Skip to content
View in the app

A better way to browse. Learn more.

Tip.It Forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Zaaps1

Members
  • Joined

  • Last visited

Everything posted by Zaaps1

  1. It is? I've never noticed anything like that. I've been doing circus from magic 70-86 and there was no decrease in my magic xp.
  2. Doesn't really solve anything. All you gotta do is get 3 friends instead of 4. When 5 minutes is up, you just attack one of the other 2 friends and you're set. And if you don't get EP for bolting, use low level bolts or something.
  3. Zaaps1 replied to Caxis's topic in Off-Topic
    Somehow, my Ike has exceeded my Marth :| I'm been playing with Ike for a little while (after taking a short break from the game). I really like his gameplay. This tilts and aerials generally have a huge range (ftilt and fair have hax range). I mean, if you space it out properly, most of the time your opponent can't even punish you if they shield your ftilt. And 2 awesome [bleep]es are just ownage. Took a little getting used to the lag and speed, and I still have trouble with the faster characters, but I'm starting to really like Ike. :
  4. I really think, however, that the strength boost wouldn't do anything at a low hp. I like the rest of the ideas you brought up. It's just that I had a problem with that specific one, so I brought it up. Very nice ideas.
  5. Why not just make a 1 Player version of RS then? :|
  6. Maybe lower it to 25%? Other special attacks can probably easily kill enemies with 40% or even more hp if they hit. So I don't think this is SO overpowered, especially if the special's speed is slower. Well the main problem I see is that it's guaranteed as long as the opponent is under 25% or 30% hp. No other special can guarantee a kill, even a extremely low hitpoints. (Let's face it, while most people would agree that if you get clawed at 20hp you're a goner, the clawer can still hit 0, 0, 3, 5 and let you live, right? And AGS'er can miss completely, even the Ancients combo and d bow spec can still let you live.) Maybe something like, the special give a high strength boost if your opponent is above 30% hp, but give a high attack boost if below 30%? It would accomplish more or less the same thing, except there would be no guaranteed kill.
  7. Took me ~30-40 tasks to get from 78-83, so something around there.
  8. If you wanna be extremely technical and follow the precise definition, yes. But who does that help, and was that what I was talking about?
  9. If you did 4 herb runs, 2 tree runs, 2 bush runs, and 1 fruit tree run per day, and planted maples/palms as your trees as well as snaps, marigolds, and poison ivies, AND planted calquats, you would get 99 farming in ~80-90, maybe 100 days, depending on your currently level. You'd spend 100m or less, and then you'd have to consider you can make a lot more money than that within those 80-100 days. (4 herb runs means you'd be on for 5-6 hours, you can easily make 1 mil within that time.) Farming = epic skill. Of course it'll get boring, but it's "cheap" (relative to its speed and time:cost ratio), fast (relative to the actual time you need to spend), and it can actually be pretty fun (or at least showing off your high farming level will be).
  10. Flax from Seers' Diary and Sand from Bert are "pure profit" because you spend no time gathering the resources yourself. Battlestaves are arguable, since you have to buy them, but can also be considered "pure profit" to an extent. You're still spending time going to get them and you still have to buy the staves. It's a small, negligible amount. It's like saying you just gave up 30k because you were typing out that reply and not, say, runecrafting.
  11. Read it again. It says "Target's combat level/2 + 10". The max player combat level is 138, divide that by 2 and add 10. That's a 79. Sure it's high, but d bow spec caps at 90. I added the "up to 200" thing so you wouldn't hit OMGWTF high on stuff like the Corp. Beast.[/hide] OK, I guess I just saw "up to 200" and jumped to a conclusion (never a good thing). But I still think it's a bit much. What's your reasoning behind the +10? Is it really necessary? Also, if the Dark Bow really can hit as high as you say it can, do we really need another slow, high-hitting range weapon? My view of range has always been quick, small hits that add up to a lot of damage over time. I know you want to defend it because its your creation, but you have to admit the handcannon seems to be the least popular aspect of your suggestion. Hmm, perhaps it is worth giving up, when you put it that way. I'll think of something to fill its spot. [hide=Quote] It doesn't happen. Meleer: Hits a 25, Ranger hits a 50 Meleer: Hits a 25, Ranger is reloading Meleer: Hits a 25, Ranger hits a 50 You see? You're giving the other guy a "free" hit at you.[/hide] I guess I misunderstood how it reloads. So is it hit, reload, hit, reload, hit? That might work. That's correct [hide=Quote] Well if you consider that the Godsword is +132 slash and strength, and slightly slower than the whip, but faster than the 2h, I don't think any of them can beat its stats by a lot AND be faster. Please point out an example if I'm wrong.[/hide] I've looked at the stats closer (apologies, should have done that before) and here is what I found: -It was the "Dark Blade" that I saw has higher stats than a godsword and is as fast as a longsword. -The "Ball and Chain" also has higher stats, but as it's actually slower than a 2h it might be fine. -The "Corruptor", "Clawwhip", "Sabre", and "Dagger" all have about the same stats as a dragon scimitar. -The "Broadsword" has about whip stats with higher strength. -The "Longsword" is between whip and dragon scimitar. It seems like you balanced the stats well, leaving the whip the better choice for many situations. However, that may actually mean some of the weapons aren't worth the long and tedious process of making them. Also, this was suggested once before, it would probably be helpful to name the weapons the same as the other sets- dagger, short sword, long sword, scimitar, etc. I think this would help in determining what the weapon should be like and how good its stats should be compared to similar weapons. I don't really have a comment on the other range/mage weapons as I don't use range/mage much. Maybe they should be given a TINY nudge up for the most part? Mainly the faster mentions I feel should be a small boost. I don't want to name them after traditional weapons because then only the scimitars and daggers would end up being used (and maybe the 2h). Yes, you can make the other's stats better, but that doesn't change the fact that slash is the most popular. [hide=Quote] Those are in place so the unprepared will not have an easy time getting the ore. If you prepare yourself accordingly, you greatly reduce the threat. The Guardians you could safespot, then pray ranged while wearing karils/armadyl. They wouldn't be able to melee you, can't hurt you with ranged, and therefore only the magic attack is a threat. ... Remember these guardians don't jump at you once you enter. They only attack when you try to mine/smelt/smith. That gives you time to drink your brews/defense pots/restores and activate whatever prayers you need.[/hide] That's assuming Jagex agrees a safespot should be added. If not, it would be quite a bit harder. And how many Guardians will you have to deal with? Will a new one spawn every single time you try to mine/smelt/smith? Or only one the first time you try after entering the room? If a new one spawns every single time you try to mine, then the only efficient way would be to tank the hits until you're completely done mining. I think that's a bit unreasonable. You can always safespot behind the rock itself. And you only spawn 1 Guardian. [hide=Quote] I like the idea, but how would it logically fit in if you could mine them without doing WGS? How would you get into the Temple? I was thinking perhaps an alternative location, but no location I know of fits in logically and no location has the entry threats (TDs).[/hide] Why does it need to be the Temple from WGS? Isn't Guthix a big enough influence to warrant more than one temple? Maybe you could just make up a new area with a new monster guarding the entrance. As someone said before, the ZMI altar came out of nowhere and the Zamorakian mages were put there with little to no explanation. I just don't like having avid questers with high mining/smithing levels being the only ones able to get these items. The audience is just not broad enough to have it implemented into the game. You have to remember some skillers don't like quests and some questers only get the skills they need. True. But that raises my second question, where else is there? I chose the WGS Temple of Guthix because it fit well logically with how the rocks got there, etc. Yes you can just rise a temple out of thin air, but that doesn't make any sense. How are the rocks so powerful? How did that place get there? Since it has to be in a pretty tucked-away part of the map, how come there were no clues beforehand? ZMI altar is different because Zamorak's presence was already there (Red-theme and Scorpius). [hide=Quote] Jagex has been trying to remove money from the SYSTEM. If you sell something on the GE, you aren't making any new money. It's money that already exists. You aren't creating any new money, so it doesn't hurt the role of money-sinks. You're simply rearranging the current money that already exists.[/hide] Good point, but it still doesn't change the fact that this will only be a money maker for miner/smithers. It's just not balanced to have one/two skills be a completely better money-making choice than all others. Take 76king for example. I know it's not a skill in any way, but it was clearly the best money-making method in the game, beating all others by a good margin. Because of that, many players started only 76king whenever they played. This caused prices of a lot of items to go up, and many say it "ruined the economy." That's because it was too easy. This isn't easy. That's because it allowed too many people to do it. This doesn't. That's because it introduced piles of NEW cash to the game. This doesn't. It's like why Runecrafting used to be the best. And it's like why Boss Monsters are right now the best. There's always a dominant skill, and it comes with benefits as well as disadvantages (ex. training time, risk, etc.) You could try and make it balanced, but that's introducing excess rules. Given time, it will balance out. [hide=Quote] Switch it back to rune/black dhide/mystic?[/hide] I'm not sure exactly what you meant. If you meant changing to rune/black dhide/mystic being required to recharge the divine armor, then yes, I think that would work very well. The recent PvP changes have caused Barrows to go up enough in price. Requiring rune/black dhide/mystic would cause the prices of these items to go up instead. Rune going up would be good for mining/smithing and black dhide going up would be good for crafting and black dragon slayers. I'm not sure what would happen with mystic since it's bought from the Wizards Guild. Maybe more people going for 66 Magic to get into the Guild? How about Spitbark instead? A bit more "elusive". [hide=Quote] Mini-quest? Side-quest? Tell me more of what you mean.[/hide] I was thinking just some sort of quest. Bigger than a mini-quest/side-quest, but not really a hard/grandmaster quest. For reasons stated before, I don't think it's a good idea to exclude too many people from this. Maybe just a short little quest revealing the areas and explaining the history behind them. Maybe make it longer by adding a twist, such as the areas have been corrupted by some sort of evil spirit since Guthix is sleeping and you need to get rid of it. So pretty much a normal quest then? Sounds fine with me. [hide=Quote] Oops! Right it is supposed to be different, thanks for catching that. I'll think of something else, although I probably won't get anything good.[/hide] Why not just "Divine Symbol" or "Divine Icon"? I don't think it needs to change much, I was just pointing out that "Divine Sigil" already exists. Right. Then again you could keep the same name. There are a lot of examples of that already. But changing it would be best. Well, that's all from me for the moment. I do have more, so I'll be back. I support this idea by the way, in case you're compiling a list or something. I think it could do with some tweaking though. Do you have a RSOF thread for this? I could post a little "I support" there so Jagex can see :thumbup: RSOF thread is too buried :x Actually, every time I have one of these conversations with people, I make a list at the end of everything achieved. You see that list on page 6 with all those updates? That was a result of such a conversation with Archimage_a, over the course of 1-2 weeks, I believe, maybe on the shorter end of that scale.
  12. Underlined I dont like this because the combat triangle says a mage should beat a meleer. But how it is now, mages are only really effective when they can farcast. With this, a meleer can bring a mage right next to him, making mages even more underpowered than I think they already are. Despite that, I like this because it can keep one meleer from running away from another meleer, however briefly. While you can bring a mager right next to you, that doesn't pose too big of a threat. I'm going to make the "cursing" update mentioned on the last page, so you would have to attack with the Clawwhip, which stats aren't the best for the job. No, just no. Max hit up to 200 with Soul Bomb?! Maybe if it was restricted to Player vs Monster only, but even then I think its too much. Theres a reason the Dwarf Cannon isnt allowed in PvP you know. I dont care how slow it shoots or how long it takes to reload, if it can hit double the maximum hitpoints level, something is wrong. Even half the maximum hp, like the death bomb and large explosion, is too much in my opinion. (Yes I know godswords and other weapons can hit over 50, I dont like those either.) I can appreciate trying to give Ranged a better weapon, but as others have said, this is just too much. Read it again. It says "Target's combat level/2 + 10". The max player combat level is 138, divide that by 2 and add 10. That's a 79. Sure it's high, but d bow spec caps at 90. I added the "up to 200" thing so you wouldn't hit OMGWTF high on stuff like the Corp. Beast. And remember that's 79 max damage BEFORE the damage reduction your Divine Armor gives you. OK, say a person with the handcannon is fighting a person with a whip. The one with the whip manages to hit two 20s while the other is reloading. Then the one with the handcannon pops up with a 50 and a 30. That may be unrealistic, but regardless I dont think it should happen. It doesn't happen. Meleer: Hits a 25, Ranger hits a 50 Meleer: Hits a 25, Ranger is reloading Meleer: Hits a 25, Ranger hits a 50 You see? You're giving the other guy a "free" hit at you. Youve stated this several times. Frankly, I think it is a weak argument. Mainly because of this: People simply value higher hits and strength over higher defence, thus many will just go for the weapons. Also, youve said that the suggestion of a godsword type weapon would have been considered too overpowered before the godswords were actually released. What I think you are missing is this: the godswords are powerful, yes, but they are SLOW. Some of the weapons you have suggested are stronger than godswords, yet faster than longswords? In my opinion, that is where the overpowered comes from. Well if you consider that the Godsword is +132 slash and strength, and slightly slower than the whip, but faster than the 2h, I don't think any of them can beat its stats by a lot AND be faster. Please point out an example if I'm wrong.[/hide] [hide=Process] Wow. I know youre trying to add a significant risk factor to the process, but is all this really necessary? I think just the Guardians would be fine. Also, what about skillers with low combat stats? Sure they dont need to fight the Guardians, but they could still die after a couple hits even with a friend trying to keep it off their back. Those are in place so the unprepared will not have an easy time getting the ore. If you prepare yourself accordingly, you greatly reduce the threat. The Guardians you could safespot, then pray ranged while wearing karils/armadyl. They wouldn't be able to melee you, can't hurt you with ranged, and therefore only the magic attack is a threat. You could just bring ~5 teleports and spam click it. Also anticipate your death. Whenever I kill boss mosnters, I never teleport when I'm on the virge of death. I anticipate it. If you know a good 2-3 seconds before it can take you down to low health, you shouldn't have a problem. And a super restore/regular restore easily takes care of the combat stat reduction. 1-2 doses is all anyone would need. Remember these guardians don't jump at you once you enter. They only attack when you try to mine/smelt/smith. That gives you time to drink your brews/defense pots/restores and activate whatever prayers you need. I inferred from the thread that While Guthix Sleeps might be a requirement to access these areas. That would take away any concern for skillers, but it would also bring the number of people able to get these items way down. Maybe get rid of that requirement. I think the Guardians would cause enough trouble. Perhaps you could then add agility/thieving/whatever other skill requirements to get in without needing to deal with the Guardians, as someone else suggested. This would let in skillers with low combat levels and skillers who hate quests, which would help ease supply to acceptable levels and not make these items extremely rare. I like the idea, but how would it logically fit in if you could mine them without doing WGS? How would you get into the Temple? I was thinking perhaps an alternative location, but no location I know of fits in logically and no location has the entry threats (TDs).[/hide] [hide=Economics] There might be a problem with this. In case you havent noticed, Jagex has been trying to release money-sinks for years now. Think Construction and Summoning, also Mobilizing Armies- an attempt to reduce junk trades. I dont see Jagex being too eager to revamp a skill (however desperately needed) just for the sake of making those who train the skill to a high level able to make insane profits. Jagex has been trying to remove money from the SYSTEM. If you sell something on the GE, you aren't making any new money. It's money that already exists. You aren't creating any new money, so it doesn't hurt the role of money-sinks. You're simply rearranging the current money that already exists. I can see this drastically raising the price of Barrows armor. Should we really disadvantage the lower levels like this just so high levels can have an even greater advantage over them and each other? I think not. Switch it back to rune/black dhide/mystic? Even if its just the new item rush and even if the prices eventually settle around 100mil, I just have a little problem with this. Not to say that such powerful items shouldnt be expensive, because they should. Its the possibility these items will only be less expensive than the Christmas Cracker. If that happens, I can see people rushing to sell their discontinued items to buy these new weapons/armor. That would mean the discontinued market would most likely crash, and Im sure a lot of people would have a problem with that. Not really. Members generally don't interest themselves with rares because they have much better things to spend their money on. So whoever has a rare would've sold it anyway to buy one of the other expensive weapons. That leaves members who wouldn't sell the rare anyway, and free players. Neither of which will really disrupt the economy. I know it really has nothing to do with your suggestion, but I think combat is really a battle of who has the most money and is willing to spend it on the most overpowered weapon. Well I was talking stat-wise, but yes, equipment players a huge role as well.[/hide] [hide=Technical]I noticed you say a few times in this thread that its up to Jagex to decide what they can and cannot code should they attempt this, but I just thought Id throw these out there. I dont know much about Java, and even less about coding in general, but this sounds like it would be really hard to do. I do like the idea though. Using my not-Java-or-computer-programming-learned-knowledge, there is what I imagine they could do: Copy over part of the script for the Vengeance spell (which already does something similar) and make it multi-target. Then simply make it so you can't get damaged in those 10 seconds, kinda like protection prayers. If this gets a big rush, Im thinking a lot of lag because of this. Remember when summoning and pets first came out? Obviously this wont have as many people on it at once, but with a level 210+ whacking at you, even a little lag can be nerve-racking. I suppose there would be a lot of lag. But then again, there is with every new update. For example the latest slayer update when almost everyone brought a unicorn/bunyip.[/hide] [hide=History] I like this, and I think it could be a nice little quest requirement to gain access to this instead of WGS. Maybe not a Grandmaster quest, but whatever Mini-quest? Side-quest? Tell me more of what you mean.[/hide] [hide=What I Like]Your idea in general. Smithing and Mining really do need a revamp in my opinion. This is easily one of the most thought-out suggestions I have seen. Thank you! : A use for Sanfews Serum? Yes! I actually like the idea of repairing armor and am kind of looking forward to seeing it used more. Especially as the strength of armor increases, I think its pretty much a necessity. I thought the same thing for these 2 points. : Also the suggestion of one of the Guardians dropping the Dragon Pickaxe (lost the quote). This has been suggested countless times, and you incorporated it into your suggestion flawlessly. Thanks for the compliment! :thumbsup: [/hide] [hide=Random]Just some thoughts I had while going through the thread. Is there a reason you specifically chose the Spirit Cobra? If there is then I missed it, unless its simply to create another high level requirement. This also means Spirit Cobra pouches and snake hides will shoot up in price. Guthix's animal is the snake, correct? So that's what I thought. It was originally snakehide, but I changed it so there would be another requirement. Spirit Cobras are made from snakehide anyway, so they would both rise regardless of which I chose. Snakehide is pretty easy to obtain on Mos le'Harmless (probably the reason why it is a summoning second in the first place). Fine, I guess. But what about the Stealing Creation hammer? I dont think Jagex would create this if the xp boost is infinite. I was thinking more of the xp boost that Flame Gloves and the Ring of Fire give, not SC hammers. Flame gloves are like a 5% boost, but the SC hammer is a 100% boost. Big difference. I assume a different Divine Sigil than the one used to make the Divine Spirit Shield? :lol: Maybe give it a different name. Oops! Right it is supposed to be different, thanks for catching that. I'll think of something else, although I probably won't get anything good.[/hide] Like I said before, overall a very nice suggestion. This reply took a good chunk of my afternoon to create by the way. Well if it's any compensation, it was a great reply to read! : Thanks!
  13. 1. The regular ores are too easy to get. You don't want powerful weapons as common as rune scimitars, do you? 2. On your point about them being "different", there's nothing wrong with that, so there's nothing to fix. I mean, yeah you COULD base them off the traditional metal weapons, but then again these AREN'T traditional metal weapons. 3. Handcannon can only hit so high, was it 60 that I typed? It takes a very long time to load (meleers could land in 2 regular hits before you can hit again). So consider that, in retrospect, your "damage" really caps at 30, since you are giving up 1 hit. Then also consider that the Dark Bow can hit up to 96, and fires a lot faster than this. 4. Ball and chain isn't a flail. Look a few posts above you. 5. DDS is 40k, that's extremely cheap. If it gets any lower, who would care? The Saber spec is meant to be a defensive attack (that's why the spec itself doesn't damage your opponent). It also requires skillful timing. You have to unleash the spec right before the dds spec lands. If you do it early, it wears off before it can block. If you do it late, you'll get hit. In addition, you don't know if your opponent is even going to use a DDS spec. What if he brings out a Dark Bow to spec instead? That messes up your timing a lot. In addition, because of this, you can't simply keep the special attack bar on and wait for someone to attack. Once you activate it, it activates. Thanks for your post. Just addressing some points you brought up. Killing if its below 30% would be ok, I think, but maybe tweak the special such that it takes 3.6 seconds (4 bars) to hit, so the opponent wouldn't be specced before he can eat. Also, the special attack FAILS totally if the opponent has more than 30% health. Absolutely no effect. 65% bar maybe, to stop speccing but failing because your opponent ate in time, then attacking a few more times and speccing again. Couldn't you simply whack your opponent to low hp then just the spec for a guaranteed kill?
  14. I'm really not sure about the "kill if below 30%" thing at only 50% drain. That, I think, would be too strong. Another idea I would like to add is that if you equip a Divine weapon or armor of ANY type, you are instantly "cursed" and you are unable to unequip that weapon or armor. The only way to remove a curse would be to talk to any Priest, Monk, etc., or visit an altar yourself with a full godbook and 75 prayer. (You could also have it completely drain your prayer points so people wouldn't just camp at altars.) That prevents people from switching weapons to rack up huge amounts of damage (so, for example, dagger spec then ball and chain as a combo.) Also, I would like to add that using any armor that does not match your weapon results in your weapon randomly missing 10% of the time, with an extra 10% per each non-matching armor piece. This prevents melee from being too overpowered by having them equip the ranged armor.
  15. Zaaps1 replied to Jwviper's topic in Help and Advice
    So if i were to go for 99 Mage and 99 Crafting (85mage and 66crafting atm) I should get them both at more or less the same time and mage a large profit from it? Just prepare to give up your eyes, wrist, and half your brain in the process. It's a great method, but for anyone going for 99, or any high level, I recommend against it. It's too intensive, even with mousekeys, for what it's worth.
  16. As I said, do your tree, herb, and bush runs all separate. I listed the fastest ways to do each of those runs in my first post, and any appropriate substitutes.
  17. Well you aren't the first (see the first page), but I would agree.
  18. Great, thanks. How fast is 8 bars, btw?
  19. Zaaps1 replied to danetello's topic in Help and Advice
    It's generally best to use them on smithing or construction.
  20. You can use staves if memory serves me right. You can't use it for directing portals, however. I think that's what you're thinking of.
  21. You can bind an Amulet of NATURE to anything, but you can only bind an amulet of FARMING to an allotment.
  22. Hops are junk. They are a complete waste of time. Bushes, however, are arguable, but can be very nice side-xp at higher levels (esp. @ 70, when Poison Ivies can never die). Do your tree and herb runes separate. It saves time since you'll be less pressed for space. Only farm allotments (as in strawberries, etc.) if you AREN'T farming trees. Since you are, you shouldn't be farming allotments, at all. Here's MY farming route, and I'm pretty sure it's the fastest atm. Of course, you'll need to replace a few things, but that should be fine. I do runs in under 10 minutes, unless I run into unforeseen trouble. Start: Anywhere, withdraw EVERYTHING needed. I have 2 free invent spots since I supercompost my yews and my yews only. I take everything I need with me and I never need to bank. No familiar either, although if you need one take one. If you need energy pots, take those too. 1) Varrock tele, take care of Varrock tree 2) Lumbridge tele, Lumby tree 3) Falador tele, Fally tree 4) Camelot tele, Catherby fruit tree (doing all of these clears out all the runes first so you save inventory space) 5) Dueling ring to MA, take Spirit Tree to Tree Gnome Village, go to Fruit Tree 6) Dueling Ring to MA, Spirit Tree to Tree Gnome Stronghold, go to tree, then fruit tree 7) Chop down 1 normal tree for regular logs, take balloon to Taverly and go to tree 8) Dueling Ring to MA, Spirit Tree to Brimhaven (I have my Spirit Tree there), go to fruit tree 9) Run to Tai Bwo wannai and go to Calquat 10) Tele crystal to Lleyta and go to fruit tree 11) Finish, although you could Duel ring to Al-K and go to the Cactus there, if you so chose If you don't have a Spirit Tree planted in Brimhaven, just take an Ardy tele and 30 extra coins in addition to the 1k you take to pay farmers to cut down trees. If you do this, bump that step up to the 4th slot (after Falador patch) and move everything back. I am certain this is one of the fastest, if not THE fastest, way to get to every tree patch + calquat. Do your herb and bush runs separate. You really can't afford the extra space and banking costs a lot more time than you would think. Bush Run: -Tele to Champs Guild, bush patch -Slayer Ring to Relleka Slayer Caves, run to Fairy Ring, enter code DJP to South of Ardy, run west to bush -Slayer Ring to Relleka Slayer Caves, run to Fairy Ring, enter code CIP to Misc., run east to bush -Tele to Rimmington House, exit house, run west to bush You may also chose to enter the Fairy Ring code CKS to the Mushroom patch that is literally 4 squares away from the ring. If you cannot use the Champs Guild tele because you can't recharge them, then enter the Fairy Ring code to Edgeville and run to the Canoe station. Then take a canoe to the Champions Guild. If you cannot use the Slayer Ring to get to a Fairy Ring, Edgeville teleport (glory) is the next best option. Herb Run: -Camelot tele, to catherby allotment -Trollhiem tele to Troll Stronghold patch -Ectophial to Phasmayts allotment -Skills necklace to Ardy allotment -Lumby ring to Draynor allotment
  23. I'm not going to include impractical training options. No one goes to GWD or Green Dragons to train combat. They do it for money, and the xp is just a bonus, if anything. I'll only list practical training options. If you want to know the best combat moneymakers, it would be in the pool of TDz, GWD, and DKS. Armored Zombies are best for money. 100k xp per hour and 180k profit per hour. Dhing Skeleton Monkeys using a whip to finish them off gets over 140k xp per hour, but is costly (over 150k per hour I believe).
  24. Perhaps, although it really only takes a quick name fix to fix that.

Important Information

By using this site, you agree to our Terms of Use.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.