Dragonlordjl Posted June 9, 2011 Share Posted June 9, 2011 an idiot tele's outThat be me. I panic GS when the ranger gets on me and I see 350+ hits pop up :L Link to comment Share on other sites More sharing options...
homer205 Posted June 9, 2011 Share Posted June 9, 2011 I think we just worked out what the trivia for next week is going to be. I'd love to see those gifs for this week though. Link to comment Share on other sites More sharing options...
notasoupbowl Posted June 9, 2011 Share Posted June 9, 2011 I have an idea. Â What if you 1. drop the ggs in the corner.2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.4. Meleer and ranger hit lower than the mage = winning.mager has long distance attacks... so ??? Link to comment Share on other sites More sharing options...
brunokiller Posted June 9, 2011 Share Posted June 9, 2011 I have an idea.  What if you 1. drop the ggs in the corner.2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.4. Meleer and ranger hit lower than the mage = winning.mager has long distance attacks... so ??? It can't attack you if it stands under you. It's being blocked by the ranger and the meleer. I'll run some C1s tomorrow to take some pictures. My blog Link to comment Share on other sites More sharing options...
xpx Posted June 9, 2011 Share Posted June 9, 2011 I have an idea.  What if you 1. drop the ggs in the corner.2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.4. Meleer and ranger hit lower than the mage = winning.What game are you talking about? A mage doesn't use melee, you need solid objects to safespot mage or range(and there are none in the trio room). As discussed in the cc/among ranks, the melee one is actually extremely inaccurate, so if you can have him on someone with even a little armor, and then have everyone switching mage/range pray as needed(mage is 5 ticks, ranger is somewhere between 2-4 ticks). If you are good enough, you can ignore 100% mage damage and 50-80% range damage, which should be enough with 5 people in there and a few food. Ofcource, this strategy matters little as low occults are not worth doing and the first 3 bosses are rare in tf. First to 99 Farming on 27. September, 2005.First to 3766 Port Score on 20. March, 2014.First to 4664 Port Score on 2. March, 2015. Link to comment Share on other sites More sharing options...
brunokiller Posted June 9, 2011 Share Posted June 9, 2011 The idea is to use the others to safespot.   Then if you teleport in (notice the ggs lying under the mage)     One disadvantage is that they do trample when you teleport out. It is actually very easy to lure them like this. My blog Link to comment Share on other sites More sharing options...
Obtaurian Posted June 9, 2011 Author Share Posted June 9, 2011 About the Gulega gifs: we can't find a program that doesn't leave a watermark. :( To put it bluntly, [bleep] off. Link to comment Share on other sites More sharing options...
ghjkl Posted June 9, 2011 Share Posted June 9, 2011 Y not record entire screen and crop out the watermark then Link to comment Share on other sites More sharing options...
brunokiller Posted June 9, 2011 Share Posted June 9, 2011 About the Gulega gifs: we can't find a program that doesn't leave a watermark. :( Use virtualdub  Small lure guide: Wait (or actively lure them) till the mage is closer to the GGS than the archer.  Teleport in and attract them all. Teleport to your own gatestone. If you are lucky the mage is already blocked on all sides. If you are not it should look like this (The meleer may stand in between the mage and the ranger too.)  Make sure they are far from the ggs as to avoid trampling. Teleport to the ggs, and run awayalong the other wall. If you then tele to your gatestone, they should pile up like this: Actually, the mage seems incapable of running out to the north (I killed the ranger)  If he shares that with the ranger, then if we tramples the ranger on top of the mage, skeletal trio would get very easy. I would test that, but it's 4 am already. My blog Link to comment Share on other sites More sharing options...
Stommel Posted June 9, 2011 Share Posted June 9, 2011 I have an idea.  What if you 1. drop the ggs in the corner.2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.4. Meleer and ranger hit lower than the mage = winning. That's a good idea, I only noticed this kind of thing the other day when i lured a melee skele to trap a mage standing under me. Join "DGS" Guest Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn Link to comment Share on other sites More sharing options...
Toad Posted June 9, 2011 Share Posted June 9, 2011 Going to get back into keying next week I think, I kind of miss it... it's more intense! About trio lure, the meleer isn't really that accurate I think the thing that needs to be trialed is what makes the archer target you, if you do that you can alternate targets (then again if you can lure it before you move gt for the team start can be done with no down-time.) Link to comment Share on other sites More sharing options...
Neltak Posted June 9, 2011 Share Posted June 9, 2011 I have an idea.  What if you 1. drop the ggs in the corner.2. Lure the bosses such that the mage ends up in the corner, with the meleer on one side, ranger on another wise, and two walls on the other side.3. That way, everyone else can tele in without having to worry about the mager attacking them(since it can't move through warrior/ranger.4. Meleer and ranger hit lower than the mage = winning.Grand idea, wish I woulda thought of it. So in theory if the mage cannot/won't move out from under you (as in the image where ranger is dead and you're attacking the warrior), would the *best* lure be: WRM (GGS under this guy) Wall R & M can be swapped, protect whichever isn't under you. Now I'm curious how would be best to kill trio...really wish I didn't have to go to work right now so I could see how feasible that method is. Link to comment Share on other sites More sharing options...
SirIzenhime Posted June 9, 2011 Share Posted June 9, 2011 R u trolling ranger doesn't hit 700s that's what I was thinking... but that being said, since you're praying mage (who can hit 700s), and the meleer is laughably inaccurate (but can still hit 700s), the ranger is easily the one hurting you the most. He does hit 450s, and he attacks fast enough that no amount of food will save you if he really wants you dead. Fisher/Woodcut------Me-----Miner/crafter----Stabber----Leecher ^Golvellius must be so proud^ Link to comment Share on other sites More sharing options...
Tipsi Posted June 9, 2011 Share Posted June 9, 2011 Hey if you're trying to survive on trio, why not just pray range and cancel out the mages (slow) attacks with gatestone teleport... if its still looking at you ready to hit you again, gt outside make new gate and enter. Ive used the trick on shadowforger/runebound in desperate situations before ;P Link to comment Share on other sites More sharing options...
Blutters Posted June 9, 2011 Share Posted June 9, 2011 I've been using Primal Rapier as my main bind since a bit before 99 and I haven't figured out what it ISN'T good for, except for SOME Skeletons. Stab seems effective against low-med level melee and ranged Skeletons and I surge the melee 156s (?) so the only thing that I can't seem to hit well are the higher mage Skeletons. Also it seems like Fleshspoiler is weak to stab, which is kind-of an added bonus.I'm just wondering why it isn't under the list of exceptions lol (like as long as you have a CSB for high def melee monsters?)... I swear there was some discussion on this, maybe on the 3rd bind thread.Oh, and thank you Obt for the 3rd bind thread, as I've been going by the list of monsters from there lol. Maybe Ankous will prove resilient. I don't know what their weakness is, but that's the only thing I can think of at the moment. Link to comment Share on other sites More sharing options...
Grimy_Bunyip Posted June 9, 2011 Share Posted June 9, 2011 I've been using Primal Rapier as my main bind since a bit before 99 and I haven't figured out what it ISN'T good for, except for SOME Skeletons. Stab seems effective against low-med level melee and ranged Skeletons and I surge the melee 156s (?) so the only thing that I can't seem to hit well are the higher mage Skeletons. Also it seems like Fleshspoiler is weak to stab, which is kind-of an added bonus.I'm just wondering why it isn't under the list of exceptions lol (like as long as you have a CSB for high def melee monsters?)... I swear there was some discussion on this, maybe on the 3rd bind thread.Oh, and thank you Obt for the 3rd bind thread, as I've been going by the list of monsters from there lol. Maybe Ankous will prove resilient. I don't know what their weakness is, but that's the only thing I can think of at the moment.it's horrendous against high tier forgotten rangers and magesand i highly doubt it's as good on skeletons/ankous as you make it out to be.Xpx's told me ghosts are weak to crush, so the rapier would be pretty bad on them too. it's only 6% better dps than a primal battle axe.And it trades off the much more valuable crush attack style, for stab.Stab being redundant with ranged/hexhunters and occasionally redundant with magic.and of course you lose like ~55 slash attack bonus. Link to comment Share on other sites More sharing options...
MightyMuddy Posted June 9, 2011 Share Posted June 9, 2011 They said Obt was the one I need to please to get my recruit rank back. But I haven't seen Obt :( Blog Link to comment Share on other sites More sharing options...
tintin113 Posted June 9, 2011 Share Posted June 9, 2011 I know this is a horrendously nub question for such a thread, but since this is in Help & Advice... ;) Was wondering, I'm stuck in ftp atm thanks to exams, and am trying to get a bit of dg done towards my rapier when I get members back in a month or so. I'm currently level 67, have had to solo because finding a decent team in ftp is like w117's worst nightmare. I've been c1 rushing 1-23ish, then doing c6 mediums for the rest, is that the best xp or is there any way I can speed that up? c6 smalls seem to give fairly decent xp considering how fast they are... Thanks to Quarra for the awesome sig!Xbox360 Gamertag = Tintin113 Link to comment Share on other sites More sharing options...
brunokiller Posted June 9, 2011 Share Posted June 9, 2011 They said Obt was the one I need to please to get my recruit rank back. But I haven't seen Obt :(Â Obtaurian is a bit busy IRL at the moment. My blog Link to comment Share on other sites More sharing options...
Capt_Davy Posted June 9, 2011 Share Posted June 9, 2011 I'm just about to get my third bind, and for a few months now, I've been looking forward to binding a CCS (although hex would be my dream bind). But lately I've noticed there's far more CCS users than their used to be in DGS, and I'm wondering if I should still bind CCS since my main concern is that I'll run into dungeons with other CCS users. And as Obt pointed out in his 3rd bind guide, it becomes troublesome when you have CCS users competing over adequate fire runes. But since I key most of my floors, I'm not sure if I should still stick with CCS, or get a rapier (doubt I'll get blood neck for a while at least). Link to comment Share on other sites More sharing options...
brunokiller Posted June 9, 2011 Share Posted June 9, 2011 Most floors I do have no one with a ccs in them. Of course you can always play it safe and use primal gaunts till you find a blood necklace. My blog Link to comment Share on other sites More sharing options...
Sado Posted June 9, 2011 Share Posted June 9, 2011 What does DGS do about rage quitters? I've heard Tipsi did ragequit, yet I see her in chat. Link to comment Share on other sites More sharing options...
ghjkl Posted June 9, 2011 Share Posted June 9, 2011 There's a difference between ragequitting and dcing. Link to comment Share on other sites More sharing options...
Stommel Posted June 9, 2011 Share Posted June 9, 2011 Rage quitting in dgs teams is STRONGLY frowned upon (along with anything else against the guidelines). If someone does, and there is evidence (mainly screenshots) that is sent to one of the admins/leaders then they would look at whether to take some form of action. Without evidence it's unlikely that there'll be any action taken Join "DGS" Guest Clan Chat for Dungeoneering Floors | Accepting all tipiters who are Willing to Learn Link to comment Share on other sites More sharing options...
Quyneax Posted June 9, 2011 Share Posted June 9, 2011 I know this is a horrendously nub question for such a thread, but since this is in Help & Advice... ;) Was wondering, I'm stuck in ftp atm thanks to exams, and am trying to get a bit of dg done towards my rapier when I get members back in a month or so. I'm currently level 67, have had to solo because finding a decent team in ftp is like w117's worst nightmare. I've been c1 rushing 1-23ish, then doing c6 mediums for the rest, is that the best xp or is there any way I can speed that up? c6 smalls seem to give fairly decent xp considering how fast they are...I don't know whether small or med is faster xp, but your c1/c6 pattern seems good. In meds it's more important to use gates well, which can be good practice for larges. Supporter of Zaros | Quest Cape owner since 22 may 2010 | No skills below 99 | Total level 2595 | Completionist Cape owner since 17th June 2013 | Suggestions 99 summoning (18th June 2011, previously untrimmed) | 99 farming (14th July 2011) | 99 prayer (8th September 2011) | 99 constitution (10th September 2011) | 99 dungeoneering (15th November 2011) 99 ranged (28th November 2011) | 99 attack, 99 defence, 99 strength (11th December 2011) | 99 slayer (18th December 2011) | 99 magic (22nd December 2011) | 99 construction (16th March 2012) 99 herblore (22nd March 2012) | 99 firemaking (26th March 2012) | 99 cooking (2nd July 2012) | 99 runecrafting (12th March 2012) | 99 crafting (26th August 2012) | 99 agility (19th November 2012) 99 woodcutting (22nd November 2012) | 99 fletching (31st December 2012) | 99 thieving (3rd January 2013) | 99 hunter (11th January 2013) | 99 mining (21st January 2013) | 99 fishing (21st January 2013) 99 smithing (21st January 2013) | 120 dungeoneering (17th June 2013) | 99 divination (24th November 2013) Tormented demon drops: twenty effigies, nine pairs of claws, two dragon armour slices and one elite clue | Dagannoth king drops: two dragon hatchets, two elite clues, one archer ring and one warrior ring Glacor drops: four pairs of ragefire boots, one pair of steadfast boots, six effigies, two hundred lots of Armadyl shards, three elite clues | Nex split: Torva boots | Kalphite King split: off-hand drygore mace 30/30 Shattered Heart statues completed | 16/16 Court Cases completed | 25/25 Choc Chimp Ices delivered | 500/500 Vyrewatch burned | 584/584 tasks completed | 4000/4000 chompies hunted Link to comment Share on other sites More sharing options...
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