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Lunar still needs improvement?


Freesia

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I have almost access to all lunar spells yet I still don't think lunar is still not a good spell to have it on permanently at anytime.

 

 

 

 

 

 

 

Farming: I must say I am a intensive herb farmer and I replant my herbs about 2-3 times every game session and I feel that spellbook swapping to access trollheim patch, the other catherby teleport I need also costs a bomb of runes whereas the standard magic we have, camelot teleport is only 5 airs 1 law. The 2 spells that support farming does not seem really useful either.Cure plant is a waste of runes since plant cure can be quickly bought from a nearby farming on the shop. Fertile soil is not useful as well since with time, making 15 supercompost is basically way cheaper than a nat which is a required rune for the spell.

 

 

 

 

 

 

 

Notable spells: These include bake pie, superglass make, npc contact and humidify. Good spells, but often used periodically that you can change to the lunar spellbook when you need it. For the npc contact spell, mostly just for convenience in playing minigames and assuring yourself 84 buckets of sand daily without too much trouble. Barely a reason to stay on lunar permanently.

 

 

 

 

 

 

 

Slayer: Probably the skill lunar is build for. Direct contact to your slayer master while in any area. Spellbook swap is neat for clues since you have access to all 3 spellbook teleports, almost the whole map covered. Easily time saved and worthwhile. ::'

 

 

 

 

 

 

 

Others: Those pvp support skills, I shall not go into them and I suppose they would be counted under spells used periodically. Vegeance is very good, but it has an amazingly long cooldown and not effective for use for pvm.

 

 

 

 

 

 

 

I have listed almost all lunar spells that are used rather often, which in most cases the cons outweigh the pros. Does lunar really still need additional useful spells to replace the standard magic book we have?

Strangely with WotLK so near, I wished I could delay it a bit to push through that last TBC content in MH/BT :'(.

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The reasons I don't run around with lunar, even if it would be a good choice for what I do, is the teleports. I'm 83 magic, I can't even do the lvl 87 cammy tele yet. The other teles are ok, but it's not enough to get me where I want to go.

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I don't use Lunar magics because although it may seem convenient at first, it's not. I could see why one would use it for slayer, but with the Shilo gloves getting new tasks is easy. I like to bank between tasks,so why not do it on my way to the Slayer master? For farming the Catherby teleport is nice, but you don't get the Fally/ Varrock/ House/ Ardy teleports, and making tabs is a pain and not even necessary if you stay on moderns. The compost, as you said, is a lot cheaper than one nature. The other spells are just minor conveniences that are used on only a few occasions and even on those not very often. When was the last time you baked a pie? I can't switch between spellbooks yet, but from what I've heard it's very rune-intensive to stay on Lunars all the time.

 

 

 

What Lunar magics need are 1. More (and cheaper) teleports and 2. Spells that are useful in more than 1 specific situation. Something like a temporary pickaxe enhancer, or a spell that gives a small xp boost for X minutes every time you chop a log/ mine an ore/ ... .

Retired

2146 overall - 136 combat - 6 skillcapes

 

Plus I think the whole teenage girl thing will end soon (hopefully), because my girlfriend is absolutely in love with him(she is 18), and im beginning to feel threatened by his [Justin Bieber] dashing looks.

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IMO lunars are a great idea but ruined with costs, runes and levels. Yes, you can do super compost spell... But at what cost and inventory space taken? Yes, you can tele to catherby or fishing guild, but how many runes do you need and what levels are needed? Yes, you can tele to trollheim patch... If you got 96 magic that is. With the runes needed and the inventory space taken by the runes, I personally found standard magic better for farming.

 

 

 

 

 

 

 

The teleports are at somewhat good locations, but they aren't too different to standard magic places. I don't see a reason why to waste 10 times more runes to tele to Catherby instead of Camelot or fishing guild instead of Ardounge. However telegroups were ok, I personally used them every now and then when I was farming with mates and had lunars on.

 

 

 

 

 

 

 

Superglass and logs to planks are interesting spells, but they are pretty useless: with the rune costs and doing logs one by one, it's cheaper to buy premade planks. The superglass itself isn't a bad spell, but the problem is that glass isn't too useful.

 

 

 

 

 

 

 

The most useful spell is contact npc, but I personally don't like going all the way to Lunar Island just to get that spell. Maybe when I start hardcore slayer training, but definately not yet. Also vengeace could be good and useful if there was more places to actually use it.

 

 

 

 

 

 

 

Atm it looks like we'd need a 3rd lunar update. With current spells lunars are good for certain things, but the book itself isn't worth keeping on 24/7.

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I'd rather die for what I believe in than live for anything else.

Name Removed by Administrator ~Turtlefemm

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if they make abyss open to astral alter or something that works like a camulet... that would really boost its usefulness...

 

 

 

 

 

 

 

or even.... lower the requirement for spell book switch!

 

 

 

 

 

 

 

my only frustration is the really bad teleport and hard to switch spell book for a skiller

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Lunar is excellent for many skills, mainly farming and slayer if used correctly.

 

 

 

 

 

 

 

With spellbook switch, house portals, teletablets, fairy rings, gliders, boats, carpets, eagles etc Lunar magic lets you get near enough ANYWHERE in seconds

 

 

 

 

 

 

 

Then the cure, super compost etc are useful, not to mention many of the lunar teleports land you right near farming patches. eg fish guild tele is far near ardy allotment than the ardy tele

 

 

 

 

 

 

 

Its all a matter of using it properly

 

 

 

 

 

 

 

A lunar mage with a dramen/lunar staff is THE most mobile character in game - hence it is excellent for anyone skilling as long as they have the runes

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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

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Lunar -> Vengeance -> Easy KO -> Free Whip -> Cash

 

 

 

 

 

 

 

is that all lunar has to offer? Ancients and normal already have the vengeance counterpart, except those two actually have more to offer

 

 

 

 

 

 

 

 

 

 

 

Lunar sucks because it has little to offer. Besides vengeance, the spellbook swap is all it has. Everything else costs too much or uses too many different runes to be carried all at once. And every spell uses astrals. Pretty annoying, since its a guaranteed -1 inv space

 

 

 

 

 

 

 

It seems like JaGex engineered it to give us new, different ways of doing things, but they were afraid of overpowering it, so they sacrificed efficiency by jacking up costs and increasing rune usage.

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Then the cure, super compost etc are useful, not to mention many of the lunar teleports land you right near farming patches. eg fish guild tele is far near ardy allotment than the ardy tele

 

 

 

 

 

 

 

I personally tend to do quite a lot of farming (currently ranked th best farmer) and from my own experiences it's better to use standard magics and grow your own watermelons for super compost. It's cheaper, better farm xp, you got more free inventory space and you need less runes per tele. The time saved from closer teles is rather minimal and in a long run at least I rather run 5mins more than waste a lot more runes.

 

 

 

 

 

 

 

Lunar -> Vengeance -> Easy KO -> Free Whip -> Cash

 

 

 

 

 

 

 

I've personally seen really few pictures and heard stories of people actually succesfully pkin with vengeance. I believe it would be more used if it actually was better than ancients or teleblock.

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I'd rather die for what I believe in than live for anything else.

Name Removed by Administrator ~Turtlefemm

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Hell yea, Lunar blows so badly right now.

 

 

 

Sure there are some decent spells, but they require a lot of runes and a high mage level, and being on Lunars screws over you in other areas.

 

 

 

 

 

 

 

And for Slayer, if you're on Lunars you have no High Alch, which is basically key for those Slayer tasks that drop a lot of alchable things.

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Sure lunar's use costs alot in runes

 

 

 

 

 

 

 

But if you actually use it you find out how much easier it makes certain skills and getting around.

 

 

 

 

 

 

 

Cost does not make something useless, if it did every barrows set, 3rd age, d bow, drag weps, drag armour, ancients, saradomin brews, super sets, sharks etc would all be useless as they are expensive.

 

 

 

 

 

 

 

Sure for a poorer player normal magic works better but if you've got the money or time to make the runes to use it the lunar spell book is extremely useful

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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

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I loves Lunar <3:

 

 

 

 

 

 

 

No burnt pies. Each wild pie is precious. Guaranteed cooking exp plus magic exp. If you love your pie, respect the Lunar :o

 

 

 

 

 

 

 

Magic Imbue! :D :D :D Fastest rc exp without runners. woo woo.

 

 

 

 

 

 

 

Npc contact is handy for getting/switching tasks.

 

 

 

 

 

 

 

Farming is not all that difficult when on lunar. The only Modern Spell I use for farming (allotments, fruits, and trees) is Cammy Tele. Easy to stock up on tabs for that. Yeah, I skip the trollheim patch when I'm on Lunar. IDC :twisted:

 

 

 

 

 

 

 

People need to get creative with their transportation :D

 

 

 

Now, if only it had a decent offensive set-able spell. Please. Just one?

 

 

 

 

 

 

 

Question to people who have used Boost Pot share: is it just me, or does it take more pot doses than before? I could've sworn a couple months ago it only took 1 dose for three people...when I used it recently it took more :(

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Im pretty happy with lunar spells the way they are...What I do wish they'd do is add the switch spell to every book of spells.

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Cost does not make something useless, if it did every barrows set, 3rd age, d bow, drag weps, drag armour, ancients, saradomin brews, super sets, sharks etc would all be useless as they are expensive.

 

 

 

The question isn't are we able to pay it or not, the question is if it's worth it or not. I personally got no reason to pay few hundred thousand gp per week more just to save 30 secs per farm run.

 

 

 

Here's little calculations per farm run. The rune amounts are copied from tip.it magic guide so blame them for mistakes, not me. I assume that the Falador patch is checked after a tele to Draynor.

 

 

 

Lunar

 

Fish guild: 3 astral 3 law 10 water

 

Catherby: 3 astral 3 law 10 water

 

Trollheim: 3 astral 2 cosmic 1 law + 2 law 2 fire

 

 

 

Normal:

 

Ardounge: 2 law 2 water

 

Camelot : 1 law 5 air

 

Trollheim: 2 law 2 fire

 

 

 

If we don't count normal runes, there's a pretty big difference between lunars and normals: 5 laws vs 9 laws+9astrals+1cosmic. If laws are 300gp per, you spend 1.2k more per run. if Astrals are 150gp each, you spend 1350gp there. 2.7k gp difference just in good runes, the weaker ones add it up by few hundred. That's nothing for a sunday farmer, but a serious farmer who does 10 runs a day it costs 810k more per month. I personally paid well enough just for my tree seeds, never in hell would want to spend 810k extra per month just to save few mins per trip.

 

 

 

If we add fertile soil spell to that, it adds 5,250gp per farm run. With 10 farm runs a day it costs an extra 1,575,000gp per month. I rather farm my own watermelons for it and pay around 600gp per super compost + get the farm xp.

 

 

 

Yes, the cure poison is a handy spell, but only if you feel like wasting some more cash. A cure potion takes only 1 space and costs 40gp, so it's handier AND cheaper.

 

 

 

The point is that for a serious farmer it isn't worth it to use lunar spells. You can argue that the runes are free if you craft them. However you're wrong there. They still are worth their price, no matter did you craft them or pay them.

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I'd rather die for what I believe in than live for anything else.

Name Removed by Administrator ~Turtlefemm

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Im pretty happy with lunar spells the way they are...What I do wish they'd do is add the switch spell to every book of spells.

 

 

 

 

 

agreed, ancient magic with the switch might be to over powered in the wilderness some might claim. but still id like to see it.

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Cost does not make something useless, if it did every barrows set, 3rd age, d bow, drag weps, drag armour, ancients, saradomin brews, super sets, sharks etc would all be useless as they are expensive.

 

 

 

The question isn't are we able to pay it or not, the question is if it's worth it or not. I personally got no reason to pay few hundred thousand gp per week more just to save 30 secs per farm run.

 

 

 

Here's little calculations per farm run. The rune amounts are copied from tip.it magic guide so blame them for mistakes, not me. I assume that the Falador patch is checked after a tele to Draynor.

 

 

 

Lunar

 

Fish guild: 3 astral 3 law 10 water

 

Catherby: 3 astral 3 law 10 water

 

Trollheim: 3 astral 2 cosmic 1 law + 2 law 2 fire

 

 

 

Normal:

 

Ardounge: 2 law 2 water

 

Camelot : 1 law 5 air

 

Trollheim: 2 law 2 fire

 

 

 

If we don't count normal runes, there's a pretty big difference between lunars and normals: 5 laws vs 9 laws+9astrals+1cosmic. If laws are 300gp per, you spend 1.2k more per run. if Astrals are 150gp each, you spend 1350gp there. 2.7k gp difference just in good runes, the weaker ones add it up by few hundred. That's nothing for a sunday farmer, but a serious farmer who does 10 runs a day it costs 810k more per month. I personally paid well enough just for my tree seeds, never in hell would want to spend 810k extra per month just to save few mins per trip.

 

 

 

If we add fertile soil spell to that, it adds 5,250gp per farm run. With 10 farm runs a day it costs an extra 1,575,000gp per month. I rather farm my own watermelons for it and pay around 600gp per super compost + get the farm xp.

 

 

 

Yes, the cure poison is a handy spell, but only if you feel like wasting some more cash. A cure potion takes only 1 space and costs 40gp, so it's handier AND cheaper.

 

 

 

The point is that for a serious farmer it isn't worth it to use lunar spells. You can argue that the runes are free if you craft them. However you're wrong there. They still are worth their price, no matter did you craft them or pay them.

 

 

 

Again is boils down to them are extremely useful IF you can afford it

 

 

 

Or IF your not part of the lazy mass and will mine ess and craft thier own runes.

 

 

 

There are people who can't afford to use teleport spells, but that doesn't make the spells useless.

 

 

 

Just because YOU can't/won't pay the time/money to use a spell set that gives an obvious advantage doesn't mean it is useless or worthless

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Operation Gold Sparkles :: Chompy Kills ::  Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA Rewards

Dragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue

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Cost does not make something useless, if it did every barrows set, 3rd age, d bow, drag weps, drag armour, ancients, saradomin brews, super sets, sharks etc would all be useless as they are expensive.

 

 

 

The question isn't are we able to pay it or not, the question is if it's worth it or not. I personally got no reason to pay few hundred thousand gp per week more just to save 30 secs per farm run.

 

 

 

Here's little calculations per farm run. The rune amounts are copied from tip.it magic guide so blame them for mistakes, not me. I assume that the Falador patch is checked after a tele to Draynor.

 

 

 

Lunar

 

Fish guild: 3 astral 3 law 10 water

 

Catherby: 3 astral 3 law 10 water

 

Trollheim: 3 astral 2 cosmic 1 law + 2 law 2 fire

 

 

 

Normal:

 

Ardounge: 2 law 2 water

 

Camelot : 1 law 5 air

 

Trollheim: 2 law 2 fire

 

 

 

If we don't count normal runes, there's a pretty big difference between lunars and normals: 5 laws vs 9 laws+9astrals+1cosmic. If laws are 300gp per, you spend 1.2k more per run. if Astrals are 150gp each, you spend 1350gp there. 2.7k gp difference just in good runes, the weaker ones add it up by few hundred. That's nothing for a sunday farmer, but a serious farmer who does 10 runs a day it costs 810k more per month. I personally paid well enough just for my tree seeds, never in hell would want to spend 810k extra per month just to save few mins per trip.

 

 

 

If we add fertile soil spell to that, it adds 5,250gp per farm run. With 10 farm runs a day it costs an extra 1,575,000gp per month. I rather farm my own watermelons for it and pay around 600gp per super compost + get the farm xp.

 

 

 

Yes, the cure poison is a handy spell, but only if you feel like wasting some more cash. A cure potion takes only 1 space and costs 40gp, so it's handier AND cheaper.

 

 

 

The point is that for a serious farmer it isn't worth it to use lunar spells. You can argue that the runes are free if you craft them. However you're wrong there. They still are worth their price, no matter did you craft them or pay them.

 

 

 

Again is boils down to them are extremely useful IF you can afford it

 

 

 

Or IF your not part of the lazy mass and will mine ess and craft thier own runes.

 

 

 

There are people who can't afford to use teleport spells, but that doesn't make the spells useless.

 

 

 

Just because YOU can't/won't pay the time/money to use a spell set that gives an obvious advantage doesn't mean it is useless or worthless

 

 

 

You can't honestly say that cost is not a factor when determining whether something is efficient or not. :|

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Cost does not make something useless, if it did every barrows set, 3rd age, d bow, drag weps, drag armour, ancients, saradomin brews, super sets, sharks etc would all be useless as they are expensive.

 

 

 

The question isn't are we able to pay it or not, the question is if it's worth it or not. I personally got no reason to pay few hundred thousand gp per week more just to save 30 secs per farm run.

 

 

 

Here's little calculations per farm run. The rune amounts are copied from tip.it magic guide so blame them for mistakes, not me. I assume that the Falador patch is checked after a tele to Draynor.

 

 

 

Lunar

 

Fish guild: 3 astral 3 law 10 water

 

Catherby: 3 astral 3 law 10 water

 

Trollheim: 3 astral 2 cosmic 1 law + 2 law 2 fire

 

 

 

Normal:

 

Ardounge: 2 law 2 water

 

Camelot : 1 law 5 air

 

Trollheim: 2 law 2 fire

 

 

 

If we don't count normal runes, there's a pretty big difference between lunars and normals: 5 laws vs 9 laws+9astrals+1cosmic. If laws are 300gp per, you spend 1.2k more per run. if Astrals are 150gp each, you spend 1350gp there. 2.7k gp difference just in good runes, the weaker ones add it up by few hundred. That's nothing for a sunday farmer, but a serious farmer who does 10 runs a day it costs 810k more per month. I personally paid well enough just for my tree seeds, never in hell would want to spend 810k extra per month just to save few mins per trip.

 

 

 

If we add fertile soil spell to that, it adds 5,250gp per farm run. With 10 farm runs a day it costs an extra 1,575,000gp per month. I rather farm my own watermelons for it and pay around 600gp per super compost + get the farm xp.

 

 

 

Yes, the cure poison is a handy spell, but only if you feel like wasting some more cash. A cure potion takes only 1 space and costs 40gp, so it's handier AND cheaper.

 

 

 

The point is that for a serious farmer it isn't worth it to use lunar spells. You can argue that the runes are free if you craft them. However you're wrong there. They still are worth their price, no matter did you craft them or pay them.

 

 

 

Again is boils down to them are extremely useful IF you can afford it

 

 

 

Or IF your not part of the lazy mass and will mine ess and craft thier own runes.

 

 

 

There are people who can't afford to use teleport spells, but that doesn't make the spells useless.

 

 

 

Just because YOU can't/won't pay the time/money to use a spell set that gives an obvious advantage doesn't mean it is useless or worthless

 

 

 

You can't honestly say that cost is not a factor when determining whether something is efficient or not. :|

 

 

 

Besides, who does 10 runs a day? That's 15 hours of being online, at least.

Retired

2146 overall - 136 combat - 6 skillcapes

 

Plus I think the whole teenage girl thing will end soon (hopefully), because my girlfriend is absolutely in love with him(she is 18), and im beginning to feel threatened by his [Justin Bieber] dashing looks.

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