Talk:Pay-to-play melee training

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This talk page is for discussing the Pay-to-play melee training page.

Get the f2p stuff out of the p2p guide[edit source]

This page is littered with f2p alternatives. This should not be the case. Could someone clean up this mess, I myself am not that good with wikia.

Thanks Roseray (talk) 07:50, April 29, 2015 (UTC)

Desert Bandits[edit source]

I used Bandits to go from 60 to 90+ in all melee stats in actual 2007. The page doesn't even mention them for some reason? In my eyes, this is practically the ONLY method worth mentioning because it was so AFKable.

Saradomin/Zamorak item for permanent aggression (it is easiest to bring an arrow from clue scrolls, since that slot will not be used with melee anyway). I don't know about OSRS but in actual 2007 there were a lot of crashers at Bandits. I brought melee gear, coins, noted salmon, noted combat pots, and noted super pots, using the combat pots for normal training and using the super pots when someone tried to crash. Food and pots can be sold to the general store, then bought back unnoted. Most players use one of the two small buildings in the bandit camp, while players who can afford lots of prayer pots for melee protection would instead go to the large building (the bar) where there are more and higher level bandits. 19:40, June 10, 2017 (UTC)

Desert bandits weren't mentioned because they aren't an efficient method of training; they aren't even very good for AFK. Bandits were never good in OSRS because the Nightmare Zone has existed virtually since OSRS came out, and NMZ is the meta for nearly all combat training, all while still making a small profit.
JohnSixxScott (talk) 04:35, June 11, 2017 (UTC)
Desert bandits are still a viable alternative to Nightmare zone, especially Ironmen who can't do a whole lot with Nightmare zone points and/or just get bored with it. Also, "...aren't even very good for AFK." (clearly never done bandits) Other than in profit, it isn't better or worse in general, it is simply a different and simpler method; could outline this with some pros and cons. 23:39, October 13, 2017 (UTC)

Sand crabs at very low levels (all levels)[edit source]

Sand crabs can definitely be done at very low levels, even level 3 if higher leveled equipment is banked in advance, you just don't usually see people doing it because it's a remote area unheard of to noobs and takes a few minutes to get there on a fresh account. Really only the spots with 3, sometimes 2, sand crabs are crowded (and even then, the ammonite crabs have taken a lot of the crowd); there are plenty of lone crabs that a level 3 could easily aggro. 23:43, October 13, 2017 (UTC)

I definitely agree that every training monster on this list between levels 10 and 60 should be replaced with Sand or Ammonite crabs. There's no other non-profitable monster worth doing until you can do NMZ. Stuff like Minotaurs, Monks, and Monkey Guards are definitely misleading being on here over those options for p2p. Axelgaffer (talk) 05:47, July 8, 2018 (UTC)

Needs a 2018 update and removal of not very good monsters[edit source]

Most of the monsters on this list are not actually good for training in p2p in the current game. I'm thinking the progression of monsters should be something more like this:

1-10 Chickens

10-50 Rock Crabs/Sand Crabs/Ammonite Crabs

50-60 Yaks

60+ Nightmare Zone/Slayer

Leave the low-level monsters with good drops to the money-making guides,. Players with stats under 50 shouldn't be trying to make money through combat anyway, so including f2p monsters like Hill Giants on this list under the guise of them being decent money is very misleading for new players trying to look up helpful information.

If no one has thoughts on this I'll change it myself soon.

Axelgaffer (talk)

Killing quickly and high DPS is the best defense[edit source]

These are words to live by in OSRS melee. I think it needs to be mentioned early on, so folks can understand that strength bonus and high DPS will result in less damage taken while killing more quickly. Some people that don't understand this just tank up in the heaviest armor and take 50% longer to kill stuff and have the same damage happening to them, only over a longer period. That is why strength bonus armor is so very important to melee. Will anybody with a gift for writing please mention this in the melee guide? Over the coarse of melee training, this can save hundreds of hours. Mustangguy (talk) 23:36, 27 November 2018 (UTC)

I added a mention of this. It should be enough in the "general notes" section as the remainder of the page does list items in order of effectiveness according to offensive bonuses. --laagone talk 00:05, 28 November 2018 (UTC)

Small changes are some of the best[edit source]

Thank you to whoever added the item's image and price under the weapon chart! Vesylum (talk) 13:09, 27 December 2018 (UTC)

Defender information incorrect?[edit source]

The shield slot notes mention that steel defender and above is higher DPS than Toktz-ket-xil. Plugging in some numbers, I don't think that's the case until rune defender or higher. That's somewhat intuitive, given that strength bonus is generally the biggest impact on DPS and the rune defender is the first defender to match Toktz-ket-xil's +5. HIACliff (talk) 15:45, 14 June 2019 (UTC)

I removed the note about the steel defender being better. The best option is dependent on your accuracy, your opponent's defence, your max hit, and you opponent's health. Given extreme enough numbers, even the bronze defender could pull ahead of either shield, but it's best to let people figure out the numbers for themselves. -Towelcat (talk) 16:20, 14 June 2019 (UTC)