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Brb_mom

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I'd like a list of the benefits and uses between Equilibrium, penance, vampyrism, and inspiration, and if any one of them is flat out not worth it, plox? :D

 

EDIT: Also is Greater greenfingers a good choice at all?

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Vampyrism is basically a poor mans soul split, and not very effective imo.

Penance is very helpful for boss hunting, as it saves youa fair amount on prayerpotions, if you own a Divine, get this, as it almost completely negates the prayer drain (1% Instead of 15% drain of damage dealt taken off prayer)

The others I'm not sure on, ask Quyneax. :lol:

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Inspiration can add up to .2*3000 = 600% special attack energy per hour (using darts at 100% accuracy). Your regular special attack restore is 1200% per hour. If you use a rapier it's about 300% extra special per hour. That is extremely tiny.

 

Equilibrium does not increase damage output. It can be nice theoretically for things like the unstable glacyte (the last 100 lp damage would always be dealt with in one hit). It's extremely tiny as well.

 

Vampyrism can be important at places like tds, where you deal much more damage than you take. For glacors and maxed dagannoth kings it doesn't really matter as you only need emergency healing there anyway (if any) which vampyrism can't provide. Vampyrism might be good with ruby bolts as they wouldn't drop you quite as low, but I think only Nomad's lp-1 special really calls for that.

 

Penance is great at places where you take lots of damage, but there aren't that many :P. The main use would be Nex or perhaps solo corp, or maybe chaos tunnels waterfiends. Divine doesn't really matter as much. Although it sounds nice and elegant to restore prayer you lose when taking damage, you actually restore less because you take less damage.

 

Greenfingers completely removes disease for all crops planted while it is active and it can be used every herb run, increasing profits by 100k per run or more if you farm torstol. It is very significant.

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Greenfingers completely removes disease for all crops planted while it is active and it can be used every herb run, increasing profits by 100k per run or more if you farm torstol. It is very significant.

 

Are you saying that it will stop all herbs that you plant during the aura from getting diseased completely?

 

From what I've read and gathered so far it suggests that it only prevents disease for any growth ticks your crops might have while it is active, meaning it would at best prevent disease for I think two growth ticks.

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That's what I heard anyway.

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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Ideally you'd activate it before the 3rd received farming tick. This is about 40 mins after you plant.

 

why near the 3rd farming tick? the timer would be all messed up for the next plant rotation, I'd imagine turning it on about 20 minutes after planting to keep a good balance going

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Then it'd be almost entirely useless since the first growth cycle is immune to disease anyway.

 

I recall a mod post saying that the disease prevention was meant to be a secondary effect and the yield increase was supposed to be the main attraction of the aura.

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based on the runescape wiki on the homepage it says the disease prevention only lasts as long as the aura is activated

 

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