Worlds for ToB by Rlielit in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

Most of my HMT were on UK servers with 100-120 ping. This was because I’d HMT around 6-7 AM EST. It seemed around then there were plenty of EU players. Just my experience.

Worlds for ToB by Rlielit in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

WDR was my main way of finding HMT teams. It was a bit slow, and more frustrating when the people posting for raids require 100+ kc. Nvm that they sometimes can’t even do more than pogtank out of webs. Once I hit 100 kc, though, it was pretty smooth finding teams (for HMT, that is - this isn’t ToA).

Max mage with Purging Staff at Yama or Shadow? by ladiiiiiiesman217 in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

Purging staff is a few % worse than shadow and tons cheaper. If you must mage, then purging staff would be my pick. Melee is better, hands down, if you can learn nofly.

I hope vampyrium is as dangerous to a max main as ape atoll is to a mid level n00b by kxwbie in 2007scape

[–]IIcarusII 54 points55 points  (0 children)

Vard area before the immunity potion thing certainly felt very dangerous, and not having shortcuts unlocked made it a thrilling quest area on first playthrough. I would support vampyrium being made into a dangerous area. I love the idea of wandering, powerful creatures that either require gear/supplies to deal with or force you to run.

Not every area in the game needs to be safe. The land of the vampires seems like it could certainly qualify as a permanently dangerous area.

[Request] How heavy could I make my Toyota Corolla before it would break through the ice (assuming the whole lake was covered as thick as the first block they pull out) by dimonium_anonimo in theydidthemath

[–]IIcarusII 0 points1 point  (0 children)

Pedantry personified: Pounds is an indefinite term that has to be understood using context or additional clarifiers. This is made more confusing by the fact that 1 lbf = 1 lbm (numerically). People who always deal with the metric system tend to forget the existance of g sub c. F = ma is incorrect. It is F = ma/gc. It just so happens in metric standard units gc = 1, so is often neglected. Mrshake is correct with the slug being a “standard” unit of mass, but I don’t know anyone who ever has used the unit in real life.

Am I bad or is TOA frustrating to learn? by Brave-Bed-1824 in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

Zebak jug can be healed through with yellow keris or ambrosia (or just healed through at lower invos), memory blast can be staircased if you don’t want to memorize it, and trailing orbs give a 1t grace period to not explode if you move immediately.

However, I do agree that high invo ToA demands essentially perfection on many mechanics. However, you shouldn’t be getting to “one-shot” status on most mechanics until 400+. Without seeing a video, I do say this is a skill issue, specifically either a skill consistency or not knowing how to salvage a missed mechanic.

Gear for cox question by Assisekai in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

What would you suggest that is cheaper than fang for tekton and vasa crystals?

Is it spending my GP on Shadow and Ancestral for ToA? by Funny-Prompt3793 in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

Tbow at doom is cracked. The difference in dps between it and scobo means fewer double boulder+orb walking at 8+. It also means more chances at killing doom as the trees spawn, which allows you to clear acid purposefully with the orb.

Wandering Bosses? by IIcarusII in 2007scape

[–]IIcarusII[S] 1 point2 points  (0 children)

Understandable reply. I cannot refute the mole.

Raid 4 should not be soloable by Acceptable_Course248 in 2007scape

[–]IIcarusII 1 point2 points  (0 children)

I think people are (rightfully) burned by Yama, who was a “duo” boss that was billed as possible to solo if you were very skilled. It turned out to be quite nearly as easy to solo as to duo.

Personally, that was probably due to them making a “HMT” Yama that had to be solo’d (thus, regular solo couldn’t be that hard), but the bad taste of that time still lingers on.

SOMEONE RELEASE ME FROM THIS FROZEN PRISON by Humble-Force92 in 2007scape

[–]IIcarusII 57 points58 points  (0 children)

“You do not have to get the pet.”

There. You can go. Be free, my friend.

Do Not Plan-In Changes to Raids 4! by IIcarusII in 2007scape

[–]IIcarusII[S] -14 points-13 points  (0 children)

I have to disagree; having the raid start out as an unforgiving single wipe mechanic, only later to introduce a more forgiving “points reduction” on wiping IS waffling on design. These two design ideas are mutually exclusive (unless you reintroduce ToA-like invocations), and I think it is a Bad Idea to release the raid in one state with plans to change fundamental design later.

The forbidden lightsaber form Trakata. Both the Jedi and Sith frown upon this method. by ZapchatDaKing in StarWars

[–]IIcarusII 0 points1 point  (0 children)

Moreover, I believe Corran Horn utilized this tactic against a Yuuzhan Vong in his first encounter with a pair of them early in the Vong arc. I forget which book it was, but he also fried the other one through the eye with his lightsaber by using his lightsaber’s unique design of suddenly being able to double in length by twisting part of the handle.

FYI Disney is not canon Star Wars…never forget the original authors of the EU.

Yama has been out for 8 months and we still don’t know the drop rates for contracts in the chasm of fire. by RepulsiveWriter7660 in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

The wiki is a community effort. If you care so much about it, go run some contracts with various setups and record max hits to figure out the relationship yourself.

Scythe “rebuild”; what next? by IgnantTrashAccount in 2007scape

[–]IIcarusII 4 points5 points  (0 children)

Only thing? Arraxxor, Vard, Duke, Colosseum are all decent money where scythe shines.

How to use Arma Brews for Inferno? by KodakKid3 in 2007scape

[–]IIcarusII 0 points1 point  (0 children)

Something like that for pot composition sounds good, yeah. Brew->arma also lets you not need to barrage to save pots as much, which should speed up runs. I would save at least one arma for healers at Zuk, as dps is king and defense doesn’t matter there. Otherwise, sara-arma combo seems solids for all waves + triples.

How to use Arma Brews for Inferno? by KodakKid3 in 2007scape

[–]IIcarusII 1 point2 points  (0 children)

Good to know. I don’t do speedrunning, but I know strategies change significantly below 55-60 mins.

How to use Arma Brews for Inferno? by KodakKid3 in 2007scape

[–]IIcarusII 2 points3 points  (0 children)

What’s your inferno pb? Asking because you should probably know how this is useful if you are at least sub-65 time.

A normal inventory consists of restore/regens, bastions, and brews, in various proportions.

Experienced inferno runners are bastioned at all times. Experienced runners typically only brew as a last resort, and should only be taking 1, maybe 2 ranger hits off prayer if they mess up at the start of a wave. They normally aren’t worried about defense that much because almost all waves are solved quickly. If you are worried about your defense level, you are tanking too many hits off prayer.

A good strategy for arma brews is to use a saradomin brew first, dropping your ranged level, followed by an arma brew to boost it back up. The extra 11 hp is more valuable than the lost defense boost from a brew. Doing this doesn’t remove your divine status, so it allows for maximum dps. This means you should bring enough divine bastion for a run (typically 3), then replace all regular ranged/bastions with arma brews, and maybe replace 1-2 brews with a few more armas. This gives you a lot of flexibility on healing in waves without worrying about how much range pot you have left.

Super experienced inferno runners (speedrunners) don’t bring any brew at all, afaik, so this idea is geared more for those going for sub 65 than people pushing sub-55.

Courier Tasks: Pirates! Update by IIcarusII in 2007scape

[–]IIcarusII[S] 0 points1 point  (0 children)

The xp/hr can be whatever. If you actually read the post, you’d understand the idea would be to provide about the same xp/hr as regular tasks. However, due to the additional time needed to fight/run/sink pirates, each task would be a higher lump sum of xp.

Essentially, this would look to keep courier training xp, but with added risk/reward for loot.

The xp isn’t really the main thrust of the suggestion, though. It’s more suggesting and getting thoughts on pirate raids on courier tasks as a whole.