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Makilio

200M in all Skills

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From what I can see so far is that these weekly/monthly tables include xp gained from "lamp" xp. Not sure if these tables include bonus xp or not.

 

Bad move in my opinion, it removes the entire competitive aspect from these tables.

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Well, to be fair, Runetrack/Runetracker do too.

 

Doesn't change the fact it removes the competitive aspect, but it makes it about the same as Runetrack/Runetracker, but more precise since every member is in the table by default.

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Battlefield method for agility nerfed according to GvD.


stop pming me plz

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Other tracking sites don't have the choice to exclude bonus/lamp xp.

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Unless you were really set on acquiring agility experience by actually doing agility, then this update hasn't really changed much - the vast majority of rs skills have xp rates which can be significantly if not massively improved with in game wealth (the ones that aren't loldailyscape like warbands/char at least), which was made directly translatable to IRL wealth a while before silverhawk boots were released. That is, nothing has changed in the grand scheme, but I guess pay to win is slightly more apparent than ever. Being among the top in RS is no longer just about how many hours a day you can play. Either be a brilliant merchant or acquire dem bilz through Jagex endorsed RWT if you want to be the best. Good luck to the future 200m all contenders...

Well, it has changed as much that agility is now a relatively cheap buyable skill that takes no time to level, similar to buying warband xp. If ones goal is to get 200m in all skills, this update effectively effectively cuts that time by around 1.6k hours or around 10%(assuming that person has no previous wealth and doesn't use RL money).


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Battlefield method for agility nerfed according to GvD.

nub-.-

 

whatd I do :(


stop pming me plz

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[hide]

 

All someone needs to do is go to the RSOF and read the comments and post there.  It will become apparent that the vast majority of RS people like the update and previous ones.  There is a thread on there about which year is each persons fav year.  2013 was a very popular answer and a fair few said it due to SOF etc. TImes are changing

oh god disgusting lol. Wait where is this poll. But I think favorite year probably has a lot to do with what times you had the most time to enjoy the game most. A lot of people are nostalgic about 2005-2007 which was ok but still didn't have the best game play ever and had some bad elements too as well as good but a lot of people had a childlike attachment to the game there and there was more socialization around it - not as much shame to tell your friends about runescape then. 2008-2009 saw a lot of positive gameplay updates to skills and the ge and tradelimit update the Ge was overall positive but made people not have to rely on others as much and the tradelimit made lots of pkers and merchants quit the community was super split and upset about this update, also at this time many people were growing out of runescape and started playing Wow/other games/ just moving on. 2010 saw dungeoneering, kuradels and icestrykes and for me 2010-2011 was the funnest in RS. Effigies came and were the first instance of free exp. While a lot of hardcore people hated effigies it gave maxed players and people close to maxing hope for more exp gains and probably started  a lot of peoples wants for more exp past 99 besides the top of the highscore list. Dungeoneering gave more people reason to max and with its level 120 made people join in groups longer to train the skill - if this skill only went to 99 most would probably not get the chance to really enjoy it It created real high level enjoyable content that wasn't just bosses. Then came Sof and the nerfing of effigies- here we set the precedent that rs was pay 2 win and it was really rediculous they made updates and promotions to sof and Solomon store slowly and people against it slowly quit as well. Eoc came and some people really liked it but a lot of people didn't like it at all and the people that didn't like it quit. Then they added 2007 scape and it showed that alot of people still had  the addiction/attachment to runescape but didn't like the direction it was going at all. 

 

But yeah I think overall people just grew up- had less time time to play throughout the years and rs went through distinct generations and people that start now didn't see the good and the bad. Peoples favorite year of scape will be the one they had the most enjoyment - probably from the time they knew the game enough to like it but not enough that they didnt have anything to do.

 

I vote 2010 -pre sof 2011. 

 

[/hide]

 

I would say mid or late 2008 is the most ideal time period. 2009 came with energy nerf, LRC, and Advanced Courses.

 

 

It's restricted to very specific time periods, which is a big negative imo. Runetracker's and CrystalMathLabs's system of a sliding time window that is tracked is superior to the system Jagex just made that is also used by Runetrack and other lesser known tracking sites. It's why those other sites tend to do poorly in comparison to Runetracker and CML imo.


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All someone needs to do is go to the RSOF and read the comments and post there.  It will become apparent that the vast majority of RS people like the update and previous ones.  There is a thread on there about which year is each persons fav year.  2013 was a very popular answer and a fair few said it due to SOF etc. TImes are changing

oh god disgusting lol. Wait where is this poll. But I think favorite year probably has a lot to do with what times you had the most time to enjoy the game most. A lot of people are nostalgic about 2005-2007 which was ok but still didn't have the best game play ever and had some bad elements too as well as good but a lot of people had a childlike attachment to the game there and there was more socialization around it - not as much shame to tell your friends about runescape then. 2008-2009 saw a lot of positive gameplay updates to skills and the ge and tradelimit update the Ge was overall positive but made people not have to rely on others as much and the tradelimit made lots of pkers and merchants quit the community was super split and upset about this update, also at this time many people were growing out of runescape and started playing Wow/other games/ just moving on. 2010 saw dungeoneering, kuradels and icestrykes and for me 2010-2011 was the funnest in RS. Effigies came and were the first instance of free exp. While a lot of hardcore people hated effigies it gave maxed players and people close to maxing hope for more exp gains and probably started  a lot of peoples wants for more exp past 99 besides the top of the highscore list. Dungeoneering gave more people reason to max and with its level 120 made people join in groups longer to train the skill - if this skill only went to 99 most would probably not get the chance to really enjoy it It created real high level enjoyable content that wasn't just bosses. Then came Sof and the nerfing of effigies- here we set the precedent that rs was pay 2 win and it was really rediculous they made updates and promotions to sof and Solomon store slowly and people against it slowly quit as well. Eoc came and some people really liked it but a lot of people didn't like it at all and the people that didn't like it quit. Then they added 2007 scape and it showed that alot of people still had  the addiction/attachment to runescape but didn't like the direction it was going at all. 

 

But yeah I think overall people just grew up- had less time time to play throughout the years and rs went through distinct generations and people that start now didn't see the good and the bad. Peoples favorite year of scape will be the one they had the most enjoyment - probably from the time they knew the game enough to like it but not enough that they didnt have anything to do.

 

I vote 2010 -pre sof 2011. 

 

[/hide]

 

I would say mid or late 2008 is the most ideal time period. 2009 came with energy nerf, LRC, and Advanced Courses.

 

 

It's restricted to very specific time periods, which is a big negative imo. Runetracker's and CrystalMathLabs's system of a sliding time window that is tracked is superior to the system Jagex just made that is also used by Runetrack and other lesser known tracking sites. It's why those other sites tend to do poorly in comparison to Runetracker and CML imo.

 

It is what you are preferred to. I like RuneTrack because it offers a very neat overview, while RuneTracker is in my eyes very chaotic and messy.

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[hide]

 

All someone needs to do is go to the RSOF and read the comments and post there.  It will become apparent that the vast majority of RS people like the update and previous ones.  There is a thread on there about which year is each persons fav year.  2013 was a very popular answer and a fair few said it due to SOF etc. TImes are changing

oh god disgusting lol. Wait where is this poll. But I think favorite year probably has a lot to do with what times you had the most time to enjoy the game most. A lot of people are nostalgic about 2005-2007 which was ok but still didn't have the best game play ever and had some bad elements too as well as good but a lot of people had a childlike attachment to the game there and there was more socialization around it - not as much shame to tell your friends about runescape then. 2008-2009 saw a lot of positive gameplay updates to skills and the ge and tradelimit update the Ge was overall positive but made people not have to rely on others as much and the tradelimit made lots of pkers and merchants quit the community was super split and upset about this update, also at this time many people were growing out of runescape and started playing Wow/other games/ just moving on. 2010 saw dungeoneering, kuradels and icestrykes and for me 2010-2011 was the funnest in RS. Effigies came and were the first instance of free exp. While a lot of hardcore people hated effigies it gave maxed players and people close to maxing hope for more exp gains and probably started  a lot of peoples wants for more exp past 99 besides the top of the highscore list. Dungeoneering gave more people reason to max and with its level 120 made people join in groups longer to train the skill - if this skill only went to 99 most would probably not get the chance to really enjoy it It created real high level enjoyable content that wasn't just bosses. Then came Sof and the nerfing of effigies- here we set the precedent that rs was pay 2 win and it was really rediculous they made updates and promotions to sof and Solomon store slowly and people against it slowly quit as well. Eoc came and some people really liked it but a lot of people didn't like it at all and the people that didn't like it quit. Then they added 2007 scape and it showed that alot of people still had  the addiction/attachment to runescape but didn't like the direction it was going at all. 

 

But yeah I think overall people just grew up- had less time time to play throughout the years and rs went through distinct generations and people that start now didn't see the good and the bad. Peoples favorite year of scape will be the one they had the most enjoyment - probably from the time they knew the game enough to like it but not enough that they didnt have anything to do.

 

I vote 2010 -pre sof 2011. 

 

[/hide]

 

I would say mid or late 2008 is the most ideal time period. 2009 came with energy nerf, LRC, and Advanced Courses.

 

 

It's restricted to very specific time periods, which is a big negative imo. Runetracker's and CrystalMathLabs's system of a sliding time window that is tracked is superior to the system Jagex just made that is also used by Runetrack and other lesser known tracking sites. It's why those other sites tend to do poorly in comparison to Runetracker and CML imo.

 

It is what you are preferred to. I like RuneTrack because it offers a very neat overview, while RuneTracker is in my eyes very chaotic and messy.

 

u mean runetrack is very chaotic and messy+ 90% reocords fake due name changes


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If you wish to set a month record using the Runetracker system, you can begin that at any day. If you wish to do it using the system Jagex just set up, you are required to wait until the first of the month. If you decide to power through a month anyways from where you are currently, only a portion of that month will actually be visible in the record. All of it would be visible using the Runetracker system however. You can start your month record at any time. That's why it's superior.


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If you wish to set a month record using the Runetracker system, you can begin that at any day. If you wish to do it using the system Jagex just set up, you are required to wait until the first of the month. If you decide to power through a month anyways from where you are currently, only a portion of that month will actually be visible in the record. All of it would be visible using the Runetracker system however. You can start your month record at any time. That's why it's superior.

this is the thing why i dont like rs trackers >.> i would like to start month gains when i want not from 1st of that month -_-


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If you wish to set a month record using the Runetracker system, you can begin that at any day. If you wish to do it using the system Jagex just set up, you are required to wait until the first of the month. If you decide to power through a month anyways from where you are currently, only a portion of that month will actually be visible in the record. All of it would be visible using the Runetracker system however. You can start your month record at any time. That's why it's superior.

this is the thing why i dont like rs trackers >.> i would like to start month gains when i want not from 1st of that month -_-

 

And what? abuse it to track gains from more than just a month? This way is atleast equal for every player

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If you wish to set a month record using the Runetracker system, you can begin that at any day. If you wish to do it using the system Jagex just set up, you are required to wait until the first of the month. If you decide to power through a month anyways from where you are currently, only a portion of that month will actually be visible in the record. All of it would be visible using the Runetracker system however. You can start your month record at any time. That's why it's superior.

this is the thing why i dont like rs trackers >.> i would like to start month gains when i want not from 1st of that month -_-

 

And what? abuse it to track gains from more than just a month? This way is atleast equal for every player

 

abuse wut?l0l u can abuse only 6h +- same for rs official tracker u can start train 5h59min before it starts. 

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The sliding window of runetracker and CML works by taking the oldest and newest datapoints within the window (daily/weekly/monthly). The difference in xp for these 2 datapoints is your xp gained within this window.

As time moves on your old datapoints will go outside of this window, so it will find the next datapoint which is within this window. On the other end new data points will be created as you update the tracker.

This means that runetracker/CML will always show your xp gained from now to exactly 31/7/1 day(s) back (+ any unlogged xp).

 

This gives much more flexible and accurate tracking/records + there is no way to abuse this (except for the obvious 6h log).

 

I hope that explanation is somewhat understandable.

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Unless you were really set on acquiring agility experience by actually doing agility, then this update hasn't really changed much - the vast majority of rs skills have xp rates which can be significantly if not massively improved with in game wealth (the ones that aren't loldailyscape like warbands/char at least), which was made directly translatable to IRL wealth a while before silverhawk boots were released. That is, nothing has changed in the grand scheme, but I guess pay to win is slightly more apparent than ever. Being among the top in RS is no longer just about how many hours a day you can play. Either be a brilliant merchant or acquire dem bilz through Jagex endorsed RWT if you want to be the best. Good luck to the future 200m all contenders...

Unless you are set training the skill by actually training the skill? Did you actually just say that? Yes, I think the point of the skill is to actually train it. And one of the reasons that this update in particular was such a big deal was that dramatic increase in xp, much more so than any other update before. Take Runespan for example, that was a huge update that majorly increased the xp rates for the entire skill, from like 60K at ZMI to 90K at Runespan. That was approximately a 150% increase to gains. Now for this update, the previous max was 140K xp, now up to 412K xp. That is nearly a 300% increase...that is unheard of. Worst yet, only the players who were active this weekend even had the chance to get it, which makes it really unfair to those who didn't have access and future players. Plus it came from Treasure Hunter, but that is another matter altogether, I am less concerned that it came from microtransactions than just the fact they brought an item like that in the game.

 

In relation to other skills, I would argue that many skills are left untouched by the amount of gp in your pocket. Combat (aside from the price of armour/supplies, but having unlimited gp won't speed up training), runecrafting, hunter, thieving, divination (you can buy energy, but that has minimal benefits)...basically the only skills that shouldn't be affected by it that are, are the warband skills and now agility.

 

 

And you didn't talk about this, but others in the topic talked about how the majority like this update, since it helped them train a skill they hate training. I don't know who is the majority and who isn't (I would suggest its a pretty big split), but I am pretty disappointed with that reasoning. I understand people who don't play for grinding/skilling, I have no quarrels with that. But why do you need to train agility then? Also I get that people who are skillers, but just hate one skill would be happy to not need to train it much. However there are many, many ways to get tons of xp so that you don't even need to train it. Plus loads of bonus xp so if you do train it, you barely spend any time. Resorting to these drastic measures seems crazy to me.

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Unless you were really set on acquiring agility experience by actually doing agility, then this update hasn't really changed much - the vast majority of rs skills have xp rates which can be significantly if not massively improved with in game wealth (the ones that aren't loldailyscape like warbands/char at least), which was made directly translatable to IRL wealth a while before silverhawk boots were released. That is, nothing has changed in the grand scheme, but I guess pay to win is slightly more apparent than ever. Being among the top in RS is no longer just about how many hours a day you can play. Either be a brilliant merchant or acquire dem bilz through Jagex endorsed RWT if you want to be the best. Good luck to the future 200m all contenders...

Unless you are set training the skill by actually training the skill? Did you actually just say that? Yes, I think the point of the skill is to actually train it. And one of the reasons that this update in particular was such a big deal was that dramatic increase in xp, much more so than any other update before. Take Runespan for example, that was a huge update that majorly increased the xp rates for the entire skill, from like 60K at ZMI to 90K at Runespan. That was approximately a 150% increase to gains. Now for this update, the previous max was 140K xp, now up to 412K xp. That is nearly a 300% increase...that is unheard of. Worst yet, only the players who were active this weekend even had the chance to get it, which makes it really unfair to those who didn't have access and future players. Plus it came from Treasure Hunter, but that is another matter altogether, I am less concerned that it came from microtransactions than just the fact they brought an item like that in the game.

 

In relation to other skills, I would argue that many skills are left untouched by the amount of gp in your pocket. Combat (aside from the price of armour/supplies, but having unlimited gp won't speed up training), runecrafting, hunter, thieving, divination (you can buy energy, but that has minimal benefits)...basically the only skills that shouldn't be affected by it that are, are the warband skills and now agility.

 

 

And you didn't talk about this, but others in the topic talked about how the majority like this update, since it helped them train a skill they hate training. I don't know who is the majority and who isn't (I would suggest its a pretty big split), but I am pretty disappointed with that reasoning. I understand people who don't play for grinding/skilling, I have no quarrels with that. But why do you need to train agility then? Also I get that people who are skillers, but just hate one skill would be happy to not need to train it much. However there are many, many ways to get tons of xp so that you don't even need to train it. Plus loads of bonus xp so if you do train it, you barely spend any time. Resorting to these drastic measures seems crazy to me.

 

 

You are mistaken in thinking that only those who played this weekend can take advantage of it; the feathers are staying on treasure hunter and will continue being tradable. 

 

You are correct that there are many skills where gp is mostly irrelevant, but in the framework of 200m all skills we need to pay mind to the pay to win buyables, both new (agility) and old, because there isn't much to say about skills like combat, hunter, and thieving. You just do the best method, which is well known and requires only time and focus. Making money for buyables is a complicated ordeal in comparison. We also talk about the warband skills because of how inefficient it is to train mining and smithing (and even herblore/con/farm if you have enough time) by actually mining or smithing, which is pretty ridiculous when you plan on 200m'ing them.

 

I agree with you that people shouldn't be happy about this update. It's a horrible, horrible update. Every past agility method is now obsolete, except barbarian assault (which is a whole other thing I find irritating about modern runescape, all this bonus experience).


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BA was efficient before it was converted to claimable BXP - it just wasn't as obvious and so fewer people did it. Being able to stack and hoarde the BXP did make it a bit more desirable though because you aren't forced to actually go use the horn each time which is offputting to some players/teams.

 

BA is obsolete if you make over 3.5m/hr and by the gods I hope if you're going for 200m all skills you're at least capable of 4m/hr+ from any of the basic PvM options which are all 4m/hr+...not even including merching.


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Crystalfarm 200m DIV


 

[bleep] OFF HOW ARE U SO [bleep]ING LUCKY U PIECE OF [bleep]ING SHIT [bleep] [bleep] [wagon] MUNCHER

 

 

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If you wish to set a month record using the Runetracker system, you can begin that at any day. If you wish to do it using the system Jagex just set up, you are required to wait until the first of the month. If you decide to power through a month anyways from where you are currently, only a portion of that month will actually be visible in the record. All of it would be visible using the Runetracker system however. You can start your month record at any time. That's why it's superior.

this is the thing why i dont like rs trackers >.> i would like to start month gains when i want not from 1st of that month -_-

 

And what? abuse it to track gains from more than just a month? This way is atleast equal for every player

 

abuse wut?l0l u can abuse only 6h +- same for rs official tracker u can start train 5h59min before it starts. 

 

Using a jagex definition, 1 month is meant to signify exactly a month not 6+ hrs extra etc. Its not in the spirit of a 1 month tracker to let educated people have extra time


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If you wish to set a month record using the Runetracker system, you can begin that at any day. If you wish to do it using the system Jagex just set up, you are required to wait until the first of the month. If you decide to power through a month anyways from where you are currently, only a portion of that month will actually be visible in the record. All of it would be visible using the Runetracker system however. You can start your month record at any time. That's why it's superior.

this is the thing why i dont like rs trackers >.> i would like to start month gains when i want not from 1st of that month -_-

 

And what? abuse it to track gains from more than just a month? This way is atleast equal for every player

 

abuse wut?l0l u can abuse only 6h +- same for rs official tracker u can start train 5h59min before it starts.

 

Using a jagex definition, 1 month is meant to signify exactly a month not 6+ hrs extra etc. Its not in the spirit of a 1 month tracker to let educated people have extra time

 

But using the Jagex equivalent you can get an extra 6 hours on both ends too ...

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Unless you were really set on acquiring agility experience by actually doing agility, then this update hasn't really changed much - the vast majority of rs skills have xp rates which can be significantly if not massively improved with in game wealth (the ones that aren't loldailyscape like warbands/char at least), which was made directly translatable to IRL wealth a while before silverhawk boots were released. That is, nothing has changed in the grand scheme, but I guess pay to win is slightly more apparent than ever. Being among the top in RS is no longer just about how many hours a day you can play. Either be a brilliant merchant or acquire dem bilz through Jagex endorsed RWT if you want to be the best. Good luck to the future 200m all contenders...

Unless you are set training the skill by actually training the skill? Did you actually just say that? Yes, I think the point of the skill is to actually train it. And one of the reasons that this update in particular was such a big deal was that dramatic increase in xp, much more so than any other update before. Take Runespan for example, that was a huge update that majorly increased the xp rates for the entire skill, from like 60K at ZMI to 90K at Runespan. That was approximately a 150% increase to gains. Now for this update, the previous max was 140K xp, now up to 412K xp. That is nearly a 300% increase...that is unheard of. Worst yet, only the players who were active this weekend even had the chance to get it, which makes it really unfair to those who didn't have access and future players. Plus it came from Treasure Hunter, but that is another matter altogether, I am less concerned that it came from microtransactions than just the fact they brought an item like that in the game.

 

In relation to other skills, I would argue that many skills are left untouched by the amount of gp in your pocket. Combat (aside from the price of armour/supplies, but having unlimited gp won't speed up training), runecrafting, hunter, thieving, divination (you can buy energy, but that has minimal benefits)...basically the only skills that shouldn't be affected by it that are, are the warband skills and now agility.

 

 

And you didn't talk about this, but others in the topic talked about how the majority like this update, since it helped them train a skill they hate training. I don't know who is the majority and who isn't (I would suggest its a pretty big split), but I am pretty disappointed with that reasoning. I understand people who don't play for grinding/skilling, I have no quarrels with that. But why do you need to train agility then? Also I get that people who are skillers, but just hate one skill would be happy to not need to train it much. However there are many, many ways to get tons of xp so that you don't even need to train it. Plus loads of bonus xp so if you do train it, you barely spend any time. Resorting to these drastic measures seems crazy to me.

 

  1. It isn't about the percent increase. It's what it was increased to. Runespan could have been 210k xp/hour and still have been fine. The problem was that any time and effort invested into agility was marginalized and that it is compelling evidence that Jagex doesn't value the time that players spend on this game, only what a handful of people are willing to spend on it.
  2. Not only is a 300% increase in xp/hour heard of, it's common and not that much compared to other skills. Combat skills, mining, herblore, smithing, and hunter have all had significantly greater increases in xp/hour.
  3. Silverhawk boots and feathers will be available until the game shuts down.

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Gemeos, could you give us a new ETA on Drumgun achieving 200m in all skills now that Agility has been marginalized?


Our deepest fear is not that we are inadequate. Our deepest fear is that we are powerful beyond measure. It is our light, not our darkness that most frightens us. We ask ourselves, 'Who am I to be brilliant, gorgeous, talented, fabulous?' Actually, who are you not to be?~ Marianne Williamson

 

For account help/issues, please follow this link:

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1500ish. Expect that to increase by 100-200 if he can't get 200m agility losslessly.

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