Cacmypants Posted May 31, 2009 Share Posted May 31, 2009 Ok, I got bored and decided to concept a possible new Spell Book... It focuses around the introduction of "Life" runes (which I believe Jagex was initially going to use for Summoning) (May also be "Light" runes, undecided) The Spell Book itself would be obtained after some form of Grand Master Quest I tried to balance the book between PvP and PvM. Notice the final spell is pretty much a special attack. You can also see that the spells start at lv70 (Ancients started at lv50 and Lunar started at lv60). Please comment on what you think. Lv1: Home Teleport (To ) Type: Home Teleport Exp: N/A Runes: N/A Lv70 Diminish Type: Curse Spell Effect: Reverses all of an opponents boosted stats back to normal Cool-down: 5 Seconds Exp: 20 Runes: 1 Life, 2 Mind, 2 Body Lv71 Shining Javelin Type: Attack Spell Effect: Deal up to 20 damage on a single target, counts as a ranged attack Cool-down: Attack speed = 6 Exp: 44+ Runes: 2 Life, 10 Air Lv72 Teleport to Golden Apple Tree Type: Teleport Exp: 70 Runes: 1 Life, 2 Law, 2 Earth Lv73 Flash Blade Type: Attack Spell Effect: Deal up to 25 damage on a single target, counts as a melee attack Cool-down: Attack speed = 6 Exp: 49+ Runes: 2 Life, 15 Air Lv75 Dead-lock Type: Curse Spell Effect: The opponent cannot switch gear, change attack style or activate/change prayers for the duration of 30 seconds. Cool-down: 5 seconds Exp: 80 Runes: 2 Life, 10 Body, 10 Mind Lv77 Teleport to Baxtorian Falls Type: Teleport Exp: 82 Runes: 1 Life, 2 Law, 2 Water Lv80 Purge Type: Attack Spell Effect: Deal up to 30 damage on a single target, drains opponents Special Bar by 25% Cool-down: Attack speed = 6 Exp: 50+ Runes: 5 Life, 30 Air Lv83 Teleport to Ooglog Type: Teleport Exp: 90 Runes: 1 Life, 2 Law, 2 Body Lv85 Great Haste Type: Self Empowering Spell Effect: Run 3x faster for the duration of 30 seconds Exp: 40 Cool-down: 1 minute Runes: 1 Life, 20 Body Lv86 Teleport to Taverly Dungeon Type: Teleport Exp: 94 Runes: 1 Life, 2 Law, 2 Fire Lv87 Weakness Shift: Range Type: Curse Spell Effect: Opponent becomes greatly vulnerable to range while greatly resistant to magic and melee for the duration of 20 seconds. Cool-down: 30 seconds Exp: 98 Runes: 4 Life, 6 Chaos, 6 Body Lv88 Teleport to Shilo Village Type: Teleport EXP: 92 Runes: 1 Life, 2 Law, 2 Nature Lv89 Godspeed Type: Self Empowering Spell Effect: ALL actions (excluding combat and run) are 3x faster for the duration of 20 seconds. Cool-down: 1 minute Exp: 20 Runes: 1 Life, 30 Body Lv90 Banish Type: Attack Spell Effect: Deal up to 70 damage on a monster or familiar (no effect on players), No additional exp for damage Cool-down: Attack speed = 4 EXP: 70 Runes: 6 Life, 40 Air Lv91 Weakness Shift: Melee Type: Curse Spell Effect: Opponent becomes greatly vulnerable to melee while greatly resistant to magic and range for the duration of 20 seconds. Cool-down: 30 seconds Exp: 102 Runes: 4 Life, 6 Chaos, 6 Body Lv93 Teleport to Mortton Type: Teleport Exp: 98 Runes: 1 Life, 2 Law, 2 Death Lv95 Mystical Surge Type: Self Empowering Spell Effect: Melee/Ranged/Magic attacks are 1 level faster for the duration of 15 seconds. Cool-down: 30 seconds EXP: 80 Runes: 2 Life, 2 Soul, 6 Body Lv97 Teleport to God Wars Dungeon Type: Teleport Exp: 112 Runes: 2 Life, 4 Law, 4 Chaos Lv98 Weakness shift: Magic Type: Curse Spell Effect: Opponent becomes greatly vulnerable to magic while greatly resistant to melee and range for the duration of 20 seconds. Cool-down: 30 seconds Exp: 120 Runes: 4 Life, 6 Chaos, 6 Body Lv99 Armageddon Type: Attack Spell Effect: Deal up to 60 damage on a single target, drains 100% of the casters special bar Cool-down: Attack speed = 2 Exp: 100+ Runes: 10 Life, 12 Death, 6 Soul, 100% special bar Link to comment Share on other sites More sharing options...
Zaaps1 Posted May 31, 2009 Share Posted May 31, 2009 Pretty good. Incomplete too. You should work on the parts you left off on (like the quest, how to craft Life runes, etc.) A few of them are pretty overpowered. And it's kinda an awkward spell set because it's so heavily combat based but with very few magic spells that do damage to players. But that's it. ~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...
Blutters Posted June 1, 2009 Share Posted June 1, 2009 I like most of the ideas. They're very unique, but the exact values need to be tweaked. The foremost one needing a second look-over would be Lv80 Purge Type: Attack Spell Effect: Deal up to 30 damage on a single target, drains opponents Special Bar by 25% Cool-down: Attack speed = 6 Exp: 50+ Runes: 5 Life, 30 Air Although it seems very expensive... How about 25 - 27 max? Or dependent on your actual level. I most like the teleport locations. You picked just about every useful place that hasn't been chosen yet! Link to comment Share on other sites More sharing options...
quelmotz Posted June 1, 2009 Share Posted June 1, 2009 I'm worried that this spellbook might still be used for a "support" spellbook for meleers/rangers, not completely solving the problem of the underpowered SOLO mages. Still, its a good try. Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Cacmypants Posted June 1, 2009 Author Share Posted June 1, 2009 Wow, thanks, I'll definitly have a look at refining it. I'll work on a quest too, might take a bit of research, lol. Pretty good. Incomplete too. You should work on the parts you left off on (like the quest, how to craft Life runes, etc.) A few of them are pretty overpowered. And it's kinda an awkward spell set because it's so heavily combat based but with very few magic spells that do damage to players. But that's it. Well... I was going off the basis that most attack spells in the other books become pretty much obselete once you can use.... say... Ice Barrage. I don't consider Armageddon to be extremely overpowered, as it's a one shot deal whereas an ags special has two chances at 75 damage. Banish an Purge probably need some alteration. I'll play around with some spell durations as well. I'm worried that this spellbook might still be used for a "support" spellbook for meleers/rangers, not completely solving the problem of the underpowered SOLO mages. Still, its a good try. I figured it could be used as both a support, hybrid and solo mage spell book, though I do agree that the "solo mage" part needs more work. I like most of the ideas. They're very unique, but the exact values need to be tweaked. The foremost one needing a second look-over would be Lv80 Purge Type: Attack Spell Effect: Deal up to 30 damage on a single target, drains opponents Special Bar by 25% Cool-down: Attack speed = 6 Exp: 50+ Runes: 5 Life, 30 Air Although it seems very expensive... How about 25 - 27 max? Or dependent on your actual level. I most like the teleport locations. You picked just about every useful place that hasn't been chosen yet! Yeah, I quite like the teleport locations, lol. It will just be a little hard trying to integrate them with a quest story. Also, I agree that Purge's max should be lowered, because it would be the main attack spell used from this Spell Book (on players), being on par with Ice Barrage (a level 94 spell) may overshadow the ancient spellbook. (The glaring downside to this book is that it contains neither holding or teleport prevential spells, essentially it's fatal flaw) Just a side note, I would imagine Life rune to have a cost of around 500gp Link to comment Share on other sites More sharing options...
brunokiller Posted June 1, 2009 Share Posted June 1, 2009 I don't really like the 'this attack counts as range/melee' -it is still a magic attack. Looks good for slaying too. However I have the following two suggestions: A freeze spell (both normal mage and ancients have them(I wouldn't call lunar a really combat orientated spellbook). Some spell that has a morrigan's javelin kind of effect(poison effect, watch my pk vid if you've never seen it). My blog Link to comment Share on other sites More sharing options...
Guest Posted June 1, 2009 Share Posted June 1, 2009 Looks good, but that last one is way overpowered. 60 damage? Honestly, everybody would safe in pking, out of worry that their oppement has 99 magic. and what about multi combat zones? imagine, two people casting that on you at once? you would literally have no chance, and what about npcs? A clan of people just casting it in gwd? Other then that, everythings good, though. Link to comment Share on other sites More sharing options...
Riptide Mage Posted June 1, 2009 Share Posted June 1, 2009 Looks good, but that last one is way overpowered. 60 damage? Honestly, everybody would safe in pking, out of worry that their oppement has 99 magic. and what about multi combat zones? imagine, two people casting that on you at once? you would literally have no chance, and what about npcs? A clan of people just casting it in gwd? Other then that, everythings good, though. You mean the same thing that can be done with an AGS? Except twice from each player? You make it sound like running through a few level 87 monsters is hard which it really shouldn't be at your level. Link to comment Share on other sites More sharing options...
Zaaps1 Posted June 1, 2009 Share Posted June 1, 2009 Looks good, but that last one is way overpowered. 60 damage? Honestly, everybody would safe in pking, out of worry that their oppement has 99 magic. and what about multi combat zones? imagine, two people casting that on you at once? you would literally have no chance, and what about npcs? A clan of people just casting it in gwd? Other then that, everythings good, though. You mean the same thing that can be done with an AGS? Except twice from each player? This is magic we're talking here. Consider a lunar mage: Before battle he casts Vengeance on himself. He spots a target, he quickly casts Spellbook Swap and casts Ice Barrage-Shadow Burst combo (if this is possible. I think it is, since there's enough delay for the combo to work one normal. If it doesn't work, then a simple Ice Barrage would work). His target is frozen, cast spellbook swap again and now cast 60-damage spell. With the combo, the max damage is upwards of 120. Without the combo, the max is 90. In both cases your target is now frozen and probably with 5-15 hp left, if any at all. Sure he can eat, but 1 more spell and he's a goner, not to mention you could dds spec him dead at that very moment. Plus he cannot attack you, because if he does, then not only will you be able to pull off 30 damage, but he will most likely be dealt another 10-25 damage from Vengeance, nearly guaranteeing a kill. ~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...
Cacmypants Posted June 1, 2009 Author Share Posted June 1, 2009 Looks good, but that last one is way overpowered. 60 damage? Honestly, everybody would safe in pking, out of worry that their oppement has 99 magic. and what about multi combat zones? imagine, two people casting that on you at once? you would literally have no chance, and what about npcs? A clan of people just casting it in gwd? Other then that, everythings good, though. You mean the same thing that can be done with an AGS? Except twice from each player? This is magic we're talking here. Consider a lunar mage: Before battle he casts Vengeance on himself. He spots a target, he quickly casts Spellbook Swap and casts Ice Barrage-Shadow Burst combo (if this is possible. I think it is, since there's enough delay for the combo to work one normal. If it doesn't work, then a simple Ice Barrage would work). His target is frozen, cast spellbook swap again and now cast 60-damage spell. With the combo, the max damage is upwards of 120. Without the combo, the max is 90. In both cases your target is now frozen and probably with 5-15 hp left, if any at all. Sure he can eat, but 1 more spell and he's a goner, not to mention you could dds spec him dead at that very moment. Plus he cannot attack you, because if he does, then not only will you be able to pull off 30 damage, but he will most likely be dealt another 10-25 damage from Vengeance, nearly guaranteeing a kill. Lol, keep in mind that's a best case scenario and it's success all depends on the circumstances, it's just like any other KO stratedgy. Mabye I'll decrease the range for these attack spells then? Nonetheless, Magic still lacks a KO spell, I will change Armageddon, but not by much. AND btw, you couldn't dds spec afterwards because Armageddon drains the special bar. Link to comment Share on other sites More sharing options...
Blutters Posted June 1, 2009 Share Posted June 1, 2009 Armageddon seems fine as it is. After all, it is level 99. Someone with 99 Strength, super pot'ed, and Piety can almost hit that 'normally' with a Godsword. I'd much rather see you change your attack spells to be based off of actual Magic level rather than have static max hits like all of the other spellbooks. Also, at 500gp per 'Life Rune', these spells are quite expensive as opposed to the other spellbooks. It appears that Armageddon costs 11k per attack! Surely by doing the quest that you're in the process of making, we unlock the ability to craft them or some fairly easy monsters that drop them? Link to comment Share on other sites More sharing options...
Zaaps1 Posted June 2, 2009 Share Posted June 2, 2009 Looks good, but that last one is way overpowered. 60 damage? Honestly, everybody would safe in pking, out of worry that their oppement has 99 magic. and what about multi combat zones? imagine, two people casting that on you at once? you would literally have no chance, and what about npcs? A clan of people just casting it in gwd? Other then that, everythings good, though. You mean the same thing that can be done with an AGS? Except twice from each player? This is magic we're talking here. Consider a lunar mage: Before battle he casts Vengeance on himself. He spots a target, he quickly casts Spellbook Swap and casts Ice Barrage-Shadow Burst combo (if this is possible. I think it is, since there's enough delay for the combo to work one normal. If it doesn't work, then a simple Ice Barrage would work). His target is frozen, cast spellbook swap again and now cast 60-damage spell. With the combo, the max damage is upwards of 120. Without the combo, the max is 90. In both cases your target is now frozen and probably with 5-15 hp left, if any at all. Sure he can eat, but 1 more spell and he's a goner, not to mention you could dds spec him dead at that very moment. Plus he cannot attack you, because if he does, then not only will you be able to pull off 30 damage, but he will most likely be dealt another 10-25 damage from Vengeance, nearly guaranteeing a kill. Lol, keep in mind that's a best case scenario and it's success all depends on the circumstances, it's just like any other KO stratedgy. Mabye I'll decrease the range for these attack spells then? Nonetheless, Magic still lacks a KO spell, I will change Armageddon, but not by much. AND btw, you couldn't dds spec afterwards because Armageddon drains the special bar. Exactly, it's just like any other KO strategy. Everything, no matter how well timed, can end in a 0. 2 AGS specs can end in 2 0s as well, can't it? We don't need to talk about this, all we need to talk about is if the general tactic can be PERFORMED. Luck is luck. It'll affect anything. It's a constant and therefore does not make any difference in what we're talking about. Decreasing the range does nothing. Go to Edgeville on a BH world. You'll see MASSES. All you really need is 2 squares. Magic does not lack a KO spell. The Ancient combo can whack out well over 70 damage. That's almost on par with d claws. And keep in mind that's a single round of combat. Plus you can say it's even SUPERIOR than d claws because it also allows you to inflict 2 ancient spell effects of your choice. So you can pull of 70 damage on someone, freeze them, AND poison them. That's like the ZGS, d claw, and dds specs all somehow rolled into 1 combo that DOESN'T drain your special bar, allowing you to smack out additional damage using a DDS or d bow. I mean, come on, you can't say p2p mage is weak. If you get hit with them, you'd better click your teletab right away, since the only weakness of this combo is that it doesn't teleblock. Ok, so you can't dds spec after. My mistake. But you can still land over a 45 in one hit with a Godsword+Piety, which is good enough to get the kill in most cases, esp. since they're probably put on Karils or Mage prayer but then. ~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...
Blutters Posted June 2, 2009 Share Posted June 2, 2009 Magic does not lack a KO spell. The Ancient combo can whack out well over 70 damage. That's almost on par with d claws. And keep in mind that's a single round of combat. Plus you can say it's even SUPERIOR than d claws because it also allows you to inflict 2 ancient spell effects of your choice. So you can pull of 70 damage on someone, freeze them, AND poison them. Do you have a picture or video or something? I've never, ever heard of being able to land THREE spells at once... Link to comment Share on other sites More sharing options...
Zaaps1 Posted June 2, 2009 Share Posted June 2, 2009 Magic does not lack a KO spell. The Ancient combo can whack out well over 70 damage. That's almost on par with d claws. And keep in mind that's a single round of combat. Plus you can say it's even SUPERIOR than d claws because it also allows you to inflict 2 ancient spell effects of your choice. So you can pull of 70 damage on someone, freeze them, AND poison them. Do you have a picture or video or something? I've never, ever heard of being able to land THREE spells at once... Well no, not 3 spells. But 2 spells and 1 obby ring. Even though it involves ranged, it's still referred to as the Ancient Combo because it's most critical aspect of it is ancients. And if you want video proof of the ancient combo, there's a guide in the AoW with everything you need to know. ~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...
Hubs Posted June 2, 2009 Share Posted June 2, 2009 Looks good, but that last one is way overpowered. 60 damage? Honestly, everybody would safe in pking, out of worry that their oppement has 99 magic. and what about multi combat zones? imagine, two people casting that on you at once? you would literally have no chance, and what about npcs? A clan of people just casting it in gwd? Other then that, everythings good, though. You mean the same thing that can be done with an AGS? Except twice from each player? This is magic we're talking here. Consider a lunar mage: Before battle he casts Vengeance on himself. He spots a target, he quickly casts Spellbook Swap and casts Ice Barrage-Shadow Burst combo (if this is possible. I think it is, since there's enough delay for the combo to work one normal. If it doesn't work, then a simple Ice Barrage would work). His target is frozen, cast spellbook swap again and now cast 60-damage spell. With the combo, the max damage is upwards of 120. Without the combo, the max is 90. In both cases your target is now frozen and probably with 5-15 hp left, if any at all. Sure he can eat, but 1 more spell and he's a goner, not to mention you could dds spec him dead at that very moment. Plus he cannot attack you, because if he does, then not only will you be able to pull off 30 damage, but he will most likely be dealt another 10-25 damage from Vengeance, nearly guaranteeing a kill. Obviously, you have no idea how Magic works. You cannot POSSIBLY 'combo', seeing as Spellbook Swap takes about 3 seconds to cast. Plus, you can only cast Armageddon once every 5 minutes, hitting only (I stress that: ONLY) 60 damage max, while an AGS can hit 70+ twice every 5 minutes; D claws 84 twice. You don't know the meaning of overpowered.. ~Fire cape achieved at combat lvl 80~BLOG~blog~BLOG~blog~BLOG~blog~BLOG~blog~BLOG~blog~ Link to comment Share on other sites More sharing options...
Zaaps1 Posted June 2, 2009 Share Posted June 2, 2009 Looks good, but that last one is way overpowered. 60 damage? Honestly, everybody would safe in pking, out of worry that their oppement has 99 magic. and what about multi combat zones? imagine, two people casting that on you at once? you would literally have no chance, and what about npcs? A clan of people just casting it in gwd? Other then that, everythings good, though. You mean the same thing that can be done with an AGS? Except twice from each player? This is magic we're talking here. Consider a lunar mage: Before battle he casts Vengeance on himself. He spots a target, he quickly casts Spellbook Swap and casts Ice Barrage-Shadow Burst combo (if this is possible. I think it is, since there's enough delay for the combo to work one normal. If it doesn't work, then a simple Ice Barrage would work). His target is frozen, cast spellbook swap again and now cast 60-damage spell. With the combo, the max damage is upwards of 120. Without the combo, the max is 90. In both cases your target is now frozen and probably with 5-15 hp left, if any at all. Sure he can eat, but 1 more spell and he's a goner, not to mention you could dds spec him dead at that very moment. Plus he cannot attack you, because if he does, then not only will you be able to pull off 30 damage, but he will most likely be dealt another 10-25 damage from Vengeance, nearly guaranteeing a kill. Obviously, you have no idea how Magic works. You cannot POSSIBLY 'combo', seeing as Spellbook Swap takes about 3 seconds to cast. Plus, you can only cast Armageddon once every 5 minutes, hitting only (I stress that: ONLY) 60 damage max, while an AGS can hit 70+ twice every 5 minutes; D claws 84 twice. You don't know the meaning of overpowered.. I seem to remember that being the case, you're right. Still, for a magic spell, Armageddon is unnecessary since there's already a magic combo. Yes a lesser-known one, but that's fine tbh. On a side note, I knew the meaning of overpowered, I just misused evidence to support an unnecessary definition. ~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...
Guest Posted June 2, 2009 Share Posted June 2, 2009 To whoever said the AGS makes armaggedon looks like a joke, consider how much you risk by taking an AGS to the wild, then compare that to how much a cost of this spell would cost. Groups of 20+ people rushing others with this spell wouldn't be overly uncommon. If it can hit 60 damage, make it inaccurate, and if cast in a muti zone, damage is cut by 25%. It's not majorly overpowered compare to, say, the darkbow or AGS, but those are risky to bring. Link to comment Share on other sites More sharing options...
Blutters Posted June 2, 2009 Share Posted June 2, 2009 To whoever said the AGS makes armaggedon looks like a joke, consider how much you risk by taking an AGS to the wild, then compare that to how much a cost of this spell would cost. Groups of 20+ people rushing others with this spell wouldn't be overly uncommon. If it can hit 60 damage, make it inaccurate, and if cast in a muti zone, damage is cut by 25%. It's not majorly overpowered compare to, say, the darkbow or AGS, but those are risky to bring. You spend 11k each cast as it is now. I don't believe you spend half that to fire the Dark Bow once or anything to use the Armadyl Godsword special attack twice... Link to comment Share on other sites More sharing options...
Cacmypants Posted June 2, 2009 Author Share Posted June 2, 2009 Really... the main let-down with Armageddon is that it's cool-down is the same attack speed as a basic ogre bow, it takes that long to throw another attack, leaveing yourself vulnerable and/or letting the other person heal (probably completely) if the spell didn't kill them. It's a little pointless arguing about clans using it all at once, who in their right mind goes into a multi combat zone SOLO? Anything is overpowered if it's used in mass, heck even an iron scimitar if there are enough people. I plan on making the quest's requirements a little more difficult to attain than WGS (even though the magic requirement will have to be 5 levels lower, that means it cant follow WGS in any way), so unless it's a clan of near maxed-out, "finished" accounts, you wouldn't see many "mass castings" of Armageddon. It's definitly a spell that will be completely out of the common hybrid's reach (unlike ice barrage). To whoever said the AGS makes armaggedon looks like a joke, consider how much you risk by taking an AGS to the wild, then compare that to how much a cost of this spell would cost. Groups of 20+ people rushing others with this spell wouldn't be overly uncommon. If it can hit 60 damage, make it inaccurate, and if cast in a muti zone, damage is cut by 25%. It's not majorly overpowered compare to, say, the darkbow or AGS, but those are risky to bring. If I am to cut the potential damage, I'll do it directly, lowering the spell's power in a multi combat zone fosters no logical in-game explanation, it would seem out of place and the game's integrity would take a shot. Also remember then when you're casting spells, you generally have VERY little armor which leaves you extremely vulnerable anyway, you can also protect an AGS or dark bow whereas you can't protect sizeable stack of expensive runes. Link to comment Share on other sites More sharing options...
Zaaps1 Posted June 2, 2009 Share Posted June 2, 2009 Also remember then when you're casting spells, you generally have VERY little armor which leaves you extremely vulnerable anyway, you can also protect an AGS or dark bow whereas you can't protect sizeable stack of expensive runes. I think the point is that you'd still be risking far less. ~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...
Cacmypants Posted June 2, 2009 Author Share Posted June 2, 2009 Also remember then when you're casting spells, you generally have VERY little armor which leaves you extremely vulnerable anyway, you can also protect an AGS or dark bow whereas you can't protect sizeable stack of expensive runes. I think the point is that you'd still be risking far less. Well technically, yeah, given the correct circumstance and how much other stuff you're bringing with you. Link to comment Share on other sites More sharing options...
quelmotz Posted June 6, 2009 Share Posted June 6, 2009 Also remember then when you're casting spells, you generally have VERY little armor which leaves you extremely vulnerable anyway, you can also protect an AGS or dark bow whereas you can't protect sizeable stack of expensive runes. I think the point is that you'd still be risking far less. Well technically, yeah, given the correct circumstance and how much other stuff you're bringing with you. You'll have to bring a few shots worth of armageddon runes though, if you're actually going to pk for a while. And your target might also escape a few times and eat like mad before dying, wasting more of your runes. Click here for an awesome suggestion to revive smithing! Link to comment Share on other sites More sharing options...
Zaaps1 Posted June 6, 2009 Share Posted June 6, 2009 Also remember then when you're casting spells, you generally have VERY little armor which leaves you extremely vulnerable anyway, you can also protect an AGS or dark bow whereas you can't protect sizeable stack of expensive runes. I think the point is that you'd still be risking far less. Well technically, yeah, given the correct circumstance and how much other stuff you're bringing with you. You'll have to bring a few shots worth of armageddon runes though, if you're actually going to pk for a while. And your target might also escape a few times and eat like mad before dying, wasting more of your runes. True, but it's not ice barrage. What I mean to say is you don't need 1k casts of it. You only need like (here's a zaapstimate) 20, maybe 30 casts? Even then you should have leftovers. I mean 24 casts lasts you 2 hours so... ~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...
UserOnRS Posted June 6, 2009 Share Posted June 6, 2009 The idea of divine magics (or is it magicks? :P) has been hinted at in game so I can see it coming. I like some of the spells, I don't see the point of some of the teleports though (GWD and Apple Tree, a GWD tele will mean that 60 str/agil isn't required and there is the slayer ring which takes you just north of the apple tree). I like the idea of a special attack spell though. :D Perhaps add more spells as the spellbook looks a bit empty at the moment. Haven't properly analysed all of them yet though, may edit this post or post later if I have any comments to make. Link to comment Share on other sites More sharing options...
AlperBacon3 Posted June 8, 2009 Share Posted June 8, 2009 Interesting. Cool idea but sorry to say but this is very overpowering. Thanks to ~Hiimben~ for the Awesome sig! Link to comment Share on other sites More sharing options...
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