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Herb Run Help

Featured Replies

Hey everyone,

 

Just seeing if anyone could direct me to a good guide for Herb runs. I want to know the best routes to take to get to each patch and what items I need to be efficient. Thanks everyone!

Magical secs help your herb production. Always use supercompost. If you have lunars, don't forget about the farm patch spell.

If you don't have juju farming potions, your route doesn't matter much.

 

If you do, (assuming you don't have teleport trollheim on lunars unlocked) start at Trollheim, as it takes the longest amount of time to reach. I usually go trollheim-ecto-port sarim-ardougne-catherby, using trollheim tabs, ectophial, cabbage ring 4, ard teleport or the cloak 3, and seer's village teleport. Bring magic secateur, falador shield, teleport items, seeds etc.

 

Also worth noting is greenfingers aura. No aura to T1 aura is a large profit increase, with smaller results getting t2-4. It may be worth purchasing t1 greenfingers to use on all your runs.

 

I'm not sure on speed/expense of the fertile soil spell, but I've never bothered with it. Being on lunars is annoying.

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  • Author

Thanks. I have the magical secs and the super compost is easily available. The only thing that I do not have is the magic level needed for the lunar spell to the farm patch.

Being on Lunars isn't strictly necessary for quicker herb runs, but it makes them a lot easier in my opinion. I've been on Lunars constantly for the past two years, and it has never negatively affected my playing. It really just depends on your method of playing, and what else you like to do besides Farming.

 

Fertile Soil and Cure Plant are both invaluable. Granted, since the release of the money pouch it isn't a big issue, but before it was very annoying trying to Cure diseased herbs if you didn't have coin or a Plant cure potion with you. The greatest benefit to Fertile Soil is that you can compost your herbs (any patch really) even AFTER you have planted the seed, whereas with buckets of compost, if you forget to compost the patch before planting, you're kind of screwed.

 

The Fishing Guild and Catherby teleport spells are also really tailor-made for Farming, especially if you don't have access to Ardy cloak 3 or 4.

 

I haven't unlocked them myself (I already had 99 Magic and Farming when it came out) but the Livid Farm spells (Trollheim teleport, Remote Farming) are also very helpful.

 

I can't offer advice on the costs of using Lunars since I don't track my profit/losses with Farming, but honestly it doesn't really burn a hole through my pocket. I only have to buy Astrals, Laws and Nature runes every once in a while. If you use a Mystic mud staff, you can eliminate the need for Water and Earth runes entirely.

 

Juju farming potions are awesome and if you're able to, you should start to make and use them ASAP. Farming is enjoyable and can be profitable without them, but they really do make everything even better. If you do Dungeoneering at all, you should consider getting the Scroll of life reward as it helps as well.

 

In my own experience, the lowest tiers of Greenfingers aura sucked. I bought Greenfingers and stopped using shortly after. I don't know if it was a string of bad luck or a glitch, but my yields started to suck. Now I've worked up to Master greenfingers and use it during every run I do - sometimes you don't see any benefit, but I know someone (Lord Paul?) said he's got something like 8 extra herbs back on a single run from Master greenfingers alone.

 

As far as your route goes, the only thing that would matter is if you use Juju potions or not (or if you have unlocked Trollheim teleport with Livid Farm.) If you use Juju potions, you should start at My Arm's patch as it takes longest to get to. The order in which you go to the other four patches doesn't matter.

 

I personally do Mushroom (can't do every herb run) -> Cactus -> Trollheim -> Ecto -> Fally -> Ardy -> Catherby. Catherby is my last stop as it's closest to a bank.

 

Happy farming! :-)

 

It really sucked typing this all out on my phone! ;_;

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I can't stress enough just how useful JuJu Farming potions are. My yields have increased so much with them, which naturally leads to more profit. As far as Lunars go, it doesn't really matter. I would only use them if you have access to Trollheim tabs/spell and remote farm, otherwise they seem somewhat useless.

 

I can't comment on Greenfingers, but I am sure Lord Paul can.

 

Good luck, welcome to the joy that is Farmscape. You won't look back :)

Wow, that's a serious post to do on a phone...

 

I've farmed herbs quite a bit (and I still do at least a few runs per day) and I'm not sure why but the path I take is catherby -> ecto -> ardy -> fally -> trollheim. If you don't have trollheim tele, then you'd switch out trollheim and catherby. As for what herb to farm, that really depends. I usually recommend snapdragon (I've farmed plenty of snaps myself) unless you are willing to watch prices for torstol. If you know when to buy and sell, then torstols really shine and the experience is a lot better than snaps.

Being on lunars really becomes more awesome whenever you unlock teleport to trollheim and remote farm. I actually don't use a mud staff because I'm lazy. :P

 

You can look here for Jeremy's and my own greenfinger data. We both have T2. And yes, I did get crazy lucky one time and get 8 extra herbs one run, but the average for me is just shy of 1.6 extra herbs/run. Frankly, greenfinger's aura really doesn't do that much unless you are farming high level herbs. Below is the difference between no aura and T1.

Unless you have points to spare (which isn't that uncommon), then there isn't much point in getting greenfingers unless you plan on farming torstol/snapdragon a lot. An extra 2-3k a run really does not add up very fast.

 

As for greenfingers causing worst harvests, I definitely had the same problem when I first started using it. I actually lost quite a few million over my first 50 runs. =/ Now, my death rate has evened out nicely compared to my logs without greenfinger.

 

Guam 63

Marrentill 14

Tarromin 26

Harralander 58

Ranarr 2,192

Spirit weed 2,934

Toadflax 3,011

Irit 988

Wergali 2,344

Avantoe 2,085

Kwuarm 766

Snapdragon 8,584

Cadantine 533

Lantadyme 3,458

Dwarf weed 3,079

Torstol 31,053

Fellstalk 1,010

 

Sorry for the rambling and skipping around. :)

Working on max and completionist capes.

2435/2475

  • Author

I have started doing toadflax and avantoe. I think I'm going to stop doing toadflax because its not selling at all in the GE and avantoe is doing decently.

Torstol 31,053

*blinks slowly*

 

Haha, it is a pretty big increase. Almost 19% more profit for torstols compared to the 4.6% profit increase for snapdragons.

Working on max and completionist capes.

2435/2475

Torstol 31,053

*blinks slowly*

 

Haha, it is a pretty big increase. Almost 19% more profit for torstols compared to the 4.6% profit increase for snapdragons.

Torstol is also affected more by the reduced death rate because y'know, seeds worth 250-300k and all. :ugeek:

 

Greenfingers is definitely worth it if you farm torstol. And if you don't currently farm torstol but think you might in the future, then you might as well get T1 Greenfingers in advance because why not.

My calculations actually don't take into consideration a reduced death rate because I haven't seen any evidence that Greenfingers means less deaths. Granted, I'm probably wrong again about this. :P

Working on max and completionist capes.

2435/2475

I think it's safe to assume that people activate Greenfingers in the short moments prior to starting their herb runs. By this point, your herbs have already fully grown and are either dead or alive. The only way Greenfingers would affect the death rate is if you keep it active for 20 minutes? But even then it's only going to protect through the first farm tick or so.

 

:/

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I'm not sure if this is all correct:

 

Herbs grow over 4 ticks of 20 minutes~ish (I think). Having Greenfingers on when you start your run should prevent them from becoming diseased during the first tick. Wouldn't that mean approximately 1/4th less herb deaths?

And, if that is correct, make higher tiers of greenfingers less useful, as the death prevention is the same through all tiers?

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zuzmo.png 

 

 

Well the problem is that by the time you are planting your last herb, ~3 minutes have passed by and so it still can get diseased on the first tick, not to mention the next ones as well. I activate my aura before picking my first patch and I still see plenty of herbs getting diseased in the first stage; I actually just did a herb run 5 minutes ago that had my catherby patch dead on the first stage.

 

If you wanted to see an decrease in deaths, I suppose you would want to activate it after all of the herbs are planted, but then you'll miss out on the extra herbs.

Working on max and completionist capes.

2435/2475

My assumption is that greenfingers prevents a tick from causing disease.

 

It's best to start your run half way through a cycle (when the minute hand is on a 2, 6, or 10) and activate greenfingers. This prevents the plants from becoming diseased in the next growth window, which is when they're most likely to become diseased.

To be fair though, I think most people like the appeal of increased yields from Greenfingers, rather than the benefit of disease prevention. Even Jagex said that the main purpose of it is the yield increase.

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  • Author

Thanks for all of the help everyone. Glad to be doing herb runs now.

It'd be inefficient not to use it for disease prevention though.

No one's said otherwise. And of course everyone at this point knows that there are people who simply aren't fully focused on efficiency. ;-)

 

I'm just saying, I think the bigger draw is the increased yields. The possibility of disease prevention is an added bonus. If all Greenfingers did was prevent disease for 20 minutes, I certainly wouldn't have bought it at all, let alone invested in higher tiered versions.

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It'd be inefficient not to use it for disease prevention though.

No one's said otherwise. And of course everyone at this point knows that there are people who simply aren't fully focused on efficiency. ;-)

 

I'm just saying, I think the bigger draw is the increased yields. The possibility of disease prevention is an added bonus. If all Greenfingers did was prevent disease for 20 minutes, I certainly wouldn't have bought it at all, let alone invested in higher tiered versions.

If T4 prevented disease for the full 80 minutes that would be insane. It would make every patch into a Trollheim patch.

It'd be inefficient not to use it for disease prevention though.

No one's said otherwise. And of course everyone at this point knows that there are people who simply aren't fully focused on efficiency. ;-)

 

I'm just saying, I think the bigger draw is the increased yields. The possibility of disease prevention is an added bonus. If all Greenfingers did was prevent disease for 20 minutes, I certainly wouldn't have bought it at all, let alone invested in higher tiered versions.

If T4 prevented disease for the full 80 minutes that would be insane. It would make every patch into a Trollheim patch.

 

Hello 500k profit for torstols. :thumbup:

 

Theoretically possible to get that much profit every run, but good luck always being logged in to remote farm.

Working on max and completionist capes.

2435/2475

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