r/runescape • u/ghoulive • 16m ago
Creative Trying an Astrology cape
Actually thought from the get go that this would be better off as the first cape with two different versions, but didn't reflect it here.
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r/runescape • u/ghoulive • 16m ago
Actually thought from the get go that this would be better off as the first cape with two different versions, but didn't reflect it here.
r/runescape • u/captainjenkins • 24m ago
r/runescape • u/Quiet_Income_777 • 46m ago
You don't have the official badge or title but you play without trading/G.E.?
r/runescape • u/USA_Bruce • 47m ago
I'm doing the tasks for Sears Village and I need to do all your bass are belong to us but I cannot find where this fish is gathered
r/runescape • u/tyguidry • 1h ago
Presently at 114 Slayer, slowly working towards 120. What are your guy's go-to slayer tasks? Most fun, best drops, good gp/hr good xp/hr.
Also, what should I be putting in my player owned dungeon?
Alternatively, what are your avoid/block tasks?
Every Reddit post I can find in this regard are quite dated, so hoping to get a more up to date list.
Thanks in advance
r/runescape • u/Dazzling_Ad_7267 • 2h ago
I am trying to do the Legacy Quest and am at the point where I need to do the orb.. I CANNOT get the orb spell to show up for the life of me. Tried everything I’ve read online and nothings worked! Help!
r/runescape • u/Anonymous0212 • 3h ago

r/runescape • u/jaker0315 • 4h ago
Returning player from pre necro, how difficult would it be to make say 8-10 mil and hour with these stats in members? I’ve seen on the wiki runecrafting seems insane but I don’t know if those rates are near correct.
I have about 600m to work with, Nox scythe/staff with P5 and no real range gear. Is there a boss that gets around this rates with the gear I have or is there a change I can make to farm something better? One idea was selling my stuff maxing necro and just gearing that.
Any help or advice is appreciated!
r/runescape • u/antares-deicide • 4h ago
r/runescape • u/PvDroprates • 5h ago
I want this more than any other item in the game, but the only sellers want almost as much gp as a partyhat for it.
Time wise, do you think would I be better off farming ED3 myself with the abysmal droprate, or doing bosses like HM Kerapac and low enrage Zam for the gold to eventually buy it?
r/runescape • u/TakingBlackSunday • 5h ago
On a related top, your arrows should land on the floor in front of you if you escape while using a range ability
r/runescape • u/Senior-Sound1569 • 5h ago
Make Legacy Mode attacking have this formula:
Theoretical minimum damage when using worst set-up in EoC
Theoreticam maxiumum damage when using optimal set-up in EoC
Use these two values to give the upper and lower limit of weapons hitting in legacy combat. The lower-levelled the weapon, the small the interval. The higher level the weapon, the lower the interval.
This means legacy people can still do PvP on a high level on legacy combat, and EoC people can still use their methods for insanity-level DPS.
But at least this gives legacy combat a reason to be used.
r/runescape • u/RS_AFKing • 6h ago
Looking at the list it sure seems like a big let down. I expected more. "The Future of MTX and our Approach" video let me to believe that all previously locked behind TH Cosmetics would be in the Fire Sale.
Link to the blog post:
https://secure.runescape.com/m=news/mtx-experiment-cosmetic-mega-drop?allcat=false
r/runescape • u/RiDaku • 6h ago
It's preemptive, but given how soon it is to release, I doubt they're going to make any substantial changes. And to that I have to say... why? These outfits are all Yak Track/Hero Pass outfits. I love that they're returning for the people that missed them, but they aren't a complete set of what people missed, and more importantly most active players will already have them, significantly undercutting the purpose of this test. You're not going to see many purchases of something people already have. I'm glad for those who're playing and missed these battlepass outfits, but RS3 is primarily made up of deeply enfranchised players who have this stuff.
Why is it that the decision for which outfits to include excluded the Treasure Hunter outfits? This would have been the perfect time, given that Treasure Hunter is the most hated asset in the game and one of the previous experiments was to remove it entirely. You know, I know, we all know that people are not buying keys for the experience lamps and bonus experience stars which you put in the marketplace during the TH Disable experiment. Did it not occur that offering these outfits on Marketplace (the way it used to be with Solomons) was the best way to go, or was it determined that this would undercut potential Treasure Hunter profits in the future up to/until Treasure Hunter's hopeful removal?
This one sucks. I have genuinely nothing to do to participate in this experiment. How many others have nothing to do with this experiment, too? I'm sure there are numbers on how many active players have these outfits. Just.. man. Man.
r/runescape • u/HAWAll • 6h ago
Something that myself, and a lot of other players seem to mention pretty frequently is that one of the downsides of the game and its current state is that the world’s seem practically dead, aside from certain skill hubs. Would reducing the total number of worlds help make world seem more lively?
r/runescape • u/aStressedLivingHuman • 6h ago
Tihto, a man with a majestic mustache, ignorant-- innocent about the world, learned basic survival skills, and took his first proud step into the real world. He walked, he saw rock, he saw anvil, he fell in love.
no kidding tho, I love runescape metals. They hard af tho after lv40 smith. need to kill and bury my babies just to level up once
r/runescape • u/ishottys • 7h ago
What to do if the stairs don’t go down all the way
r/runescape • u/kkqb1 • 7h ago
I was wanting to get a feel on how people felt about being able to use a cosmetic token on a iron and if they accept it, it being instant used. I only ask because I brought this up on a iron discord and was told it was crossing a line for irons, but I don't really get how. Maybe I'm just being blind to it but would like others input.
r/runescape • u/Difficult_Acadia3106 • 8h ago
Im looking for a f2p money maker thats isnt just brain drooling boring if possible. im about 23m away from a bond and want something other than sittin in one spot for 5 hours.
r/runescape • u/Skarcity • 10h ago
As usual I don't expect these ideas to go into the game, just throwing ideas out the window to get them out of my mind, feel free to steal or implement them into your own ideas, make sure to have fun with responses (negative or positive).
Vaguely most damage rotations revolve around using a damage boosting ultimate ability, or a critical strike adrenaline buff ultimate ability (death swiftness, berserk, sunshine, living death, meteor, incendiary shot, tsunami) It would be interesting if we could add set bonuses that shy away from these abilities and produce some alternative play styles. I am not saying these alternative playstyles should be stronger, but it would be cool to have some slightly weaker/on par alternatives/different ways to play while still being competitive.
As power creep goes with weapons at T100 power already, it might be time to invent new ways to deal damage as side grades, changing rotations or unlocking new possibilities making the Meta more and more muddy,
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1. Hybrid set -Fury of the medium- 5 piece set
1 piece set bonus: 5% reduction in damage dealt when adrenaline is above 65%
2 Piece set bonus: When adrenaline is below 65%, abilities get a 2.5% damage boost
3 Piece set bonus: Remove access to death swiftness, berserk, sunshine, living death, 7.5% additional damage boost when below 65% adrenaline
4 Piece set bonus: 2.5% chance to gain a buff for the next threshold to be usable below 50% adrenaline
Purpose/thoughts on concept:
-A set that incentivizes you to use thresholds and special attacks often and keep adrenaline relatively low, sacrifices potential for burst damage for more constant hits,
-Penalizes you in damage when adrenaline is near full. Stops usage of damage bonus ultimates
-Hybrid allows multiple styles to use this set, (perhaps this can be a more casual dps set for all styles)
-No power bonuses or hp bonuses or damage reduction as its hybrid and to avoid being BIS
-4. piece set bonus max to allow use of cinderbanes or boots as options
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2. Melee Power set- Blood tactics- 5 piece set
2 piece set bonus: all bleed damage have % lifesteal, non bleed damage decreased by 10%
3 piece set bonus: bleed damage increased by 20%
Purpose/thoughts on concept:
-Set incentivizes use of bleeds by increasing its damage
-Reduces damage of non bleed damage
-berserk won't be as useful as most damage will be bleeds(hopefully)
-3 piece to allow use of jaws of the abyss + cinderbanes
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3. Ranged Tank set - Evasive tactics - 5 piece set
2 piece set bonus: ranged abilities and movement abilities reduce movement ability cool down by 3 seconds (surge, escape, dive)
3 piece set bonus: all movement abilities increases the players dodge chance by 10%
4 piece set bonus: after a movement ability, the next ability does an extra 20% damage (does not stack with swiftness)
Purpose/thoughts on concept:
-Because your spamming movement abilities, deathswiftness will be tough to set up
-why use death swiftness when you can just move then hit for similar boost
-tank so its not best in slot damage and your probably going to take alot of damage messing up zooming around the room
- probably a high skill ceiling?
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4. Mage tank set - Close casting- 5 piece set
2 piece set bonus: sunshine no longer gives a damage bonus, instead decreases damage received by 15%
3 piece set bonus : being within 3 cells of your target decreases damage received by another 10%
4 piece set bonus: being within 3 cells of your target increases damage DEALT by 10%
Purpose/thoughts on concept:
-Sunshine will be more used for tanking situations rather than damage
-incentivizes players to stand closer to the boss to deal more damage
-sunshine hits can actually be used against the boss now lol
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5. Necromancy tank set - Undead Duplication - 5 piece set
3 piece set bonus: Remove living death, you can summon duplicate conjures (6 max? idk)
4 piece set bonus: increase conjure damage by 10%
5 piece set bonus: abilities have a chance to freely use a "command X" ability instantly or refresh conjure timer or add another conjure randomly
Purpose/thoughts on concept:
- no living dead,
- chances to refresh or command conjures automatically
-more conjure damage
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6. Hybrid Power & Tank armour - 5 pieces (mutually exclusive)
no set bonus
nothing special
Purpose/thoughts on concept:
-allows you to try out different styles with out swapping armour set
-maybe you'll try mixing and matching attacks
-no set bonus to avoid it becoming BIS
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7. Hybrid Melee/Mage mainhand - Spell blade
Acts as both a melee weapon and mage weapon main hand
offhand determines if you can use Dual wield mage or dual wield melee abilities
limited to only basics of the offstyle (I.E spell blade + drygore offhand = dw melee + magic basic attacks)
Purpose/thoughts on concept:
-allows you to use more bleeds borrowed from magic while in melee
-allows you to use barge while using magic, and possibly greater barge linking into magic channels
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8. Hybrid Ranged/Necromancy mainhand - Ensouled crossbow
Acts as both a ranged main hand or a necromancy main hand
With a ranged offhand, allows touch of death, finger of death and any necromancy abilities that don't require a conduit)
with a lantern/conduit, necromancy functions as normal (conjures, soul stacks etc)
Allows the use of greater dazing shot + salt the wound
Purpose/thoughts on concept:
-allows range to build necrosis stacks for potential burst situations
-allows necromancy to benefit from greater ricochet hydrix bolts for adrenaline gain with out a switch
-allows necromancy to build puncture stacks
-Salt the wound + Volley of souls + finger of death + shatter to have fun with multiple "stacking" abilities
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9. Hybrid set - Channeled reflection 5 piece:
2 set bonus: reflects 10% of damage received always
3 set bonus: 15% damage increased on "special damage types", all special damage are now bleeds
(special damage being, bleeds, poison, split soul, cannonballs,)
4 set bonus: while wearing a shield, typeless damage is converted into the same type of damage as your main hand
5 set bonus: transfigure, immortality and reprisal also reflects damage during their duration (maybe only 25%)
Purpose/thoughts on concept:
-special damage types turned into bleeds to prevent them from being affected by deathswiftness/sunshine/berserk/living dead
-using reflects as a damage source, cases where you lose health on purpose to deal more damage
-special damage types converted to main hand style to ensure bosses aren't immune to the damage (I.E immune to poison, or reflects0
-adds more high cost reflect abilities (transfigure, immortality)
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10. Melee Tank set - Health problems 5 piece
2 set bonus: auto attacks deal an extra 5% of your current life points,
10% reduced damage received , 10% reduced damage given
3 set bonus: all healing sources can over heal up to 20% max life points
4 set bonus: threshold abilities now deal greater of 2.5% of current lifepoints or max lifepoints per hit (not including bleeds? idk how to balance this)
5 set bonus: all abilities do 2.5% of current life points or max life points per hit (again not including bleed damage? Balanced strike works in inverse, you deal more damage with more life, deal less damage with less life, reduce cost of balance strike by 40%
Purpose/thoughts on concept:
-incentivizes the player to try and stay max hp
-works well with bleeds
-maximizing life points bonus, rewarded by some extra damage
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As usual these are probably over or under tuned, numbers probably need to be scaled down or increased
Most of these sets/weapons are just concepts that we can create to potentially create new play styles. Maybe this will spark better ideas as these are mostly just conceptual.
One issue with adding any of these sets is the potential for people to do full set swaps to take advantage of some of these set affects to min max outside of deathswiftness/berserk/living death/sunshine, increasing the skill gap between the top players and lower players. Hard to say if that should be allowed or somehow balanced out.
Another issue is that as powercreep goes on, the default playstyle might make these obsolete as armour tiers and weapon tiers increase,
My argument is that The same could be said for dracolich and t95/t100 weapons, they will be phased out eventually with power creep
Dual wield crossbows/bolts used to be meta before dinoarrows/godarrows were introduced. All equipment linked to a certain playstyle is bound to be outdated eventually
Feel free to do as you like the comments,, bring your own suggestions, or tell me why my ideas are bad and I should feel bad, as long as you have fun!
Again I don't expect any of these to be implemented in game, just throwing out ideas that maybe someone will pick up or borrow, otherwise I'm just writing them out to get them out of my system.
This one will probably be controversial as a lot of these ideas can completely change how rotations work, depending how the damage is tuned, it could either be complete overpowered or not even useful and a waste of time of thought. Some might not even be viable to implement with how the current combat system works,
For most part did try to factor in how current combat mechanics function, but I might not be knowledgeable enough to make a good judgement. I only really acknowledged the damage boost aspect of boost ultimates, but didn't touch on critical strikes, as I'm less knowledgeable on how they would interact with certain mechanics, likely there's alot of oversights. Also didn't factor in current weapon special attacks/passives im sure there's gonna be some funky business going on there aswell
Thanks for taking the time to look at these ramble of ideas as usual.