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Bxpprod

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A patch to fix the weapon parts voyages. Apparently they were supposed to be about 1/100 but some other voyages were superceding them.

 

https://twitter.com/JagexRowley/status/573100641070940161

Oh thats interesting. Now we can watch t90 items drop further :P.

 

 

Only thing I can see dropping from this is Seismic, to be honest.

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I'm enjoying my new laptop's keyboard, so I'll type out a bunch of ports advice for Vann. (Please forgive my lack of formatting.)
 
The first thing you need is to upgrade your office and hire a second captain and enough crew to send out two ships at once. You then want to build up 5 each of Morale, Combat, and Seafaring crew, 2 Solidarity and 2 Merchant crew, and two 100-chime captains (any specialty). That's your basic crew. After that, use the following upgrade order (tweak to suit your preferences):
 
Extra ships (office upgrades) > captains > rudder > crew/ship upgrades > warehouse > lodgings > shipwright > bar > workshop > portal
 
Extra ships (and captains to man them) are obviously the most important upgrade, since more ships = more voyages sent at one time = more progress made in a day. Plan ahead; use the wiki list to see when the office upgrades become available and stockpile resources ahead of time, so you can focus on collecting the new resource and unlock that ship slot ASAP. (Also, use the wiki ports info in general; that information is really useful.)
 
You want to eventually have 100-chime captains for Morale, Combat, and Seafaring, with two Seafaring and either two Combat and one Morale or two Morale and one Combat (personal preference as to which). Of course, with only one hireable captain per day, it may take a bit to get there - first focus on getting five 100-chime captains of any specialty, then worry about replacing any Speed captains or third copy of a given specialty. (Any 100-chime captain is better than any free captain, so ditch the freebies as soon as you can. This is true in later regions as well - the new tier of captains are almost entirely better than the old tier, so hire any new ones available.)
 
Speed captains are generally a waste - captains give a hefty boost to success chance, and there are other ways to boost your speed without harming that success chance. It's also far easier to hit the cap on speed than it is to hit the cap on success chance. So, don't hire speed captains (apart from the initial get-five-100-chime-caps spree, that is.) Try to replace any captains that have traits which lower stats when you can; otherwise, don't worry about traits until the endgame.
 
When you gain access to a new area, you'll gain access to new ship upgrades and new crew. Initially you'll want to prioritize crew over ship upgrades (except the rudder, which always comes first for faster voyages), but in later regions you may want to switch over and get ship upgrades before getting crew.
 
 
As far as priorities go on crew upgrades, I'd say it's Solidarity > Merchant > Seafaring > Morale/Combat. (I think you generally have lower Seafaring than the other two across the board, which is why I prioritise it slighty above Morale and Combat; YMMV.) Go ahead and hire whoever is available and better than your current crew, though; the above order is just for deciding between the three options presented. Do remember to use all 15 crew rerolls each day until you don't have any more possible crew upgrades - even if you can't afford the next crew upgrade, you can still line them up to be hired once you can afford them.
 
On special crew: You always want one Solidarity and one Merchant for each ship you have unlocked (so, max four of each), and you pretty much always want to send them on each voyage (replace the Merchant with stat crew when sending non-resource/trade good voyages, of course).
 
Merchants give a greater boost to average rewards than stat crew (the 10%+ boost to rewards on success is greater than the % boost any one stat crew will give to the voyage, generally speaking).
 
Solidarity crew tend to give a much bigger net stat boost than any normal stat crew, since they give their solidairty bonus to all four stats for each type of crew on board. The First Mate has a Solidairty bonus of +25, so on a voyage with a captain, the First Mate, and four stat crew, he gives +75 M/C/S/Sp (that speed boost is important!); with a Merchant and 3 stat crew, it's +100. This is obviously more useful on multi-stat voyages than on single-stat voyages; if you can get a reasonable speed on single-stat voyages without the solidarity boost, feel free to replace him with stat crew.
 
Pay attention to the available dual-stat crew - sometimes they're strictly better than the basic single-stat crew. In the first region, for example, the Cyclops has the same Combat as the Combat-stat crew, and also has 2/3 the Morale of Morale-stat crew. So, having 5 Cyclopses instead of 5 Combat crew mean you're no worse off on Combat voyages, and better off on multi-stat voyages and when sending multiple Morale voyages. (Put some Morale crew and some Cyclopses on each ship if you don't have enough straight Morale crew to cover all the slots, btw, for a bigger solidarity bonus.)
 
Don't bother unlocking Wisps in the Loop region, and you may or may not want to unlock the Oxhead and Horsefaces in the Pincers. The Wisps just have bad stats, so there's no reason to unlock them; O&H have low stats across the board, but they do have stats in all M/C/S, so you may want some for multistat voyages. (They used to be really, really good, but they got nerfed with Ports 2.0.) I personally wouldn't unlock O&Hs post-nerf. This not only saves you the one voyage it would take to unlock them (or more if you failed), it also means that they won't clog up your crew hire slots when you're looking for other crew later on. (The downside is that you'll sometimes waste a voyage reroll getting the unlock mission again.)
 
The other special crew are generally a waste of resources; they have worse stats than basic crew, and they don't provide useful effects.
 
 
When it comes to ship upgrades, get new hulls first (moderate boost to all ship stats), then deck items (high boost to one M/C/S stat), then figureheads/rams (small boost to either M or C). And as I said before, get rudders before getting anything else (except for new ship slots).
 
As far as building upgrades go, I do the warehouse first (to get more resources and chimes), then lodgings for better crew, then shipwright for the small stat boost, then the bar for more adventurer voyages. (I always prioritise the adv boost over the captain boost.) YMMV on what you want to do when, of course. (The portal is purely cosmetic, so you probably want to do that last, if at all.)
 
The workshop upgrades are very, very low priority because (after the first one) they only boost the XP you get for making ports items, which is a pretty low concern here. The first upgrade, of course, is a much higher priority; I'd place that just under crew/ship upgrades.
 
Build icons when you have the chimes to spare; either focus on the adventurers whose stories you're working on, or focus on the adventurers who give trade good voyages for the goods you need to build the ports items you want.
 
How to arrange your totems (once you have access to them) and how highly to prioritize them is really debatable, IMO. I personally went with 2x scroll and 2x resource totems until I hit end-game; now I'm on 2x scroll and 2x clue, and I'l swap the them over to trade goods once I have the relevant voyages done.
 
 
Of course, there's more to ports strategy than just upgrade order. As others have said, you want to send any scroll missions you have, because the time on those is determined by your furthest-reached region. I was dumb and prioritized story missions over scroll missions for quite a while, and it's taken me ages to make up for that. Don't make that mistake!
 
When checking completed voyages, check one ship, then exit the interface, then check the next, then exit, etc. etc. This maximises your chance to receive random events, which are important!
 
On that note, do all your random events. The ship buffs are generally not that great (and you shouldn't use them - see below), but the lifeboats and adventurer rerolls are super helpful, and bonus voyage/crew/captain rerolls can be handy as well. (You can use an adventurer reroll after sending out your current adventurer voyages to get more adventurer voyages without losing the ones you already sent out, btw, which is why all us end-game Portmasters want more of them. Lifeboats, on the other hand, are permanently added to your ship upon activation, and they ensure you don't lose a crew or captain when you fail a voyage; be sure to active these as soon as you get them!)
 
The reason not to use random event rewards: If you have the cap of a given reward, it slightly increases your chance of receiving the other rewards. So while the stat buffs can be somewhat handy, you should generally avoid using them so that you get more adventurer rerolls and lifeboats (especially since lifeboats are so rare now). If you're going to use stat buffs, try to only use them when they get you to 100% success chance. Use Fortune of the Sea on the last mission in each adventurer's storyline, and the last of each trio missions, to get extra trade goods. Otherwise, save them so that you can get better rewards. (Don't bother using the xp-boosting buff; it's not worthwhile.) Whether or not to use crew rerolls... I did, but that's probably debatable. I would go ahead and use voyage rerolls when you'll actualy make use of them (later on, voyages take long enough that they aren't really a useful reward). Save the captain rerolls for when you're hunting for 10k and 35k captains, but definitely feel free to use them then.

 

 

As for which rewards to go for first, that's really personal preference. I definitely would try and get scrimshaws eventually; they're usually the most profitable of ports items, even if you don't use them yourself. Of course, you want to focus on the items you can actually make first, and get the stuff you don't have the levels for later on.

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I would like to note that the new ports weapons are going to take quite a bit of luck to get an actual dual set to work with, so i'm focusing exclusively on clue voyage chance (also, i have a hunch that the odds of getting a clue for the clue voyage so that you don't have to random fire already rarely occurring clue voyages is directly related to how many tables you have), although i won't turn down scroll voyages if they come up

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I would like to note that the new ports weapons are going to take quite a bit of luck to get an actual dual set to work with, so i'm focusing exclusively on clue voyage chance (also, i have a hunch that the odds of getting a clue for the clue voyage so that you don't have to random fire already rarely occurring clue voyages is directly related to how many tables you have), although i won't turn down scroll voyages if they come up

 

I have found that if I have a clue voyage giving adventurer in port the tables always highlight for them, plus its less a clue and more the straight up answer.

 

The only issue I've hit is having both adv searching same region and the clues reporting two different islands within that region.

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I would like to note that the new ports weapons are going to take quite a bit of luck to get an actual dual set to work with, so i'm focusing exclusively on clue voyage chance (also, i have a hunch that the odds of getting a clue for the clue voyage so that you don't have to random fire already rarely occurring clue voyages is directly related to how many tables you have), although i won't turn down scroll voyages if they come up

 

I have found that if I have a clue voyage giving adventurer in port the tables always highlight for them, plus its less a clue and more the straight up answer.

 

The only issue I've hit is having both adv searching same region and the clues reporting two different islands within that region.

 

It's in the order of adventurers in port in that occasion, as given by the list on top. If you have 4 map tables, you get unlimited clues(and x/4 days for amount lower then 4).

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Now that the voyages are more common, if someone gets one of the T85 Ports weapons, do you think you could hover over it and take a screenshot of the item sprite (in inventory or worn equipment, either way) and its stats hovered over as confirmation? I'd like to add them add to Tip.It's database, and you'll get immortalized in Tip.It fame credited for it accordingly :P. I can't seem to find anyone in a members world with one by examining either but that would do handsomely as well. I'm looking for the Superior version in particular (I can buy and resell the tradeable one at some point I guess..) So again if you wouldn't mind, feel free to post or PM me so we can get them added.

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Now that the voyages are more common, if someone gets one of the T85 Ports weapons, do you think you could hover over it and take a screenshot of the item sprite (in inventory or worn equipment, either way) and its stats hovered over as confirmation? I'd like to add them add to Tip.It's database, and you'll get immortalized in Tip.It fame credited for it accordingly :P. I can't seem to find anyone in a members world with one by examining either but that would do handsomely as well. I'm looking for the Superior version in particular (I can buy and resell the tradeable one at some point I guess..) So again if you wouldn't mind, feel free to post or PM me so we can get them added.

There's no tradeable version.

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Did you still need this?

 

Seasinger%20Kiba_zps3ypjdqbg.png

 

 

Yes we do, thank you! Unfortunately we don't seem to have the gemstone kaskei though  :unsure: .

"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

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I can do that one one second

 

t6xo9x.png

 

Unless you mean the offhand, i can make that if you want. 

 

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Thank you, got that. Also what is the XP for making these; is it the 30K RC + 5K crafting as RS Wiki claims (and half as much for the offhand) or 1K Runecrafting each? I'm inclined to believe the former based on other seasinger stuff. And if you're planning on making the offhand anyway sure, that would be great, but only if you want to :).

"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

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At least according to the ingame make-x interface, it states that for the Makigai it's 15k RC and 2500 Crafting XP awarded.

 

Unfortunately my gemstone voyage failed so I cannot verify it at this time.

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6,924th to 30 hunting, 13,394th to 30 summoning, 52,993rd to 30 Divination

Kiln Record (Post-EoC): W 25 - L 0, 14 Uncut Onyx, 8 Jad hits received (Best record: Two in the same kiln)
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Max Port Score [2205] Achieved: 27th April 2013 (World 2nd)

 

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the crafting menu's hilariously wrong, i got like about 35k base exp from the mainhand wand which was then multiplied by my bonus exp but i don't have the exact number because my game lagged at that point and it flickered away in half a second

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Yeah so most likely:

 

mainhand: 30K rc + 5K craft

offhand: 15K rc + 2.5K craft

 

I guess the menu and the Jagex Wiki say 1K crafting or something ridiculous, right?

"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

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Got a tsuba voyage a while ago, which succeeded, but I don't have the scroll to use it yet so it's been sitting in my bank.

 

Got my first of the new Trio voyages yesterday, which succeeded, so now I have the seasinger mainhand. :3 (Totally forgot to pay attention to the craft xp when I made it, sorry!)

 

I kinda wish there was something to do with the surplus parts - is there any reason to keep more than two of them? Or do you need them to repair the weapons?

Obtained quest cape and base 92 before obtaining any 99s! Currently finishing out my 99s with the (long-distant) goal of comp cape.
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I don't suppose you can cannibalize charges from a full one onto an empty one? That could be a savings of gp and a use for extra parts laying around, if there's nothing better to do with them and it works.

"Fight for what you believe in, and believe in what you're fighting for." Can games be art?

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My blog here if you want to check out my Times articles and other writings! I always appreciate comments/feedback.

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I don't suppose you can cannibalize charges from a full one onto an empty one? That could be a savings of gp and a use for extra parts laying around, if there's nothing better to do with them and it works.

Not worth it, 100 plates is easily worth 2~3 times the BASE repair cost if you make Tetsu platelegs and sell them (this ups to 4~6 times with 99 smithing).

 

I'd see them being much more useful as spares. if you don't want spare katanas there is no point in doing the voyage at all.

 

Also, the off hand Katana (Wakizashi) is definitely 15000 smithing and 2500 crafting XP.

 

I gained 18000 xp and 3000 crafting xp while making it, and that is after 20% boost from the top workshop.

 

Also, for your info, the 20% boost stacks with Bonus XP. My crafting bonus xp was decreased by 3000, leaving a net gain of 24,000 xp in total.

tim_chenw2.png
6,924th to 30 hunting, 13,394th to 30 summoning, 52,993rd to 30 Divination

Kiln Record (Post-EoC): W 25 - L 0, 14 Uncut Onyx, 8 Jad hits received (Best record: Two in the same kiln)
Obby set renewed post update #2: 0

QBD drops: 21 crossbow parts, 3 Visages, 1 Kites, 2 Kits

Max Port Score [2205] Achieved: 27th April 2013 (World 2nd)

 

Farmyard Rampage ranking: 12th, 50,000 Kills.

 

Dragon Pickaxe Drops: 1 (Times after I first entered Battlefield: 2h)

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