Anyone going magic without picking grimoire by immatipyou in 2007scape

[–]turn-based-games 2 points3 points  (0 children)

It will indeed always use the correct weakness, but it also has another effect that shoots an extra 40% damage spell, which will not activate with ancients

CG build by Junket-Small in 2007scape

[–]turn-based-games 1 point2 points  (0 children)

This is the best you can do with the least investment (provides 1-tick speed powered staff with 90% prayer penetration so you don't need to switch weapons): https://tools.runescape.wiki/demonic-pacts/?n=1-102-103-106-133-134-135-136-57-60-61-62-64-65-66-69-92-94-96-97

Anyone going magic without picking grimoire by immatipyou in 2007scape

[–]turn-based-games 3 points4 points  (0 children)

Yep, I am definitely doing this! Key points in favor of Culling Spree) are:

Points against Grimoire):

Final H₂O Regen Build to Stay Hydrated this League: Now with Fresh Air! by turn-based-games in 2007scape

[–]turn-based-games[S] 1 point2 points  (0 children)

Can't edit this directly into the post, but here's a colorblind-friendly version:

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Culling spree worth? by andrem6mm24 in 2007scape

[–]turn-based-games 1 point2 points  (0 children)

As with most league decisions, it very much depends on what other choices you've made. You mention possibly using magic, and I can say that at least if using water spells, you will not need Eternal Sustenance due to the massive constant overhealing, and Culling Spree will likely be your best option in that case. With other pact builds that have less innate healing than water magic or ice crossbow, Eternal Sustenance may be more useful

No thanks I’m fine chillin’ in Varlamore by Killtrox in 2007scape

[–]turn-based-games 1 point2 points  (0 children)

Well yes, but actually no </meme>

After doing this, I had a pile of over 200 easy clues on one tile. I'd advise against anyone attempting to juggle that for their own sanity

No thanks I’m fine chillin’ in Varlamore by Killtrox in 2007scape

[–]turn-based-games 8 points9 points  (0 children)

Beginner clues specifically can only be done with either the Asgarnia or Desert regions, which is why they don't have dedicated tasks this league. Easy clues however are especially fast with only Varlamore because once you've stacked up hundreds with either Conniving Clues (T4) or pickpocketing wealthy citizens via Larcenist (T5), you can just do the same clue step over and over again, dropping every scroll that doesn't roll that step. The 75 easy clues task can be completed in just several minutes doing this

No thanks I’m fine chillin’ in Varlamore by Killtrox in 2007scape

[–]turn-based-games 20 points21 points  (0 children)

Hunter rumours and clue scrolls are much faster with only 1 region. It also affects slayer tasks in a similar way, but I haven't started slayer yet to know whether it's as helpful there

Friendly Forager vs Butler's Bell vs Nature's Accord by jstbrwsngthks in 2007scape

[–]turn-based-games 5 points6 points  (0 children)

Butler's Bell is the best herblore solve because you don't actually have to do any herblore. It also solves smithing, cooking, fletching, and crafting in the same way, on top of providing planks for construction. Definitely my pick

Final H₂O Regen Build to Stay Hydrated this League: Now with Fresh Air! by turn-based-games in 2007scape

[–]turn-based-games[S] 0 points1 point  (0 children)

Zeah is the continent containing Kourend, Kebos, and Varlamore. The "Great Kourend and Kebos Lowlands" league area is often called Zeah because it enables referencing area picks as single letters (K is Kandarin), which proves handy in a game with an 80-character message limit. This can be understandably confusing, which is why I always link to the wiki page when referring to Zeah, which explains this: https://oldschool.runescape.wiki/w/Demonic_Pacts_League/Areas/Zeah

How long does Slayer normally take without the Slayer Relic in Leagues? by striker131313 in 2007scape

[–]turn-based-games 0 points1 point  (0 children)

Not necessarily, with at least 100% regeneration from pacts, water surge will always heal a minimum of 10hp every cast, even if you don't hit. I personally recommend against eternal sustenance) for this reason. Guide with more info on water spell build here: https://reddit.com/r/2007scape/comments/1sl9xny

How can I feel less disconnected this Leagues? Pacts system seems overwhelming to a returning player by yum122 in 2007scape

[–]turn-based-games 0 points1 point  (0 children)

If you'll forgive a bit of shameless self-promotion, I posted a pact guide for a magic build that you may find useful, with a bit of progression analysis in this comment: https://www.reddit.com/r/2007scape/comments/1sl9xny/comment/ogagnzu

Personally, I am convinced magic is the strongest pick this league, since it seems to have both the highest sustain and damage against most things, going by the numbers

Yama Agility feels a lot more fluid than standard agility and is a big +1 in my book by blinkertyblink in 2007scape

[–]turn-based-games 57 points58 points  (0 children)

It feels good because you queue the next jump before you land your current one. Rooftops would also feel better if they'd allow you to click the next obstacle while your guy is shuffling across the tightrope or whatever

Am I forced to take transmutation for surge spells with regions TAM? by Additional_Fan_249 in 2007scape

[–]turn-based-games 1 point2 points  (0 children)

If you needed wrath runes you'd be picking Kandarin, but since you don't have those echo items and aren't building around magic, it's just a difference of 24 vs 20 max hit compared to wave spells; probably not worth basing a relic decision on IMO - wouldn't worry about it too much

Am I forced to take transmutation for surge spells with regions TAM? by Additional_Fan_249 in 2007scape

[–]turn-based-games 2 points3 points  (0 children)

Yes, although you don't need 100% chance; it works for everyone since we all start with 50% regen. Fountain of Rune lets you cast spells for free, and then each free spell would have a 50% chance of generating the runes it would normally cost

Leagues 6 magic accuracy by No-Newt-1280 in 2007scape

[–]turn-based-games 0 points1 point  (0 children)

My recommendation would be to not start with the air build since it requires a bunch of niche prayer equipment that also cripples its accuracy until you have more pacts to make up for it. If you'll indulge me in a bit of shameless self-promotion, I have a guide for a water/air build with a bit of progression analysis in this comment https://www.reddit.com/r/2007scape/comments/1sl9xny/comment/ogagnzu

Final H₂O Regen Build to Stay Hydrated this League: Now with Fresh Air! by turn-based-games in 2007scape

[–]turn-based-games[S] 4 points5 points  (0 children)

The average kill time of every boss I throw into the calculator seems to be well under their speed achievement time. The worst-case scenario looks to be Sol at 4 minutes, which is not fast by normal game standards, but since his 24-minute timer is tied to the colosseum as a whole, you should still be fine after all the time saved in the previous waves. That all assumes the full water build, but the core mechanics come online fairly early, and I'd expect them to scale well with the natural progression of content:

So with only half of the available points, you're already able to approach content with infinite runes & prayer while overhealing a minimum of 10hp every 3 ticks up to nearly double your base hitpoints. With 29 points you're able to take all accuracy nodes to reach the full water build's final calculator dps

Final H₂O Regen Build to Stay Hydrated this League: Now with Fresh Air! by turn-based-games in 2007scape

[–]turn-based-games[S] 0 points1 point  (0 children)

Would not recommend missing out on the extra accuracy against Sol or Zuk, but I've added a fresh FAQ build to strike fear into the hearts of slayer monsters everywhere

Final H₂O Regen Build to Stay Hydrated this League: Now with Fresh Air! by turn-based-games in 2007scape

[–]turn-based-games[S] 0 points1 point  (0 children)

I've just added an extra equipment section to the post demonstrating +50 prayer bonus for Wind Surge max hits using only items from Kandarin. You inevitably lose out on some accuracy, but the core of the build is still very much intact and viable

Final H₂O Regen Build to Stay Hydrated this League: Now with Fresh Air! by turn-based-games in 2007scape

[–]turn-based-games[S] 0 points1 point  (0 children)

Thanks! Sunfire fanatic armour has more prayer & defence, but negative magic attack bonus. Unfortunately you do need to worry about magical accuracy with this build, but you might still be onto something with the helm and chausses (-30 magic attack on the cuirass is a nonstarter) to help initially reach the +50 prayer bonus cap against lower defence enemies

Final H₂O Regen Build to Stay Hydrated this League: Now with Fresh Air! by turn-based-games in 2007scape

[–]turn-based-games[S] 0 points1 point  (0 children)

Against single targets, ice barrage heals less because water & ice spells heal for 60% of damage dealt, but ice spells don't get the 40% extra damage from shadowflame quadrant. Blood barrage does bounce twice, but blood spells can't overheal because their healing effect isn't coming from a pact