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Washac

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Zmi is the best xp/hr by a long shot.

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EffigYcrafting with tears, lamps, troll invasion and wicked hood every day/week/month.


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Yeah, the best xp for actually crafting runes is ZMI. Best rc xp overall is Effigycrafting (cannoning Crawling Hands and using the dragonkin lamps from the effigys they drop to train rc). And the wicked hood offers some nice casual daily rc xp as well, for when you aren't actively training it.

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Best pure rc xp is ZMI. The next best RC xp is ganodermic effigycrafting, but that gets you mage xp and 0 melee/less ranged xp. Which is why cannoning crawlers is still the best option for overall xp, as mage xp is obtainable in so many other ways without wasting time.

 

And at the above poster, its cave crawlers not crawling hands lol.

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Hello

 

Thanks for the replies.

 

I am doing ZMI runs using Castle Wars bank with four pouches and getting 28k an hr XP.

 

Maybe this could be increased a little by use of an Abyssal Parasite for another 7 essence per run.

 

I assume it is best to throw everything you have at each run, the reason why am using the 4 pouches

and Parasite, and banking at Castle Wars which is faster than the bank at ZMI or Moonclan.

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Hello

 

Thanks for the replies.

 

I am doing ZMI runs using Castle Wars bank with four pouches and getting 28k an hr XP.

 

Maybe this could be increased a little by use of an Abyssal Parasite for another 7 essence per run.

 

I assume it is best to throw everything you have at each run, the reason why am using the 4 pouches

and Parasite, and banking at Castle Wars which is faster than the bank at ZMI or Moonclan.

Banking with the ZMI banker is fastest.

 

28k/hr is very low for ZMI at your level.

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Zmi:

1) Get lunar mage.

2) Take out ALL fire runes, plus rc pouches.

3) Fill your bank + take out a load of ess

4) Ouranina (sp?) Tele

5) Run into the altar and craft.

6) Ouranina Tele

7) Bank > pay with fire runes.

8) Run and craft.

9) repeat 6 - 8 as needed.

 

In terms of banking speed for zmi

ZMI > Lunar > cwars > Dg.

For max xp you should use zmi, lunar is if you wanna be cheapy and dodge fire rune costs.

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Wouldnt using air runes be more economical at the moment, given the price of fire runes is nearly double that of an air rune?

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Wouldnt using air runes be more economical at the moment, given the price of fire runes is nearly double that of an air rune?

 

Air runes can be usable, however at higher levels you make more high runes and less low ones. This means you usually end up just about breaking even on fires, but you end up losing on airs.

Eg Using airs you'll be down like 17 or so air runes per run, where as fires you'll only be down 2 or 3 per run from starting amounts.

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I am now running like this, not timed it for xp per hour yet.

 

Carrying Large, Medium Small pouches and fire runes, also using Abyssal Parasite.

 

That works out at - Three banks at ZMI to fill all pouches, Parasite and Invent.

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I am now running like this, not timed it for xp per hour yet.

 

Carrying Large, Medium Small pouches and fire runes, also using Abyssal Parasite.

 

That works out at - Three banks at ZMI to fill all pouches, Parasite and Invent.

 

At ZMI familiars can slow you down due to extra banking, they are very borderline and make almost not impact upon xp/hr. Some might scrap 1 or 2k more, for others 1 or 2k less, but no major impact really.

Pouches can be right click filled while in bank screen, so you only need 1 bank per run.

2 banks if you insist on using familar (fill it then re bank to do pouches and invent)

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I am now running like this, not timed it for xp per hour yet.

 

Carrying Large, Medium Small pouches and fire runes, also using Abyssal Parasite.

 

That works out at - Three banks at ZMI to fill all pouches, Parasite and Invent.

 

At ZMI familiars can slow you down due to extra banking, they are very borderline and make almost not impact upon xp/hr. Some might scrap 1 or 2k more, for others 1 or 2k less, but no major impact really.

Pouches can be right click filled while in bank screen, so you only need 1 bank per run.

2 banks if you insist on using familar (fill it then re bank to do pouches and invent)

 

Of coarse right click to fill, what a noob I can be at times, LOL, no don't answer that :D

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Wouldnt using air runes be more economical at the moment, given the price of fire runes is nearly double that of an air rune?

 

Air runes can be usable, however at higher levels you make more high runes and less low ones. This means you usually end up just about breaking even on fires, but you end up losing on airs.

Eg Using airs you'll be down like 17 or so air runes per run, where as fires you'll only be down 2 or 3 per run from starting amounts.

You're not making any sense here. The teleport you use doesn't matter at all to which runes you craft. Fires are more expensive than airs and airs are needed for NPC contact to cast pouch repair. Use air runes.

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I was using fire runes for quite a while, and know for a fact lower runes such as airs/fires don't break even. I checked the price of fire runes today in ge and realized that when I sold my remaining fires for 30 gp each I was done using them. I used airs for a while also, but sold them when they were about 25 gp ea. I now use mind runes (I paid 5 gp ea). I just keep air runes next to my pure essence in the bank and withdrawal 2 airs once my giant pouch breaks when filling it up, because 2 air runes isn't a 100% guarentee (I actually get 2 probably 50% of the time at my level) when you go to craft.

 

Also, as others have mentioned, bank at the zmi bank, it's much faster. Not sure of your runecrafting level, but at level 88 I'm averaging 54k xp/hr without a familiar. I think the use of a familiar has a rather negligable effect on the overall xp/hr.

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For payment, I'm using mind runes since they're only 5 gp ea, compared to airs/fires which are quite a bit more. I suggest doing Livid Farm and unlocking the Repair Rune Pouch spell if you plan to do ZMI for any length of time, since it's easier than NPC contact (in terms of clicking, and I think it's faster too), plus you can use minds instead of airs for payment.

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I was using fire runes for quite a while, and know for a fact lower runes such as airs/fires don't break even. I checked the price of fire runes today in ge and realized that when I sold my remaining fires for 30 gp each I was done using them. I used airs for a while also, but sold them when they were about 25 gp ea. I now use mind runes (I paid 5 gp ea). I just keep air runes next to my pure essence in the bank and withdrawal 2 airs once my giant pouch breaks when filling it up, because 2 air runes isn't a 100% guarentee (I actually get 2 probably 50% of the time at my level) when you go to craft.

 

Also, as others have mentioned, bank at the zmi bank, it's much faster. Not sure of your runecrafting level, but at level 88 I'm averaging 54k xp/hr without a familiar. I think the use of a familiar has a rather negligable effect on the overall xp/hr.

 

 

WHAT! averaging 54k an hour at level 88.................

 

I am level 94 RC and running four pouches using ZMI bank, no familar, I also have 99 mage so can use the repair pouch spell, and still

getting low xp compared to others, I am getting about 33k an hour, I must be doing something very very wrong.

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Wouldnt using air runes be more economical at the moment, given the price of fire runes is nearly double that of an air rune?

 

Air runes can be usable, however at higher levels you make more high runes and less low ones. This means you usually end up just about breaking even on fires, but you end up losing on airs.

Eg Using airs you'll be down like 17 or so air runes per run, where as fires you'll only be down 2 or 3 per run from starting amounts.

You're not making any sense here. The teleport you use doesn't matter at all to which runes you craft. Fires are more expensive than airs and airs are needed for NPC contact to cast pouch repair. Use air runes.

 

I didn't say anything about teleports.

I said about BANKING.

 

Besides if your good you use pouch repair not NPC contact and either way its extremely rare to not make enough runes to cast those spell from 1 invent. I've only not had contact npc runes like twice and I've never missed repair pouch runes.

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Alright you said banking, well let me repeat: the type of rune you use to bank has NO effect on what runes you craft, so using fires at their current 30 gp+ price is very uneconomical.

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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

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Alright you said banking, well let me repeat: the type of rune you use to bank has NO effect on what runes you craft, so using fires at their current 30 gp+ price is very uneconomical.

 

I never said it did.

My point was at higher rc levels you craft less of lower level runes, in favour of more higher level runes and in my experience this means using airs you are liable to end up 15+ air runes down from where you began per run, where as with fires you only end up 3-5 down from where you began.

Eg You start with 1k runes.

Banking with airs you end up with 985 after 1 run.

Fires you end up with 995 after 1 run.

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I understood you the first time, and since what you said is completely irrelevant, the only assumption that would make any sense is that you gain more money from using fire runes to bank (somehow), otherwise your argument is simply invalid.

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

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You clearly didn't understand the first time as you replied with random things I said nothing about twice.

 

And my point is still valid, as you level up you make less low end runes, which means you end up spending more runes overall if you use airs than fires.

While I didn't comment on gp values merely rune numbers it still holds some validity in the gp terms.

 

By using air runes, at higher levels, you end up down by 15ish air runes per run (assuming 1 bank)

17gp per air rune, that's 255gp lose per run on banking.

Around 5 fire runes down per run (assuming 1 bank)

27gp per fire rune, that's 135gp lose per run on banking.

 

Yes the INITIAL cost of the air runes may be cheaper for buying to use for banking. But when you consider runes replaced by crafting, and thus how many you actually spend per banking the gp lose does not always favour the cheaper rune.

 

Of course though in gp terms I suppose we must factor in the extra profit from non-spent runes, which would mean.

Banking with air runes you have 255gp lose, but 135gp extra profit, so 125gp lose overall

Banking with fire runes you have the 135gp lose but 225gp extra profit, so 125gp profit overall

 

So true at current prices in gp terms airs work out better, but meh I never said they didn't. I just pointed out numerically you spend more runes on air than fire when you factor in runes crafted.

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Sy Accursed, I kind of get your point that as you level up you craft more higher level runes, e.g. fires instead of airs, which would mean you would get fewer of your banking runes back if you used airs to bank instead of fires. However, at higher levels you are also crafting more nature, death, law and blood runes, which really make the profit gained from lower level runes nearly insignificant. Quite simply, the runes you craft depend solely on your runecrafting level/ardy cape, so whether or not you get more banking runes back, its still cheaper to use minds to bank. If you used fires to bank, you'd save a little on the net amount of runes required to bank, but using those fires on banking is a waste of the fires you craft anyway. It would be far more economical to sell those crafted fires and use a greater net amount of airs/minds to bank with.

Asmodean <3

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You clearly didn't understand the first time as you replied with random things I said nothing about twice.

 

And my point is still valid, as you level up you make less low end runes, which means you end up spending more runes overall if you use airs than fires.

While I didn't comment on gp values merely rune numbers it still holds some validity in the gp terms.

 

By using air runes, at higher levels, you end up down by 15ish air runes per run (assuming 1 bank)

17gp per air rune, that's 255gp lose per run on banking.

Around 5 fire runes down per run (assuming 1 bank)

27gp per fire rune, that's 135gp lose per run on banking.

 

Yes the INITIAL cost of the air runes may be cheaper for buying to use for banking. But when you consider runes replaced by crafting, and thus how many you actually spend per banking the gp lose does not always favour the cheaper rune.

 

Of course though in gp terms I suppose we must factor in the extra profit from non-spent runes, which would mean.

Banking with air runes you have 255gp lose, but 135gp extra profit, so 125gp lose overall

Banking with fire runes you have the 135gp lose but 225gp extra profit, so 125gp profit overall

 

So true at current prices in gp terms airs work out better, but meh I never said they didn't. I just pointed out numerically you spend more runes on air than fire when you factor in runes crafted.

You should be carrying a big stack of mind or body runes to bank with because they're the cheapest. No idea where all this nonsense about "extra profit" or "spending more runes overall" is coming from. Banking costs 40 runes per run, every run. Use the cheapest ones. End of story.

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