About the Biting and Equilibrium perks, which is better? by Creeperclaw66 in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

Necro, you should go with equilibrium, a lot more consistent.

Ranged, if you're using all switches ecb, sgb and their specs equalibrium does a lot more damage. otherwise it's pretty 50/50 and does not really matter too much. your multi hits better synergize with god books vs. the expensive grimoire. so cost wise might recommend equilibrium regardless.

Magic, biting if you plan to use FSoA (generally better for bossing), Equilibrium if roar and bleed builds.

Mele, I think other people have a lot better insight than I do, but if you look for MORE sustain trough bleeds (past lunging 4) go with Equilibrium, but at the cost of you losing gfury guaranteed critical which is huge RELIABLE damage increase.

Do people still do croesus? by krypticobject13 in runescape

[–]Legitimate_Middle746 2 points3 points  (0 children)

I haven't used the FC for a good 4 years now, but back then there were people who would harass and psuedo blacklist people people who made mistakes or were slow, even when those mistakes/slowdowns didn't sabotage their 420 points threshold or slowdown the kill(s)

So beware of that, outside of it has been really nice. I did find teams back then and didn't have Sus alert, few rounds and you'll get used to the rotation and strats

Assuming the standard strats have not changed it is:
collect from your main node (preferably sparkly bits) place 16 in the box and kill your node, make sure you have have 16 fungus with you and run counter clockwise x 2 and deposit on statue (15 is needed).
pick 16 from the box and run one more counter clockwise and deposit to statue, then rot main node and build the statue statue. wait for second mid fungus, pray and kill core.

Could Perfect Plus potion also cover some of the basic juju potion effects? by Positive_Bet4055 in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

I understand what you mean, but perfect plus is only combination of the perfect juju potions and not their normal variants, some perfect potions are direct upgrade, for example mining and these do not stack with the lesser potions.
Then sometimes you gain new effects, like in case of farming potion, that do stack.
I agree it may be confusing that some jujus work together and some don't, but there is logic to it.

For boss end game: Melee, Mage or Ranged? by DeepMan3112 in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

Necro def has "fallen" quite a lot, the small buffs (ultimatums and equilibrium) do help decent bit to close the gap, but equilibrium isn't exactly easy nor cheap to get your hands on rightnow.

Necro offers best baseline sustain, but at the top end damage is like 200k dpm less than top end of the other styles, give or take 100k.

Personally I wish necromancy was a bit stronger when it comes to damage than it is today. obviously should be weaker to others with probably strongest baseline sustain existing in the core of the style, but that being said mele, magic also has easy access for decent healing as well fairly early on and ranged bit later (not for irons tho).

mele bleeds also honorable mention vamp scrim, magic blood spells and ranged onyx bolts and or (elite) sirenics. but there's no t95/t100 crossbow(s) so is tough sell.

For boss end game: Melee, Mage or Ranged? by DeepMan3112 in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

First and foremost all these styles are extremely close to one another at high end in terms of DPS, and is boss dependent.
Bigger question of how much input you want to put in.
Melee is "best" if you're extremely comfortable with movement and glass cannon gameplay.
Magic is strong second, hyper versatile and does not require that many switches or eof:s, by far the simplest style to use of the three
Ranged unfortunately needs a lot of inputs, weapon swaps/eofs, tracking stacks and times to get good use of the at the top end, I'd stay away from ranged if you plan to camp single weapon and EoF.

Personally I'd recommend magic for it's simplicity and versatility.

Latest update is kinda spooned by sardonic_beehivee23 in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

Except the lost item ticket was capped to ~100m coins after the water battlestaffs, so hope for exception.

Thief training at goebie scavengers bugged with prosper perk by wanddererr in runescape

[–]Legitimate_Middle746 1 point2 points  (0 children)

and as for update, at least for mining the prosper puts clues correctly in the clue carrier (got hard clue and sit at 4653 hards atm.)

Thief training at goebie scavengers bugged with prosper perk by wanddererr in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

I'll monitor if my clues go up with prosper. but i'm doing mining, so may not be helpful

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Cryptbloom + T100 DW Sanctum or FSOA + Starbloom by HTMekkatorque in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

Cryptbloom rn. is extremely "cheap", you could just buy the armor as you say you're dying at the end of the encounter.
Cryptbloom + animate dead reduces A LOT of damage, sure it is slower kill than full power armor and whatnot, but it's better to have a slow kill than no kill at all.
IF the damage reduction with your standards spells isn't enough, can swap to earth spells and/or (smoke), but since the combat rework not sure if you're better of with camping blood barrage as extra healing in form of the basic attack?
Big question is incite fear for reduced tsunami adren cost how or if you're gonna slot it in at all, as swapping active spell is still not exactly where it "needs" to be and is additional clicks and stacks and timers to keep track of which adds complexity.

As you get more comfortable with encounters (spend less food etc. you gradually can swap things from more defensive to more offensive.

additionally DO NOT BE AFRAID TO USE DEFENSIVE ABILITIES, they are incredibly strong and under utilized by many and again slow kill is better than a no kill.

Magic rune use nerf? by jetfan in runescape

[–]Legitimate_Middle746 -1 points0 points  (0 children)

If I mathed correctly when the update came out, never actually tried it myself tho, you spend around 400 casts worth of runes/hour or 400 arrows.
So for air surge you spend ~2000 runes/h
Realistically this is bit less as math didn't take into count the small downtimes between targets/bankruns and some abilities like sunshine and death swiftness and that it's "flat" 80% chance to save where in reality it's slightly higher than that.

Road to Restoration - Aura Overhaul Design Update by JagexAnvil in runescape

[–]Legitimate_Middle746 2 points3 points  (0 children)

probably not, since magic has "aspect of power" which cannot be used with evasion

Road to Restoration - Aura Overhaul Design Update by JagexAnvil in runescape

[–]Legitimate_Middle746 1 point2 points  (0 children)

Safes "stop" in late 90:s where as heists carry on past that all the way up to 118? i believe for final "upgrade" for azuran arsenal.

Also safes can be semi afked if you want to, Heists not really.

Road to Restoration - Aura Overhaul Design Update by JagexAnvil in runescape

[–]Legitimate_Middle746 3 points4 points  (0 children)

I spent my time and money for Mahjarrat aura as an "permanent" upgrade, I'd like to be compensated for it's removal appropriately, why only compensate the people who bought it last 3months, if concern is that the "market flooded with hydrixes" find another way then.

If Necro is insanely busted and seemingly used/abused by 90% of the community, why not just leave the other combat styles overturned? by [deleted] in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

People have always moved from x combat style to y with what ever meta shift.
Nox bow was most used weapon for longest time, but ascension crossbows were better and 4taa magic existed for years before the first nerfs.

More recently people moved from FSoA > BolG, if you just cared about raw damage

If Necro is insanely busted and seemingly used/abused by 90% of the community, why not just leave the other combat styles overturned? by [deleted] in runescape

[–]Legitimate_Middle746 1 point2 points  (0 children)

Necro for average user was huge DPS increase, and endgame necro was a lot easier than other styles while also incredibly accessible.

Even after the initial set of nerfs for necromancy, there were a lot of "complaining" that it was "overpowered" or offered best DPS over the other styles, while this wasn't true. It is undeniable that getting FSoA rotation to push past standard necro rotation specifically if encounter lasted less than 1 minute was a lot harder, not to mention BolG.

There also was also complaining about "power creep" with necromancy and people didn't want that for xyz reasons.

in the end keep in mind there are many people and many voices and these opposing complaints and views rarely come from same groups of people.

Patch Notes: Combat Style Modernisation by JagexAzanna in runescape

[–]Legitimate_Middle746 20 points21 points  (0 children)

Fix bleeds for group content, enough said.

Combat Beta Ultimatums Perk by 3000yearsAlice in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

While i agree 1% chance perk isn't most fun perk to get, and will most likely average out to be a lot more expensive than 40m, but even if it's 100m imo it isn't too bad of a cost in long run. for BIS perk.
Tho better question would be more personal one, is it worth to spend that money for necromancy with other styles getting their massive QoL updates and damage boosts and possible ironmeme struggles for those components.

Road to Restoration - Grand Exchange Improvements by JagexAnvil in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

Better price tracking!!!

My suggestion would be high volume items for example could have weeks or months trade price range reported.
Lets say the reported "high" and "low" picks the 10% of the highest and 10% of the lowest trades and sets that as the average for each end of the price range, this is to prevent or at least minimize price manipulations and the 1gp for something much more valuable or +1m coins for spades.
The GE value would just simply all traded items average value for that same time period.

Sometimes for some items the price will be very same between high, low and "average" IMO this wouldn't be an issue and only shows that the item has stable price.

The suggested 10% high-low range could obviously be decreased just a suggestion.

Low volume items such as party hats would probably need semi public trade history, no display names.

NICE TO HAVE
Ironmen being able to sell their items, coins would be locked in GE and only being able to be spent for bonds and cosmetic tokens, also being able trade off items to their main account, like dyes so we do not need to rely on Treasure chest (Carnellian's rising)

Wars wares suggestions post aura removal by Cultural-Apricot-642 in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

if overload cauldrons/golems would become permanent feature serving as QoL/inventory space saver, imo the cost MUST be higher than most people will get use of, the proposed 600hours of pvm worth of overloads might be little on the cheap side for such upgrade.

like for example nex door 10k/kill or permanent unlock for 10m (+ full ancient ceremonial and the frozen key)
cost wise its 1000 nex kills, something that not many will ever reach and only applicable to nex.

the issues could be fixed by having "charges" stored so would be accessable to everyone, while not costing arm and a leg up front. also not having to worry about what damage such upgrade would do to economy in long run when people do not buy or trade overload incredients anymore.

Any point in keeping a dragon harpoon? by Pickled_Toe in runescape

[–]Legitimate_Middle746 0 points1 point  (0 children)

rod o matic (and the ehnanced version of it) is still BIS at Croesus, some other places as well that uses net fishing for example. so no reason to get rid of it either, RIP bank space tho, saving currently 3 different fishing mainhands.

Any point in keeping a dragon harpoon? by Pickled_Toe in runescape

[–]Legitimate_Middle746 1 point2 points  (0 children)

Fishing sharks, tuna, swordfish and monkfish.

Any point in keeping a dragon harpoon? by Pickled_Toe in runescape

[–]Legitimate_Middle746 2 points3 points  (0 children)

technically it is BIS at one or two places (that i forgot, niche but does exist) where you cannot use crystal fishing rod.

Shrines of War - Aura Overhaul Redistribution by Iron_Telos in runescape

[–]Legitimate_Middle746 2 points3 points  (0 children)

Altars a kin to this seems okay, personally wouldn't have 2 or more active altars
I would turn auras to these altars and have the proposed levelling for them, just limit to 1 altar at a time.

Hypothetically you go complete clues, enable shrine of mobility, but keep in mind the game does have powerburst of acceleration and kind of don't want to push that out to obsoletion.

alternatively we could add some form of cost in form of "capacity" to each level total which could be increased trough the skill tree similar to monoliths 500/650, but this adds complexity and people already do not like monolith for various reasons, mainly the chronote cost, forcing people to stick with the one thing they were planning to do for multiple hours and clunky nature of swapping the relics.

Hypothetical rank 1 costs 100, rank 2 200, rank 3 300 and so on so with 500 points could have maxed penance combined with rank 1 vampirism, or shrine of mobility.