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A new combat skill.

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summoning, duh. It would help you in combat after all.

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I remember something from FFT. You could make your male characters bards, and your female characters dancers. Each song\dance would inflict various status ailments on the target. You would need instruments instead of weapons, and each instrument could be used to execute a different song\dance, like draining run energy, lowering stats, freezing the target, or charming them (so he\she cannot attack you.)

 

 

 

That's what I mean by original answers, because archery\magic\swords pretty much cover everything in ourscope of reality.

 

 

 

Or a manipulation skill! Use amulets or something to take control of the monsters around you (with the potential to fail, destroying your amulet), with each amulet controlling a different class of monsters. Low level things like goblins or chickens first, making the goblins and chickens attack each other, and their HP is added to your manipulation XP (so if you forced a goblin to kill a 5HP monster, your XP would go up by 5). The monster you're controlling can be killed too, of course, which would have some sort of negative effect ...

 

 

 

Higher lvl manipulation skill unlocks more powerful amulets, allowing you to take control of higher lvl monsters, meaning faster training. Eventually you evolve to making dragons fry skeletons and bears in medium Wilderness. :D

 

 

 

You wouldn't receive XP for killing other players, so the only practical application of manipulation in the wild would be PKing. You can only own one of each type of amulet at a time, but there would be people scattered around selling them (similar to the slayer masters). Obviously you can't force a monster to attack another player outside the wilderness, so don't even start with me there. Here is what I would find appropriate for skill lvls. (there is no level one, because you'd have to do a quest to unlock this skill [like herblore], so you receive xp in the skill after doing the quest, which puts you up to lvl 3.)

 

 

 

Lv3: Men

 

 

 

Lv4: Goblins, Cows

 

 

 

Lv6: Wizards

 

 

 

Lv9: Barbarians

 

 

 

Lv12: Scorpions, Unicorns

 

 

 

Lv20: Guards

 

 

 

Lv25: White wolves, Pirates

 

 

 

Lv27: Kalphites (the low ones), Hill giants

 

 

 

Lv30: Ghasts, Watchmen

 

 

 

Lv35: White knights

 

 

 

Lv38: Grizzly bears, Ghouls

 

 

 

Lv45: Chaos Dwarves, Baby dragons

 

 

 

Lv50: Ogres, Earth warriors.

 

 

 

And to manipulate anything, you must have the proper manipulation lvl AND a combat lvl equal to or greater than the monsters.

 

 

 

So we can't have lvl 5's sending Lesser Demons after other lvl 5's. :)

My greatest ambition is to kill every member of the human race.

crackersapparentlyiu8.png

However I am a realist and therefore know that I probably wont be able to.

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All very clever ideas ^^^ :)

 

 

 

or "build" , the more damage you take in, the higher you hit. :shock:

back to rs, i guess. it's been 4 months.

 

RSN:P H Osho <- gonna start on him soon, fresh.

Talking. You talk nonsense to the monster for so long, it dies of boredom.

 

 

 

Or, how about begging. You summon up a bunch of noobs who follow it around begging for free stuff. The monster dies just to escape.

They don't really have to make a new skill, what Jagex has to do is..make more prayer options.. I'm 60 prayer and I dont have a goal to raise my prayer, if there was another prayer ''spell'' on lvl 63, I'd train it to 63 to test it out, get it?

 

so I'd like more prayer st00f

296kver.png

Credits to Skully Sc for the signature.24picns.png

What about some improvements in the graphics:

 

Like some matrix tricks or something.

 

That would really improve the graphics!

Timmie+Great.pngTimmy+Ownage.png
All very clever ideas ^^^ :)

 

 

 

or "build" , the more damage you take in, the higher you hit. :shock:

 

 

 

that's Dharok's special so i don't think they do it as a normal feature

296kver.png

Credits to Skully Sc for the signature.24picns.png

In addition to my juggling skill I figured out a way to devise it to work for magic and ranging, that would as well use up agility. (Meleers don't need anything they as usual have too much)

 

 

 

So the higher juggling level you have the more things you can juggle...so why not let some mages be able to juggle some weaker instant spells to use upon a target at once? Or for a ranger to be able to juggle throwing axes and then throw them at the enemy at once? The spells I was thinking could be no stronger than fire blast in strength so that's 16 damage and no more than 4 of them. As for ranging well somebody else can figure that out, but it'd do no more than 40 damage total.

 

 

 

Now to balance out the juggling skill it needs a catch...how about in order to juggle energy needs to be used to keep juggling. As well juggling takes time to start getting things juggled and built up so that it can be used. This way agility would play a role in combat besides just running away :P. And could be used for building up that same energy to use in some attacks.

captain_poet.png
Telekinesis 8-) Destory your opponents through their mind

 

 

 

I like this idea.

R.I.P The Old Nite. Heroes get remembered. But Legends never die. You were truly a Runescape Legend

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i really like the manipulation idea, very well thought out

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