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  1. Guide on how you can get 12-25 capes an hour from Mage Arena 2. This guide won't go into boss mechanics but will explain how to get a new account setup so that you can farm capes quick AF. God spawns reset every 24-48 hours, up until the time you have cashed in three cape items. IMPORTANT: You must find the three spawns you want on a single day. Do not cash in one to two items and expect these spawns to be set. Don't even kill one until you're sure all three spawns are what you want; if you kill one one day and wait a day, the spawn for the one you killed will have changed but you won't be able to check where to (since the option to spawn that boss will now be removed). Unfortunately, all spawns change regardless of whether you've cashed in 1-2 items. It's only when you cash in all 3 that the spawns are fixed. You must find 2-3 good spawns and complete Mage Arena 2 that day, before they next reset. For that reason, setting up a 2 cape run, rather than 3, will take a lot less time to set up - likely no more than a few days at most. On both my accounts, I found good 2-cape runs on my first day of checking. 3 capes is possible but may take as much as a few minutes every day for two weeks or more. This'll therefore only work for new accounts! Choose a path, or two, go these locs each day on your new account and check if a boss is there, etc. Note: there is a 4th path available, out west of GDZ and then run to Mage Bank (difficult to set up but if you have the spawns go for it!) -75 attack accounts should try to set up a path for 2 capes a trip. 75 attack accounts can go for three. Paths: 3 boss: Tele GDZ, kill A1; new gate, kill A2; Rogue's for A3. Exit via 50 port (with wildy hards) or run mage bank. Glory to edge, go lever, go mage bank. Cash in. Repeat. Pros: Best route for peeps with Wildy hards. Possible to run to mage bank, rather than tele edge. 3 boss: Tele GDZ: kills A1, A4, A5. Bring anti for poisonous spiders. Avoid Callisto occasionally east of A4. Pros: Doesn't require Wildy hards. 2 boss: Tele rev cave, or 35 port (req: Wildy hard). Run east kill B1. Drag south as you kill. Kill B2, tele out four levels below, east of chins. Pros: Lower level wildy and normally possible to avoid all pkers by running above chins. Quick exit and no requirements at all when using rev teleports - possible for new accounts without ancients. 2 boss: Tele GDZ. Kill either A1-A4; A1-A5; or A4-A5. Tele out above boneyard with glory to edge and run mage bank. Bring anti for spiders and avoid Callisto at A4. Pros: Fewest pkers of all routes. No Wildy hards required. If 75 attack, use the upgraded staves for each. Enables you to autocast and 15% damage bonuses, as follows: 75 attack: Those doing 3-boss paths should use occult and bring 3 staves (25%+). Those doing 2-boss paths should bring tormented brace also (30%+). 60 attack: +1s are: two regular staves, occult and brace (15%). Recommended gear setup (75 attack use upgraded staves in place of the regular ones) for 2-boss path: EDIT: Bring 1 locator orb - "enchanted symbol". EDIT: Bring 1 locator orb - "enchanted symbol". Use a wildy sword to 100% slash webs. They become tilting after a while otherwise and slow you down. The bosses have no mage def so prioritise gear for: 1) Mage damage bonus (25/30+%) (to hit up to 39, with charge) 2) Mage defence bonus 3) Pray bonus Once you cash in items for capes at Mage Bank, rinse and repeat (best through POH). Typical 2-cape run is about 5.30 minutes using B1/B2. With concentration, even at 60 attack, you can get upwards of 20 cape an hour. Smash like ?
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  2. Forums | Teamspeak | Discord  Final Ownage Elite massed up 25+ elites in troll Halloween attire to Revs for a casual PK trip. We quickly realized multiple clans were out and so a day of slaughter began. What started as a clean 1v1 vs Special Forces turned into a cluster with multiple "Pure" Clans. Apex, Resistance and Unbreakable all made an appearance in the fight but to no surprise, FOE was the last clan standing yet again clearing everything after 2 hours. As expected, we completely dominated all other clans in the fight and consistently returned the entire time. Once Resistance and Unbreakable realized they couldn't hang, they dipped leaving us to focus on Apex for the remainder of the fight. After a short while, Apex was reduced to under 5 in game and fully cleared. Amazing performance from all the FOE at the fight, we ended with 25+ in the cave. Better luck next time! ~Jordai
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  3. you need more fucking clans lmfao
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  4. Chip Dump

    Build a maxed pure in 2 months

    A guide to help those wanting to build accounts to join Foe ? and for those considering whether to build a new 25 def account for clan wars. Deciding your build From level 3, get 52 pray at wildy altar. If you know what build you're going for, and you want to go straight for max get 59+ pray straight away. If you're going higher than 59, get pray up in multiples of 8 - 59, 67, 75 etc. 60 attack max, with 59 pray = 83.9 combat. 75 attack max, with 59 pray = 88.9 combat. Add 1 combat for every 8 extra pray levels (75 attack, 75 pray is 90 combat, etc.) Tip for those going for numerous trips: Equip an alt with ghostlies + water staff (no other risk) and get a skull at edge. Park it in the altar in the center. Have sound on. PKers will hit your alt, not you at the altar, allowing you to log or get all your bones off. Don't bother anti pking - the guys there are typically vennie bolt raggers who aren't worth pking. If your alt is able to attack your other account, you can even use it to suicide/die faster to return. The high risk PVP world also works well for this - it's less frequently hit by PKers than the "low risk" world and there's a bank as soon as you spawn. Alternatively buy the wildy respawn (for 5m) straight away. You'll need to have it eventually to join Foe. Once you have your pray level, do dwarf cannon and the following attack/str xp quests: Round off your stats at rock crabs or sand crabs to be able to wield either a granite maul (50 attack/50 str) or an obby maul (any attk, 60 str) so you can begin cannoning chaos druids at CA (burning amulet opt 1) from as low as 1 range. Your melee (or range) bonuses dictate how often you hit with cannon and how hard. Use either maul until 50 range, and bring staminas. Then take max range + msb. Even at low 50s in range, you can get 100k/h+. When your combat is high enough for pkers to begin hitting you, move to the south part of the revenant caves and do lesser demons with craws bow. Just park an account at the entrance to watch for pkers. Here, you can hit xp rates of about 130k/h. At 67 range, I was hitting 165k/h. First, bring just a cannon, set it up, and suicide. Then return with full supplies. (Bandit camp on burning ammy, run east, north through hellhounds and greens, and go west.) To maximise XP, tag all lessers around you and pull them into double hit spots with the cannon. This costs about 1m GP/h with craws but is superior to other options. At this rate, 70 range takes about 5 hours, with 75 taking around 8 hours. Use an alt to restock cannonballs, ether, and pots, so you never have to bank. 75 range (8 hours) From 75, BP at NMZ. Use pray gear; range gear does nothing to boost your xp/h but reduces how much you can AFK. If you're high pray (67+), use 10%s (hawk eye). 85 range (3-4 days) Depending on your cash, you should start chinning from around 80-85 range, all the way to 98/99 range. If you're loaded you can ofc start earlier. If you're struggling for cash, my personal preference would be to chin from 85 to about 93 and then NMZ the remainder. To maximise your XP with chins, turn Runelite's ground items tool on and have it show bones on the floor. Make sure these are in a 3x3 box at all times. If you need to log at any time, or if there are excess bones on the floor, pick them up and drop them as needed. They'll begin to burn when there are more than 3-4. 99 range (7-10 days) By the time you've got 99 range, you should be able to use zenyte equipment (75 hp), have obtained a fire cape, and have NMZ points for imbued b ring. Buy fremenik kilt, manacles, regen bracelet, and unholy book. Do sand crabs until about 75 strength. You can extend your trips from getting bearhead (Mountain Daughhter) and varrock 1 armor (Varrock Easy diary), or by resupplying via an alt. Haunted mine is also worth doing early doors. It gives 22k xp and Salve (ei) gives a 20% buff against undead, opening up some fast training opportunities, incl. for 1 deffers. Check out my new guide on how to AFK efficiently - it'll take a lot of the effort out of training: 10+ def accounts may want to do some wildy slayer with viggora's mixed in. Around 75 strength, switch to doing NMZ all the way to 99. You can expect XP rates of about 70-100k/h, depending on attack and strength levels. Certain bosses have lower melee defence and can marginally increase xp rates. These are the ones I use: 99 strength (3-6 weeks in) Magic training Personally I'd do afk mage training to about 75 (splashing, sand crabs, alching, stun-alching, bolts, etc.). This can be done whenever you have down time. Start fire waving and then surging in NMZ to 99 from there. There are faster methods than these, like bursting in MM tunnels or doing dust devils (with 65 slayer), but expect to be pretty burnt out at this point! Realistically, mage is now 60-80k xp/h all the way to 94-99 mage in NMZ. Check out my dust devils guide if you want to do it that way: Alternatively, if you can't watch the screen too actively most of the time, splashing 2/3rds of it and doing pest control for the remaining 1/3 (w/ points spent on HP) might work better for you. FYI, the fastest HP training method is organised crime. Otherwise a high hp xp way of training your mage that is essentially free is crabs + black salamander. It costs 2 gp a strike, hits 20+ at high mage levels, and gives 66% hp xp per mage xp. It's about 30k xp an hour in mage and 20k hp xp and costs 1% as much as splashing. Mage can cost over 100m so if you're short on cash work out how you're going to afford that and chinning. There's a splashing calculator here: https://oldschool.tools/calculators/splashing Max (2-3 months) Tips: During the first few levels, use wildy equipment (vig chain, craws) at the lowest CB possible to take advantage of the accuracy bonuses (more so than the damage). Choose spots that allow you to minimise run-ins with PKers not purely for the GP loss but because of the amount of XP you'll lose from resetting or anti'ing them on another account. Plan out your build to maximise the bonuses you unlock for each -- don't move on to melee until you've got max bonuses unlocked. Range is the one combat skill that benefits least from nominal increases in bonuses so that's why it's best to do first, the only unlock being anguish, which is less important when cannoning. Don't want to do MM? Viggora's chainmace(u) has the same str bonuses as a dragon scim. Take the ether out when not using it in wildy. Don't do HP-less mage training all the way to 99. If you're wanting to clan PK or revs PK, you don't want a maxed account with 93-94 hp. Accounts going for 99 attack, as well as the other three, can disregard this - you will have 99 hp by the time you max (I splashed all the way on my max 99 attack account - 100m+ cost). Use the time to get good spawns at Mage Arena 2 (as soon as you hit 75 mage). It'll enable you to farm 15+ capes an hour when you max. It takes as little as a couple of minutes a day for a week or so to get set up. See my guide here: Hope it helped. HMU if you got questions ?
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  5. Guy follows our entire F2P trip and makes a vid about it
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  6. That's a long vid of ownage ...
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  7. Thanks for putting in the time to make this buddy. A good read
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  8. John

    2k

    Big facts
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  9. Safe

    2k

    Only real ones tho
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  10. yes good guide upvoted
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  11. 1 like
  12. Dang very nice & useful thanks. I’ll pin this
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  13. Safe

    2k

    ❤️
    1 like
  14. 1 like
  15. STARTED WITH THIS! ENDED WITH THIS
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  16. Safe

    Foe Goes Spooky!

    Bro Warlord made my morning
    1 like
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