And am a bit confused with the new firemaking update. The only ones that really need anti-poison are the somewhat higher levelled players. Players that can do AoD & arrax for example. Low level players or mid, really do not need anti-poison, yet they are given this option to reduce it. Why? I mean sure, ty? but bit useless.
kaliphites slayer task, kq, dag kings, cave carwlers, there are a fair few things that use poison that lower levels kill
to be fair, first thing u do on im is get the armour os trials and vanquish, and then dying dosnt really matter most the time anyway, i tend to use dying as a way of banking when my packs full just to save using food, so like you say its a matter of perspective and opinion lol
but i did find when killing large kaliphites using safe spotting as a very low level the biggest damage i suffered was from poisoning
- Last edited on 29-Mar-2019 18:35:53 by Vaseth
Not like your threads have much substance to begin with. Having your threads derailed actually improve their quality from the nonsense you start them off as.
At that point is it still derailment?
actually it is
coz u guys fail to see substance for urselves
u need to come up with a better reason why venomblood isnt op and why incense shouldnt be a requirement to stop it being 1 perk to rule them all Taking up combo perk slot is good enough of a drawback for using vb.
Not as much a drawback as poison totem that takes up a weapon slot
Or anti poison type potions that last only a couple minutes whose timers are further reduced with poison
antipoison totum dosnt require 80 smithing, 80 crafting 80 divination, an armour perk slot, a shit ton of components from disassembling relatively expensive items, the time to disassemble those items, divine charges drain - all it requires is a few dg tokens
potions dont even require that, anyone can drink um with an skill lvls - even a brand new player whos never raised a single skill