Chumley Posted May 23, 2011 Share Posted May 23, 2011 Hi, I'm looking to level runecrafting from 81 to 90 in the most efficient way possible. I've been playing with various options at ZMI and I'm struggling to come to a conclusion as to what would provide the fastest xp. So I would appreciate some advice on whether to use 3 or 4 pouches, whether a familiar is worth it, what order to fill and empty pouches etc. Thanks in advance. Link to comment Share on other sites More sharing options...
deletemeplease Posted May 23, 2011 Share Posted May 23, 2011 When ZMI'ing, use all pouches. I use Eniola. I timed it once and he is the quickest runs.As for a familiar it's up to you. Sometimes I use one, but when I don't feel like so much clicking I don't. World 70 would be good, but I usually ZMI alone and I have no problems with getting hit. I usually wear a Regen Bracelet and with that effect I rarely have to get food. Oh and I never pray. With the right equipment it's just not needed and will slow you down restoring prayer. Link to comment Share on other sites More sharing options...
Sy_Accursed Posted May 23, 2011 Share Posted May 23, 2011 From evvvvvvverything I've read and tried out I'm pretty sure best zmi is: 1) full bank (obviously)2) Carry astrals, laws, fires and mud staff with d-hide/weight reduction as u see fit3) Use range protect prayer4) Use only the tele to just outside5) Use the new pouch repair spells (faster to cast, easier to get runes for and makes pouches last more)6) Use all 4 pouches7) Do not use a familiar, it actually lowers xp rates8) Use fires to bank Operation Gold Sparkles :: Chompy Kills :: Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA RewardsDragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue Link to comment Share on other sites More sharing options...
pure_fett Posted May 23, 2011 Share Posted May 23, 2011 From evvvvvvverything I've read and tried out I'm pretty sure best zmi is: 1) full bank (obviously)2) Carry astrals, laws, fires and mud staff with d-hide/weight reduction as u see fit3) Use range protect prayer4) Use only the tele to just outside5) Use the new pouch repair spells (faster to cast, easier to get runes for and makes pouches last more)6) Use all 4 pouches7) Do not use a familiar, it actually lowers xp rates8) Use fires to bank yes, and just a note on the full bank, I tried ZMI without it, and it sucks EXTREMELY. and if you don't have the pouch repair spell from livid i HIGHLY suggest you do, not only is it faster than the contact NPC spell but the pouches last probably 3 times longer than normal i don't play psykick anymore... i play 2ed: "pure fett" 26081 to get 99 herblore Link to comment Share on other sites More sharing options...
Superheat Posted May 23, 2011 Share Posted May 23, 2011 From evvvvvvverything I've read and tried out I'm pretty sure best zmi is: 1) full bank (obviously)2) Carry astrals, laws, fires and mud staff with d-hide/weight reduction as u see fit3) Use range protect prayer4) Use only the tele to just outside5) Use the new pouch repair spells (faster to cast, easier to get runes for and makes pouches last more)6) Use all 4 pouches7) Do not use a familiar, it actually lowers xp rates8) Use fires to bank yes, and just a note on the full bank, I tried ZMI without it, and it sucks EXTREMELY. and if you don't have the pouch repair spell from livid i HIGHLY suggest you do, not only is it faster than the contact NPC spell but the pouches last probably 3 times longer than normal You guys fail, you don´t need laws, nor do you need astrals. Link to comment Share on other sites More sharing options...
Sy_Accursed Posted May 23, 2011 Share Posted May 23, 2011 Laws and astrals are a matter of taste and level.People report that even 90+ they do not always get the laws and astrals required to cast the teleport sometimes. Personally carrying them runes on me and losing 2 essence per run isn't a huge lose as you can probably do a good 30ish runs before it equates to 1 run less xp wise and numbers I seen suggest a rate of about 1 in 20 on average for missing runes; which hits xp rate much more heavily as it effectly doubles run time. Operation Gold Sparkles :: Chompy Kills :: Full Profound :: Champions :: Barbarian Notes :: Champions Tackle Box :: MA RewardsDragonkin Journals :: Ports Stories :: Elder Chronicles :: Boss Slayer :: Penance King :: Kal'gerion Titles :: Gold Statue Link to comment Share on other sites More sharing options...
AfkScape Posted May 23, 2011 Share Posted May 23, 2011 Laws and astrals are a matter of taste and level.People report that even 90+ they do not always get the laws and astrals required to cast the teleport sometimes. Personally carrying them runes on me and losing 2 essence per run isn't a huge lose as you can probably do a good 30ish runs before it equates to 1 run less xp wise and numbers I seen suggest a rate of about 1 in 20 on average for missing runes; which hits xp rate much more heavily as it effectly doubles run time.http://www.youtube.com/watch?v=NP0I-wNf8aICreator of this video has over 70m rc xp Also I found that a p great defensive setup was regen bracelet, agile legs, boots of lightness, neitznot, varrock body, mud staff and blessed spirit shield, constantly praying the 2x health prayer. I never had to pray ranged which meant i had to recharge prayer less often. If you don't have those then don't worry about it thoughAbyssal familiars don't decrease xp rates unless you're really slowUse air runes instead of fire runes because they're about the same price and air runes are required for npc contact Link to comment Share on other sites More sharing options...
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