walka92 Posted July 5, 2009 Share Posted July 5, 2009 didnt see it in the guide, but heres a tip if you have a sgs, bring it. if you know what your doing and can avoid using much pray on most lures, then the sgs spec (i use on dagannoths, not lobs, lower defence) can cover most of the pray loss, meaning you hardly ever need to use p pots. my experience however, if that it WONT cover hp lost. a unicorn can be used as it is unagro to get hp up, but blood spells are still mroe effective here, and can fully heal in only 2-3 casts and with the run update, the sgs's extra weight shouldnt impede you too much, im pretty much always back up to full run before i finish killing the lobs, so theres no chance of running out of energy and getting destroyed by lobs in low defence ahrims. I'm gonna be walking down an alley in varrock, and walka is going to walk up to me in a trench coat and say "psst.. hey man, wanna buy some sara brew"walka92- retired with 99 in attack, strength, defence, health, magic, ranged, prayer and herblore and 137 combat. some day i may return to claim 138 combat, but alas, that time has not yet come Link to comment Share on other sites More sharing options...
Aslan Posted July 5, 2009 Share Posted July 5, 2009 In the picture above, I took 4k deaths.I only used 7 blood bursts to heal,notice the 1993 casts, due to the Enhanced Excalibur and edible seaweed.By practising I only use 4 ppoints/lure. Link to comment Share on other sites More sharing options...
MrGaundolf Posted July 27, 2009 Share Posted July 27, 2009 I'd like to add that around 10 Stealing Creations Hats lasts around 1k Bursts, The experiance is averaged at about 345,423. You can only do 1k bursts though at a time but it saves you quite a bit of money :thumbsup: :thumbsup: Link to comment Share on other sites More sharing options...
Death123141 Posted July 27, 2009 Share Posted July 27, 2009 I'd like to add that around 10 Stealing Creations Hats lasts around 1k Bursts, The experiance is averaged at about 345,423. You can only do 1k bursts though at a time but it saves you quite a bit of money :thumbsup: :thumbsup: If all you want is magic exp. Link to comment Share on other sites More sharing options...
Inuashakent Posted August 11, 2009 Share Posted August 11, 2009 I dont think you mentioned how much the SGS helps here. I used 3 p pots and got over 400 crimsons. [Summoning guide (AOW)] [Slayer guide] [Melee & Brawl player] Link to comment Share on other sites More sharing options...
andylax38 Posted August 11, 2009 Author Share Posted August 11, 2009 Finally got around to updating the guide thank you to everyone for your suggestions, keep them coming! Updates: - Added SGS to suggested equipment - Added Arcane Spirit Shield to suggested equipment - Added Info about setups with the new run energy update - Updated the statistics section ~>~Check Out My Bursting Guide~<~Current goals - 99 Slayer, 99 Summoning, 85 DungeoneeringAchieved goals - Quest Cape, 99 Strength, 85 Slayer, 99 Range, 88 Summoning, 90 Slayer, 99 Magic, 99 Farming Link to comment Share on other sites More sharing options...
Cactuaar Posted August 13, 2009 Share Posted August 13, 2009 I just went on my first trip, and I'd consider it successful. Used the same amount of runes as you, but tweaked the prayer pots a bit, and only ended up using 2-3 prayer points per lure, so I only used up a bit over half my prayer potions. An excellent guide, quite easy to learn, and it's short and to the point. Thanks for this guide, it's gonna really help with getting 88 summoning :) . Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 13, 2009 Share Posted August 13, 2009 You should now mention that the best ring to use is the Onyx Ring (i), or any imbued rings lower than that. The Onyx ring gives a nice +7 magic bonus. The Dragonstone ring (i) is a lot cheaper and gives +6 magic bonus. I believe they also give +7/+6 bonuses to all defense stats, but check me on that one. The best ring would be the Seer's Ring (i), which gives a nice +8. However, it only gives magic defense bonuses as far as I know, so the extra +1 may not be worth it. I usually don't need a Ring of Life anymore, and I'm sure many of us don't. I'd rather take one of the MA rings instead, and anyone with the rank to imbue rings should consider it. Much better than the petty +1 of the Beacon ring or the +2 of the Lunar ring (speaking of which, can be imbued as well, I think it goes to +4?). ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 13, 2009 Share Posted August 13, 2009 I have some numbers for you. I did a run of rock lobsters. I did it in Ahrims, Farseer, Barrows gloves, Zammy cape, Mystic boots, Zammy book, Fury, and Dstone ring (i). I used a bunyip for the beginning. It was really good. I never needed to use a blood spell while my bunyip was out, except for one instance when I fell to 55 hp. I only had 9.3k deaths in my bank, so I took that. I also took 13 ppots, but I ended with 4.5 pots extra. I had a holy wrench, but I dropped it for a fire tally towards the end of the run. I was using Smoke Barrage. I do not have to level for blood barrage, so I used blood burst to heal instead. I took recordings hourly. Start info: Time: 10:21 Magic xp: 4211300 Hp xp: 11792277 Casts: 2325 Charms: 0 11:21 Magic xp: 4316279 Hp xp: 11846746 Casts: 1850 Charms: 80 gold, 44 green, 170 crim, 6 blue 12:21 Magic xp: 4420834 Hp xp: 11901004 Casts: 1375 Charms: 168 gold, 78 green, 316 crim, 10 blue 1:31 (took 10 minutes to make lunch, and was not online for those 10 minutes) Magic xp: 4525359 Hp xp: 11955344 Casts: 900 Charms: 266 gold, 120 green, 504 crim, 12 blue 2:31 Magic xp: 4616385 Hp xp: 12002322 Casts: 485 Charms: 332 gold, 144 green, 623 crim, 28 blue 3:31 Magic xp: 4725351 Hp xp: 12059215 Casts: 2 :lol: Charms: 438 gold, 176 green, 779 crim, 30 blue Loot from trip: 164k coins Crimsons are an odd number because I got 1 crimson from a range dagannoth I killed midway through the trip. First hour: +105k magic xp +54.5k hp xp -475 casts +80 gold, 44 green, 170 crim, 6 blue Second hour: +104.5k magic xp +52.2k hp xp -475 casts +88 gold, 34 green, 146 crim, 4 blue Third hour: +104.5k magic xp +54.3k hp xp -475 casts +98 gold, 48 green, 188 crim, 2 blue Fourth hour: +91k magic xp +47k hp xp -415 casts +66 gold, 24 green, 119 crim, 12 blue Fifth hour: +109k magic xp +56.9k hp xp -483 casts +106 gold, 32 green, 156 crim, 2 blue Doses used during trip: 34 Averages: 102.8k magic xp per hour 52.98k hp xp per hour 464.6 casts per hour 87.6 gold, 36.4 green, 155.8 crim, 6 blue per hour 6.8 ppot doses per hour 1 cast = 221.3 magic xp 1 cast = 114 hp xp 1 cast = .2 gold, .08 green, .34 crim, .01 blue per hour 1 gold = 5 casts 1 green = 13 casts 1 crim = 3 casts 1 blue = 100 casts There's some hard data for you. This is all at level 87-88 magic, with smoke barrage/blood burst. Again, this is with standard gear with a dstone ring (i) added. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
warrior5024 Posted August 13, 2009 Share Posted August 13, 2009 Except that, as long as you are above 75 Magic attack, you'll be just as effective as 140 Magic bonus. Use a life. I'd rather save millions then gain no advantage. So, Lone Star, now you see that evil will always triumph because good is dumb. Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 13, 2009 Share Posted August 13, 2009 Except that, as long as you are above 75 Magic attack, you'll be just as effective as 140 Magic bonus. Use a life. I'd rather save millions then gain no advantage. I don't agree. During all of my trips, I saw 0s and splashes a fair amount of times. Now, granting I am only 88 magic, and therefore I miss more often than people with a high magic, but a miss is a miss. And as long as there are a noticeable amount of misses, any magic bonus would be helpful. The only case more magic bonus would not help would be if you never hit 0s and you never splashed. Otherwise, you can't say more magic bonus doesn't help. However, if the case was that you were right, and that more magic bonus does not matter, then by using a Dstone ring (i), you could replace the more expensive gear with cheaper counterparts, right? That +6 bonus is already there, and if it doesn't make a difference, take away gear that gives +6 over the alternative. This way if you do die, you don't lose as much, and let's face it, ring of life doesn't always work. You need to be under 7-9hp for it to have any effect at all. That comes about two ways: -You take a lot of damage quickly, in which case you'd die before it worked anyway -You get down slowly, in which case...why didn't you use the teletab? I mean, if you were 95 hp, and got brought down to 30hp, you should know you are in KO range. That means you should turn to your rock lobs that are chasing you and fire a blood spell, right? If you always start a lure with 75 hp+ like recommended in the guide, you will almost always have enough reaction time to fire a blood spell and heal. There's no way you'll get brought from 75 hp down to 0 in just 1 round of combat. You have, at maximum, 4 monsters damaging you (either 4 rock lobs or a wallasalki and 3 range dags while praying melee). What could happen? 1) You take a little damage, get brought into the 50s, then take a lot of damage in an instant and die, ROL cannot save you 2) You take a lot of damage, get brough to low hp (20s, 30s), ROL does not teleport you at that high hp. You can either use a blood spell to heal into the 50s or move on without using a blood spell. In either case, ROL would be useless to save you. 3) You just get slaughtered from the start, and get killed too quick, ROL cannot save you. 4) You come out virtually unharmed, in which case ROL doesn't need to do its job. That's how I see it. Imo, I don't see an advantage of ROL. You'd either get killed too fast that it wouldn't help anyway, or you'd be brought down to low hp and given the chance to heal. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
muggiwhplar Posted August 13, 2009 Share Posted August 13, 2009 Except that, as long as you are above 75 Magic attack, you'll be just as effective as 140 Magic bonus. Use a life. I'd rather save millions then gain no advantage. I don't agree. During all of my trips, I saw 0s and splashes a fair amount of times. Now, granting I am only 88 magic, and therefore I miss more often than people with a high magic, but a miss is a miss. And as long as there are a noticeable amount of misses, any magic bonus would be helpful. You really don't need any more than 75 mage att. Just look at all the pictures in this thread for proof. I have about 70 mage att in all of my runs and I get the same amount of charms per 1k barrages as the guys in this topic who max out their mage att. You wouldn't max out your mage att for killing barrows brothers, would you? Also, the game mechanics work faster than the eye can see. While it may look like you just got hit by four 10s simultaneously, the game knows better and will teleport you out if the third 10 sends you to the danger zone Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 14, 2009 Share Posted August 14, 2009 Except that, as long as you are above 75 Magic attack, you'll be just as effective as 140 Magic bonus. Use a life. I'd rather save millions then gain no advantage. I don't agree. During all of my trips, I saw 0s and splashes a fair amount of times. Now, granting I am only 88 magic, and therefore I miss more often than people with a high magic, but a miss is a miss. And as long as there are a noticeable amount of misses, any magic bonus would be helpful. You really don't need any more than 75 mage att. Just look at all the pictures in this thread for proof. I have about 70 mage att in all of my runs and I get the same amount of charms per 1k barrages as the guys in this topic who max out their mage att. You wouldn't max out your mage att for killing barrows brothers, would you? Also, the game mechanics work faster than the eye can see. While it may look like you just got hit by four 10s simultaneously, the game knows better and will teleport you out if the third 10 sends you to the danger zone I suppose you are right, but just to be sure, I'll do another test sometime in the future without the ring and see if my rates (posted on the last page) are about the same. ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
bedman Posted August 14, 2009 Share Posted August 14, 2009 Zaaps, it doesnt matter how fast it goes. Like muggi stated, the game thinks faster thann us. As long as an attack sends you in the danger zone (1-9 hp) you are saved. And that is more likely than you would think. Rol has saved me already once there (DCed). A Guide to Chinning in Ape atoll: up to 325kxp/h! Link to comment Share on other sites More sharing options...
Zaaps1 Posted August 14, 2009 Share Posted August 14, 2009 You guys are right. I also just did a run with a lesser magic bonus of 102, compared to the 116 from the last run (results of which I have quoted at the end of this post for comparison). Everything is exactly the same as the last run other than the equipment mention above. I also took Prossy just to test it out. I ended up only using 2-3 ppoints per lure instead of the 4-5 with Ahrims. Therefore, using Prossy lets you take half the ppots you would've needed if you didn't bring it. However, it's worth mentioned that I messed up the lures a few times (as in a melee dag go through) so sometimes I went back to retrap them, using another 1-2 ppoints with prossy. Start time: 9:40 M: 4727695 H: 12060807 Casts: 3000 0 charms 14 ppots 10:40 4841727 12120358 2488 5 b, 33 gr, 179 crim, 95 gold 13 ppots 11:40 4952696 12178244 1991 7 b, 85 gr, 353 crim, 173 gold 11.5 ppots 12:40 5071850 12249004 1440 17 b, 141 gr, 564 crim, 254 gold 10 ppots 1:55 (15 minute break for lunch) 5190176 12300952 909 25 b, 187 gr, 721 crim, 364 gold 8 ppots 2:55 5301799 12359069 409 33 b, 203 gr, 847 crim, 466 gold 7.5 ppots 3:45 (only took 50 minutes to finish up the run) 5395147 12408054 3 37 b, 251 gr, 961 crim, 524 gold 6 ppots If you translate that last run into 1 hour using proportions, you get: 3:55 5413816 12417854 -78 37 b, 261 gr, 983 crim, 582 gold 5.75 ppots First hour: 114032 magic 59551 hp 512 casts 5 b, 33 gr, 179 crim, 95 gold 1 ppot 2nd: 110969 57886 497 casts 2 b, 32 gr, 174 crim, 78 gold 1.5 ppots 3rd: 119154 70760 551 casts 10 b, 56 gr, 211 crim, 79 gold 1.5 ppots 4th: 118326 51948 531 casts 8 b, 46 gr, 157 crim, 110 gold 2 ppots 5th: 111623 58117 500 casts 8 b, 16 gr, 126 crim, 102 gold 1.5 ppots 6th (estimated based on first 50 minutes): 112017 58785 487 casts 4 b, 58 gr, 136 crim, 116 gold 1.25 ppots Averages: 114k magic xp/hr 59.5k hp xp/hr 513 casts/hr 6 blue/hr 40 green/hr 163 crim/hr 96 gold/hr 1.45 ppots/hr = ~6 doses/hr 1 cast = 222 magic xp 1 cast = 115 hp xp 1 blue = 85.5 casts 1 green = 12.825 casts 1 crim = 3.15 casts 1 gold = 5.34 casts Compare that to: Averages: 102.8k magic xp per hour 52.98k hp xp per hour 464.6 casts per hour 87.6 gold, 36.4 green, 155.8 crim, 6 blue per hour 6.8 ppot doses per hour 1 cast = 221.3 magic xp 1 cast = 114 hp xp 1 gold = 5 casts 1 green = 13 casts 1 crim = 3 casts 1 blue = 100 casts They're roughly the same, with the lesser mage bonus one being better only because I was quicker at it. So yeah, magic bonus doesn't seem to matter once it is past a certain point. [hide=From last page]I have some numbers for you. I did a run of rock lobsters. I did it in Ahrims, Farseer, Barrows gloves, Zammy cape, Mystic boots, Zammy book, Fury, and Dstone ring (i). I used a bunyip for the beginning. It was really good. I never needed to use a blood spell while my bunyip was out, except for one instance when I fell to 55 hp. I only had 9.3k deaths in my bank, so I took that. I also took 13 ppots, but I ended with 4.5 pots extra. I had a holy wrench, but I dropped it for a fire tally towards the end of the run. I was using Smoke Barrage. I do not have to level for blood barrage, so I used blood burst to heal instead. I took recordings hourly. Start info: Time: 10:21 Magic xp: 4211300 Hp xp: 11792277 Casts: 2325 Charms: 0 11:21 Magic xp: 4316279 Hp xp: 11846746 Casts: 1850 Charms: 80 gold, 44 green, 170 crim, 6 blue 12:21 Magic xp: 4420834 Hp xp: 11901004 Casts: 1375 Charms: 168 gold, 78 green, 316 crim, 10 blue 1:31 (took 10 minutes to make lunch, and was not online for those 10 minutes) Magic xp: 4525359 Hp xp: 11955344 Casts: 900 Charms: 266 gold, 120 green, 504 crim, 12 blue 2:31 Magic xp: 4616385 Hp xp: 12002322 Casts: 485 Charms: 332 gold, 144 green, 623 crim, 28 blue 3:31 Magic xp: 4725351 Hp xp: 12059215 Casts: 2 :lol: Charms: 438 gold, 176 green, 779 crim, 30 blue Loot from trip: 164k coins Crimsons are an odd number because I got 1 crimson from a range dagannoth I killed midway through the trip. First hour: +105k magic xp +54.5k hp xp -475 casts +80 gold, 44 green, 170 crim, 6 blue Second hour: +104.5k magic xp +52.2k hp xp -475 casts +88 gold, 34 green, 146 crim, 4 blue Third hour: +104.5k magic xp +54.3k hp xp -475 casts +98 gold, 48 green, 188 crim, 2 blue Fourth hour: +91k magic xp +47k hp xp -415 casts +66 gold, 24 green, 119 crim, 12 blue Fifth hour: +109k magic xp +56.9k hp xp -483 casts +106 gold, 32 green, 156 crim, 2 blue Doses used during trip: 34 Averages: 102.8k magic xp per hour 52.98k hp xp per hour 464.6 casts per hour 87.6 gold, 36.4 green, 155.8 crim, 6 blue per hour 6.8 ppot doses per hour 1 cast = 221.3 magic xp 1 cast = 114 hp xp 1 cast = .2 gold, .08 green, .34 crim, .01 blue per hour 1 gold = 5 casts 1 green = 13 casts 1 crim = 3 casts 1 blue = 100 casts There's some hard data for you. This is all at level 87-88 magic, with smoke barrage/blood burst. Again, this is with standard gear with a dstone ring (i) added.[/hide] ~It's Super Effective! (The Zaaps Blog)~My YouTube Channel, where you get to watch me go around and make a fool out of myself and all comp capersGuides:~Yeah I wrote them once~Suggestions:~Yeah I made those once~ Link to comment Share on other sites More sharing options...
bedman Posted August 14, 2009 Share Posted August 14, 2009 I find it strange how you got 10k more magic xp per hour than me, while I could manage an average of 560 casts an hour, which is more than you. edit: nvm, smoke barrage. I ice bursted. A Guide to Chinning in Ape atoll: up to 325kxp/h! Link to comment Share on other sites More sharing options...
ecoelf Posted August 15, 2009 Share Posted August 15, 2009 nice guide :P Link to comment Share on other sites More sharing options...
andylax38 Posted August 17, 2009 Author Share Posted August 17, 2009 Thanks for all the data Zaaps it's really good, I'll get around to adding it into the guide soon. Gonna go ahead and put the new rings in though. ~>~Check Out My Bursting Guide~<~Current goals - 99 Slayer, 99 Summoning, 85 DungeoneeringAchieved goals - Quest Cape, 99 Strength, 85 Slayer, 99 Range, 88 Summoning, 90 Slayer, 99 Magic, 99 Farming Link to comment Share on other sites More sharing options...
Born2killu00 Posted August 20, 2009 Share Posted August 20, 2009 Hi guys, I am new to the tip.it forum but I have been following this topic as a guest for some time now. It has been really helpful in perfecting technique, but if I may I'd like to add a few things. 1. I do believe better mage bonus does significantly inprove efficiency. Right now I burst with +127 mage attack, and I tend to average around 3.4-3.5 casts per crimson, which is a good deal better than the stats of the OP's numbers, which is about 3.7 casts per crimson. 2. Aside from mage bonus, there are two handy pieces of equipment I highly recommend. -A verac's skirt is better to use than proslyte or initiate legs, because you trade off +1 prayer bonus for a MASSIVE defence boost against the ranging dagannoths. I essentially only take hits from the mage walrus and SGS provides adequate healing, no blood spells required. -If you don't have a SGS, take another melee weapon. It saves a lot on casts because you are wasting burst spells to kill the last lobster otherwise. It is cheaper to flip on prayer and melee the last lobster than waste runes bursting it. (This contributes to my better charm rate as well.) Anyway, great guide, very helpful, 2500 more crimsons to 99 summon as of this post :thumbsup: Link to comment Share on other sites More sharing options...
Boeing125 Posted August 25, 2009 Share Posted August 25, 2009 nice guide, just what I was looking for. A questions : 1) how much would it cost me for Ahrim top and bottom and runes to burst for 800 crimsons? I'm only asking cos I can't work it out from your data =/ ?? 2) how much Mage exp could I expect? Bearing in mind I may use the other room with only rock lobsters or if not, the 7 spot near the ladder. - this may the reason behind the whip changes 0_o Thnx to kaosmerchant for hosting. Link to comment Share on other sites More sharing options...
i_r_slayer Posted August 29, 2009 Share Posted August 29, 2009 I don't understand why most people use the east safespot instead of the ladder, am I wrong in saying that the running distance is the same? At the ladder if you're still killing the last few lobs and the nearby one respawns, it wont attack you. If using the east spot you will have to use prayer or if your defence is high enough extra blood spells when respawns occur, this is particularly annoying because it will stay on you during looting. The eastern safespot also is more prone to wandering dags, I don't know if this spot allows you to take a step back and kill a melee dag without having the rock lobs attack you but at the ladder spot I can do just that, take one step back and pray flash melee till its dead. Using the ladder spot an EE is plenty of healing, I don't even bring blood spells, I also only use 2-3 prayer points per pull, difficult to do on the eastern spot without needing to cast a healing spell here and there. Link to comment Share on other sites More sharing options...
Aslan Posted August 29, 2009 Share Posted August 29, 2009 ^Last time I was there I only used 4 ppoints/lure(with ahrim equipped), in 2k casts I used 7 blood bursts.EE took care of the rest. Link to comment Share on other sites More sharing options...
andylax38 Posted August 30, 2009 Author Share Posted August 30, 2009 nice guide, just what I was looking for. A questions : 1) how much would it cost me for Ahrim top and bottom and runes to burst for 800 crimsons? I'm only asking cos I can't work it out from your data =/ ?? 2) how much Mage exp could I expect? Bearing in mind I may use the other room with only rock lobsters or if not, the 7 spot near the ladder. 1) About 6.4m, 3m for the skirt and top, 3.4m for the runes (3k casts). 2) Around 550,000exp from the 3k casts. ~>~Check Out My Bursting Guide~<~Current goals - 99 Slayer, 99 Summoning, 85 DungeoneeringAchieved goals - Quest Cape, 99 Strength, 85 Slayer, 99 Range, 88 Summoning, 90 Slayer, 99 Magic, 99 Farming Link to comment Share on other sites More sharing options...
Shelby_Polo Posted October 7, 2009 Share Posted October 7, 2009 This may have been asked all ready, but, is it worth it to bring a water staff now that all combat spells can been auto cast. I see that Water Runes don't really cost that much and the 20% from an Ancients Staff can be beneficial; which would you prefer? Suggest a poll for Tip.it - Here! Link to comment Share on other sites More sharing options...
yondergod22 Posted October 7, 2009 Share Posted October 7, 2009 I have a question, after you lure them do they keep respawning in the same spot as you killed them, or do you have to keep re-luring them? Link to comment Share on other sites More sharing options...
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