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Sinkhan

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Everything posted by Sinkhan

  1. I hope so, does anyone know what the damage soak for a slayer helm is? I don't know for the regular slay helm, but while I was sifting through my bank to see soak values of my equipment, my FSH didn't show absorption. A shame though, could have been even more useful for a Jad task.
  2. I still love how that post is still so versatile :P Although there's not much I can really add, if you don't want to level summoning to 68 for a bunyip, bringing a terrorbird filled with food/prayer potions is still pretty good.
  3. I like how people "ask" for advice and then completely turn down the first few suggestions, making up their own minds. Anyway, in argument against highlander's suggestion, you don't really need more than 70 attack for giants or experiments. Maxing strength would be a decent choice though. I personally think that unless you're going for a tank account for PVP or bosses, you should max out defence last since a lot the best training monsters don't do much damage anyway or can be prayed against.
  4. It's the sort of a reward that you get when you're swimming in tokens have have multiple chaotics + lots of other items. Of course, tokens can always be used for cheap chaotic recharges so it's not a clear choice even then. If you're going to LRC mine coal (which is 1 level away for you) or superheat then the coal bag is definitely a nice choice that you can reap the benefits of early on. Otherwise bladewing's post + green's comment pretty much sums it up a
  5. I thought it was 10% ranged levels, which is equivalent to 10% accuracy and strength, and on top of than 10% ranged damage, so 20% more damage. Equivalent in strength, but not accuracy bonus.
  6. LRC

    Sinkhan replied to SpikeStr1ke's topic in Help and Advice
    Well you gain a net of 22 ranged bonus (you didn't say unholy book in your void setup, I'm assuming that's what you'd use) at a cost of 9 prayer bonus. This puts void at roughly a 13 ranged attack bonus and 5% ranged accuracy disadvantage compared to your first setup. However, this is all for 20% more damage, which is rather significant and since it's well known that LRC monsters don't have very high defence, it's most likely worth it. However, this is only if you decide not to pray a ranged prayer. The 9 extra prayer bonus on your first setup makes a quite a bit of a difference, but it all depends on if you want to pray +10% ranged or not. Of course, there's nothing stopping you from just praying with void as well and using more prayer potions, but it's up to you. There's probably an exact calculation, but I'm to lazy to think about it.
  7. LRC

    Sinkhan replied to SpikeStr1ke's topic in Help and Advice
    If we has a deflector or get can one, replacing his void top with dhide top would even things out a lot. LRC monsters have relatively low defence anyway and the +10% accuracy and +20% damage is well worth it.
  8. How much important stuff do you have on it? It sounds a little extreme, but a full reformat seems like the easiest and most thorough option with the highest chance of success. Grab a disc by one of the methods above and reinstall W7. I'd back up bare essentials and export favourites from browsers to make transitioning easier, but nothing else.
  9. I'd give it til the next update, when people have some new content to play around with.
  10. Sinkhan replied to MrUni1's topic in Help and Advice
    Are you sure coal is even more profitable? The ores differ in 50gp ea, but iron is almost 100% insta-mined whereas coal lacks this at even 99 mining.
  11. Stunning using SC armour is not worth it. Assuming you get 4 hats in an hour playing fastsc, you gain 66k in bonus xp. However, in that same hour of playing sc, 66k bonus xp in terms of regular stuns is only 200k gp in runes. You could kill green dragons for an hour and get 500-800k depending on CB level and spot instead of playing sc and then just buy more runes. SC hat stunning is really only recommended if you don't want to stun for as long, but if you want that you could just try an alternative method of mage training. This guide also doesn't mention superheating at all, which is arguably better than high-alching in many ways other than portability and attention level required.
  12. I was under the impression that AZs were done because the ability to piety for free + salve ammy + decent drops = good xp and some profitability. I would think basic void adds enough to the kill rate to about justify the extra recharge runs, but elite void would of course be pretty much a no brainer if you had it.
  13. The "housesw31" cc is also a good resource.
  14. Not that stunning with SC gear is worth it at all.
  15. There are still a lot of people who cling to the 3 champ build. Despite the nerf, many people still believe it to be a very powerful setup, and it undoubtedly is. However ever since the update, I've gone 2 knights instead of a champ and have not gone back. I played maybe 5 matches after the update and only lost 1, to some guy rank 2000+ and when I made a stupid mistake in tracking command cooldowns :P OT, some tips: -the only units you want to mass are halbs and scouts (or 3 champs if you count that has massing them) since they're so flexible and "expendable" -I find shield wall and vigilance to be generally the least useful commands in the game, since your opponent can just opt to not attack you. However, it's completely situational and if you find a build that works, go for it -counting enemy command points/cooldown times is highly critical. Remember you get 25 at the start of every turn and you get the value of units you kill (unless you use bombard). One of my rookie mistakes was not factoring in the fact that my opponent got lots of points for killing a unit of mine and when I expected to kill them on my turn, they managed to buff that unit and make it a lot more difficult to kill -always assume the opponent has charge until you see it used or 4 other commands. Place archers and mages accordingly. Conquest is probably one of my favourite minigames in RS. I grabbed like 600 commendations and hit rank 1500+ and didn't get bored of it at all.
  16. Thanks for the idea, would it still be viable at level 40 range, except to just buy the iron arrows? Is there any other ways? You can just move up to the level 27 minotaurs if the level 10s (11s?) are too easy for you. When you finally completely outgrow those, then move to hobgobs. Also are you willing to raise defence at all?
  17. I have no first hand experience, but a friend who uses them frequently averages 45+ herb runs with a record of 65, using 5 patches. I would say they're worth using.
  18. Curries give more xp than oranges and still have no loss.
  19. Would wearing prayer boosting gear like full prossy, fally shield, and holy symbol/stole with rapid heal be worth it? Ardy cloak already gives +6 and there's an altar in ardy. It's a minimal bonus, but with that much prayer bonus rapid renewal drains like half as fast :rolleyes:
  20. Since when did F2P have access to anything above fractite?
  21. IIRC, I've noticed that feature since I first grew my spirit tree, which was at the time of the first double xp weekend.
  22. There is... :unsure: Right above the examine option. Edit: Is below Would be epic
  23. Sinkhan replied to sk8_tolivv's topic in Help and Advice
    Until you hit about level 50, it should be c6 so you can better learn the different aspects of dg, like puzzle rooms, mosnter weaknesses, and different necessary pots. Once you hit around the 50 mark, you can start experimenting with different "rush" methods. At 59 dg myself, my strategy is to c1 X:1 (Where X is the number of players involved. It should be always be in a dg meant for a single person) rush all but my 5-10 highest floors. Then as I see fit/feel, I do meds and larges on c6 with whatever friends/randoms I can find.
  24. I do that too, but in the end there are often better substitutes for with direct teleports which take less time.
  25. Anyone else think they're nearly useless in their current state? Brimhaven has been made almost completely obsolete with chipped home teletabs, port sarim is easily accessible by lummy ring 3 and a better access point is either the GE or MA anyway. The miscellenia tree is probably the best option as it makes bush runs to that spot that much easier, but in the end it can be replaced with a lyre + boat travel + relleka boot jump, or fairy ring teleport. Bushes give paltry xp once every 3 or so hours anyway. I know it's relatively outdated content and not everything should always have a use, but for a level 83 farm requirement and a non-tradeable semi-rare seed, I'd like a few more uses for the tree. So does anyone have any ideas or comments on spirit trees? Are they fine as they are? Could there be new useful locations? Maybe having more than one at the same time? Other functions?

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