters extremely weak to magic will hit no matter what you've got, and anything not extremely weak to magic is better off meleed. Mage is literally unable to be better DPS than melee on any monster that melee doesn't hit 0s on very often. In that case it all comes down to max hit, and melee's max hit is a lot higher than magic's. Magic might be better on some bosses and very high level warriors, demons, fire giants, hell hounds, skeletons, etc, but the vast majority of monsters have low enough defense that melee will be a better option. Because of that, and the possibility of actually running out of runes and having to make more if you use magic for EVERYTHING, I can't see magic being the best main class.
  10. Because slash weak monsters tend to get merced anyway- it's the monsters that aren't weak to slash or crush like dragons and demons that tend to take FOREVER to take down. Having one guy who could consistently hit them sounds like a good idea to me in theory. Of course, I'm only arguing here that rapier would be BETTER for this function than a longsword. I'm not sure whether either option is better than everyone just having a battleaxe/2h. I see the mage class becoming a more common hybrid class now. You can carry a ton of air surges and just bust them out on primal warriors and fire giants and other monsters that have insanely high melee defense. I don't see it being a good idea to not have a melee weapon bind though, because if a monster is weak to a melee style then magic will have significantly lower DPS due to lower max hit.
  11. It's hands down definitively better at stab and low defense than longsword. I agree it's a crappy weapon, but it's MUCH less crappy at stab than longsword is. Being bad at slash isn't a big issue if every single other person on your team is a slash specialist with 2h/battleaxe.
  12. Any input on my rapier idea? If you're going to have one stab specialist, to me it only makes sense for them to have a weapon that specializes in stab rather than ANOTHER mainly slash weapon with a crappy tacked on stab option that won't work with controlled. Edit: quickswitch works perfectly. You just have to remember that you still can't switch rings while in combat, but that was always the case. Just switch it before you leave a safe room- usually you know whether you'll be fighting or rushing.
  13. Longswords and battleaxes are the same speed in Daemonheim. A lot of the weapons have different speed there than in overworld RS, for example 2h is battleaxe/longsword speed in daemonheim but MUCH lower in overworld.
  14. Someone might have, but it sure wasn't me. Has someone forgotten that we now have a quick switch between tank and berserker, meaning that you can trivially use tank for rushing through rooms AND berserker for fighting without wasting time? Crush is pretty important to have for skeletons if nothing else- skeletons are EVERYWHERE and have a significant crush weakness. Honestly, I'd be more into the idea of one guy having a rapier than a longsword. That way you can stab with berserker, making it actually USEFUL on stab weak enemies, and you can still do some okay slashing on zombies when you have to.
  15. PLUS if you try to rush a room without protect mage on and get bound it's gonna get ugly, and curse spells are an annoyance. So many reasons.
  16. I pretty strongly disagree with this- when I used a tyro body mages still kicked my ass, and the melee def on plate is better. Plus no negative attack stats.
  17. Then it must be much easier on a team, because on a duo, both me and my partner died like 2 times from that room... Though that may be because it was the second room we got in the dungeon... I can definitely see it not scaling well to a duo. With 5 people you can pretty much merc the commander, and if any one person gets piled by too many different styles they can tele without ruining the rest of the team's chances. It definitely hurts and takes a lot of food, but it's by no means unreasonably difficult as long as you get everyone to rush in a coordinated way, in my experience. It's like a shorter and more painful mono.
  18. Is this for the ones that guarantee drop it or do all mages now have it TBH I never bothered looking at their hands. 2.5M Dg xp, and only seen 2 surgeboxes which other teammates binded. From what I can tell, ONLY the mages with boxes are able to drop them, but even the mages with boxes often don't drop them. Similar to how only a prom warrior with a spear can drop a spear, but it still usually doesn't.
  19. I've done the room 3 times and haven't seen a death on it yet. Nope, the longsword only has slash for accurate/aggressive- the stab option is controlled so you can't use it with rings, making it a crap weapon overall.
  20. You know why the teams tend to stray behind? Because they're making armor.
  21. Uh huh. And tell me, how fast do you average dungeons? I guarantee it's not under half an hour. I wonder why everyone posting "nonsense" about how to dungeoneer effectively is over 90 dungeoneering. Seems like a strange coincidence that we would ALL be fairly experienced.
  22. You should time yourself smithing some time. Counting all the time it takes to mine, home teleport, smelt, and smith, it's a pretty lengthy process. I can ALMOST see doing it for protection if armor were more useful, but to do it just for a tiny str bonus that serves no purpose other than speeding up kills is a hilariously ironic waste of time.
  23. LOL no. The extra damage you do will be completely negated by the time it takes to mine the ore, smelt the bars, smith the stuff, and get back to helping with the dungeon. That entire time could definitely have been spent either co-keying (find door, gate door, get key from keyer, open door) or doing GDs.
  24. Magic is a lot more useful than ranged. Ranged misses kind of often and has a pathetically low max hit, whereas magic is the only consistent way to hit high level melee creatures like fire giants, hell hounds, and prom/primal warriors. Meleers can take down everything else with ease, and since everyone usually melees your team will likely be full of them.
  25. Tired of arguing with a selfish low level with circular arguments. Enjoy getting access to 90% of the content that comes out at a pathetically low level and then realizing way down the line that, oh crap, there's nothing interesting in the game because of people like you opposing anything that anyone would have to expend effort to access.

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