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 Post subject: Show us your Action Bar contest!
PostPosted: November 16th, 2012, 6:09 am 
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Happy Friday to all, I am here to announce a contest we are running!

Some of you may have already noticed that we have released an add-on for the equipment calculator where you can share your action bar layouts. We've done this to enable the easy sharing of action bar layouts since the Evolution of Combat release is fast approaching. I invite you to have a look at the Equipment Calculator and set up your equipment loadout and then set up your action bar layout and share it with us.

Oh and did I mention we're running a contest?

The contest revolves around the action bar layouts that I've just been discussing. This contest runs from today (Nov 16) through November 30th where the best action bar layouts will be judged!

Save your loadout and action bar and then post it in this thread. If you want, feel free to give a bit of a description about what it does and why you feel it's effective. Action bars will fall into three categories: Skilling, PvM, and PvP. One grand prize winner will be selected who will receive a prize pack generously donated by Jagex including:

- A scarecrow mask (cosmetic)
- Green skin (cosmetic)
- A cosmetic turkey hat (cosmetic)
- A cosmetic flaming skull (cosmetic)
- A cosmetic ice mask (cosmetic)
- A cosmetic barbed bow (cosmetic)
- 75 Squeal of Fortune spins

We'll also be throwing in some prizes specifically donated by the RSBandB community. The runners up for each category will also receive a small prize from the RSBandB community.

We look forward to seeing your entries!

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 Post subject: Register and login to get these in-post ads to disappear
PostPosted: November 16th, 2012, 6:09 am 
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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 16th, 2012, 1:24 pm 
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RS Name: Freezenub
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Great idea for a competition!! ^_^
Here's my entry :) - PvP

http://rsbb.ca/e217

Quote:
Simple magic offensive set including a shield.

The action bar is composed of several defensive abilities and offensive magic abilities - topped off with the Escape ability for quick moving after stunning your opponent.

Pull off some awesome combos in this loadout, build up your adrenaline with Torture, Chain and Combust... After getting 50% adrenaline, use Asphyxiate for some quick winning or wait for your opponent to build up his/her adrenaline bar and activate Reflect.

If all else fails, Immortality is the way to go with its regeneration effect - surprising most of your opponents!

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Last edited by Freezenub on November 17th, 2012, 4:40 am, edited 2 times in total.

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 16th, 2012, 3:27 pm 
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Nice idea for a contest...too bad I don't know what anything on beta is lol...

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 16th, 2012, 3:50 pm 
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RS Name: Brute Zombie
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Clan Name: evil conception
heres mine for pvm melee :p
http://rsbb.ca/e218

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 16th, 2012, 5:46 pm 
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RS Name: Rebblack666
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My PVP loadout centered around the chaotic maul enjoy...http://rsbb.ca/e219


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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 17th, 2012, 4:13 am 
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UPDATED!
11/27/2012
Pvm or Skilling entry?

Dungeoneering action bars/loadouts:

http://rsbb.ca/e222
Note: Made a lot of updates to this due to dungeoneering being updated.

Melee GD
Q = Freedom, allows you to break free of any kind of stun/snare and whilst fighting boosts your adrenaline.
W = Anticipation, use this in conjunction with Freedom after you get bound, or before you think you will get bound. Reduces damage by 10% and provides immunity from stuns/snare for 10 secs.
A = Slice, Deals up to 125% of current weapon Damage and 10% chance of a critical hit. 3 second Cooldown, chain with similar basics for optimal DPS.
S = Sever, Deals up to 188% of current weapon Damage and reduces the Foes hits by 10% for 10 seconds. (Very good vs. High Defence/Offence monsters.
D = Smash, deals 125% damage without the crit chance like slice does, but 10 seconds cooldown
F = Cleave, hit all monsters in a frontal cone attack, 125% of current weapon damage. Pretty good for packed gd's.
Z= Assault, Deals damage equal to 219% of current weapon damage in a 6 second auto-attack, good vs. high hp slay monsters and high def mobs.
X = Slaughter, Causes your target to 'Bleed' for 100-250% of current weapon damage, the damage is then increased by 3x if the target moves, this can be exploited by stepping under rangers and such so it moves
from its current position, VERY USEFUL Vs. Bosses, as you can kite around whilst Chaining Basic abilities and possibly more thresholds on top of it. The best 1v1 Threshold. Good to use on High defence monsters because you can activate slaughter and attack another monster whilst the other is in effect of slaughter.
C = Hurricane, Deals up to 188% of current weapon damage to all adjacent targets (3x3), The Best Multiway threshold, especially when chained with another AOE such as Dragonbreath.
0 = Pgt
- = Cast Pgt
= = GGS Tele

Hex/Range

Q = Freedom, allows you to break free of any kind of stun/snare and whilst fighting boosts your adrenaline.
W = Anticipation, reduces all damage taken by 10% for 10 seconds, provides immunity from stuns. Good ability becaue you're pretty vulnerable to melee when ranging, it is also a good ability to stall your adrenaline for 10 seconds so that it does not drain, useful in bosses when they're in an invulnerable phase that you cannot attack, IE; stomp.
A= Piercing Shot, Fire an Arrow that deals up to 125% of current weapon damage, this works really well with binding shot as if you use this Ability whilst they're bound/stunned it instead deals up to 157% of current weapon damage, good for mercs and skeletal mage trio/hobgoblin geomancer to name a few.
S = Ricochet, Fires an arrow at the intial target for 125% of current weapon damage then hits two other targets for 100% weapon damage, good for multiple shade spawns in Mono, primarily, but also good for packed gd's just the extra DPS.
D = Snipe, Takes aim and fires an arrow dealing up to 219% of current weapon damage, good for mercs and high level demons, combo attack also so you can easily chain this with a threshold or a basic ability.
F = Fragmentation shot, Fires a shot that fragments on impact dealing equal to 100-188% of current weapon damage for 6 seconds, if the target moves it will suffer 3x the damage, so ideal tactic is to run underneath the monst
Z = Bombardment, Fires a shot into the air that deals 219% of the current weapon damage, if other monsters are nearby it also affects them too.
X = Rapid FIre, In my opinion one of the best range thresholds, used specifically on boss monsters that are hexables. Fires a rapid amount of arrows over 6 seconds dealing up to 94% of the current weapon damage, this may not sound as good but, for a small amount of adrenaline this absolutely tears bosses apart.
C = Deadshot, 188% weapon damage on impact and a further 157% weapon damage over 6 seconds, you may be wondering why not incendiary? This is because Incendiary is based on your opponents max lifepoints at the time, so would only be good if you were fighting a soulgazer/eddi/seeker for maximum effectiveness. Also Deadshot's immediate attack is capped, but the 6 seconds auto damage still applies.
0 = Pgt
- = Cast pgt
= = GGS Tele

Melee Boss
Q = Freedom, allows you to break free of any kind of stun/snare and whilst fighting boosts your adrenaline.
W = Berserker, increases all damage by 100% for 20 seconds, but also effects damage vs. you, afaik it has an activation damage, please confirm
A = Kick the Target back a square/stunning them for 3 seconds, <- Disregard that, this move is extremely helpful on boss monsters as it deals up to 188% of the current weapon damage if the target cannot be stunned, a very helpful ability that has a Average cooldown, 15 seconds.
S= Slice, Deals up to 125% of current weapon Damage and 10% chance of a critical hit. 3 second Cooldown, chain with similar basics for optimal DPS.
D = Sever, deals up to 188% of current weapon Damage and lowers hits you recieve by 10% for 10 seconds.
F = Dismember, Deals 125% weapon damage over 6 seconds, very useful vs. High defence monsters, especially on boss as you can stack abilities on top of the 6 second damage.
Z = Quake, Smash weapon into ground lowering your opponents defence if the defence rating is above90% at the time, invaluable threshold if 0 ragers.
X = Slaughter, Causes your target to 'Bleed' for 100-250% of current weapon damage, the damage is then increased by 3x if the target moves on the spot/moves
from its current position, VERY USEFUL Vs. Bosses, as you can kite around whilst Chaining Basic abilities and possibly more thresholds on top of it. The best 1v1 Threshold.
C = Assault, deals up to 219% of current weapon damage in a 6 second auto attack session, cannot stack abilities whilst the animation is going. Very good 1v1 against higher def/high hp monsters
0 = Pgt
- = Cast Pgt
= = GGS Tele

Initial Magic Action Bar
Reason why the 4 surges are on the bars is so to access the 15% damage spell more quickly than having to navigate spell book, it's alot more apm switching bars but I keep up with it perfectly, also lol I know ultimates really arent worth it, but there's a few that do provide extra dps, such as incendiary shot vs. A seeker does about 9k damage or so in one hit, which is pretty good seeing as you can use your basics straight after, also looked into berserker alot more, definitely worth using at a meleeable boss because iirc there's a damage burst as you active it, correct me if im wrong.

Q = Impact, Blasts target with a surge of energy, stunning them for 3 seconds, use this in conjunction with Wrack for superior DPS. If the target can not be stunned, bosses etc, it will instead deal up to 188% damage of the current spell selected. All spells are the same damage but the weakness is what makes the difference on actually wrecking stuff with magic or not.
W = Wrack, hits up to 125% of your current spells damage and when used in conjunction with something thats stunned it has capability of 157% of the current spells damage
A = Fire Surge
S = Earth Surge
D = Water Surge
F = Air Surge
Z = Hits up to 188% of your current spells damage, more accurate with the spell so the DPS output from dragonbreath is amazing in packed GD's
X = Combust, Applies DOT (Damage over time) effect dealing between 100-125% of the current active spells damage over 6 seconds
C = Chain, Hits up to 125% damage of current spell on impact and can hits 2 others for 100% spell damage, pretty useful in packed gds/multiple magic weak monsters in same room.
0 = Pgt
- = Cast Pgt
= = GGS Tele


Ultimate/Magic Thresholds Bar
Note: When maging, you should be doing surge > ability > surge ability, the only time when using mage should you spam abilities is when Impact/Wrack/Chain/Combust.

Q = Freedom, allows you to break free of any kind of stun/snare and whilst fighting boosts your adrenaline.
W = Anticipation, reduces all damage taken by 10% for 10 seconds, provides immunity from stuns. Good ability becaue you're pretty vulnerable to melee when ranging, it is also a good ability to stall your adrenaline for 10 seconds so that it does not drain, useful in bosses when they're in an invulnerable phase that you cannot attack, IE; stomp.
A = Metamorphisis, great ultimate especially at the likes of Kalger/dread/Rammer- While it's in effect your spell damage is 50% more, lasts for 20 seconds.
S = Asphyxiate, best mage threshold as it's a damage over time effect, dealing random damage over 6 seconds, hitting every 2. This is an amazing ability to use with Metamorphisis if you can, you can hit high 3000's while asphyxiate/Metamorphisis is active.
D = Wild Magic, Fires an unpredictable double magic attack at your target which deals between 25% and 250% of your active spells damage.
F = Detonate, the longer you maintain the effect ( up to 12 seconds ) the bigger the damage will be, this is amazing in packed GD's, you can do extremental damage and vs. slayer monsters such as Nechryael the damage is unmeasurable.
Z = Incendiary shot, fires an explosive shot at your target which detonates after 3 seconds dealing damage equal to 40% of their maximum lifepoints, this is on the 5th bar because it's only worth using if you GT into boss with thresholds active, even then it only caps at 5000; and if /Soulgazer/Eddimu/Nech/ Seeker GD.
X = Overpower, deals 200-400% weapon damage, excellent in bosses as a KO tactic or vs. high hp slayer monsters.
C = Pulverize, Deals 219% weapon damage and reduces their damage by 25% for 20 seconds.

Note: The home teleports in the last 3 slots are supposed to be group gatestone teleport, create gatestone, and gatestone teleport.

Loadouts:

Loadout 1-
Platebody, blood necklace/shadow silkhood/platelegs, 2h, Range body, Bow

Loadout 2-
Platebody, blood necklace/shadow silkhood/platelegs/Robe top, 2h, Robe top, Staff

*Best * Loadout 3-
Platebody, bow, staff, 2h, blood neck



10 binds:
I recommend these binds.

Celestial catalytic staff, Celestial robe top, Celestial robe bottom, Primal platebody, Primal platelegs, Primal 2h, Blood necklace, Hex/Sagg shortbow, sagg arrows/promethium, Sagg body.

My current binds: Celestial catalytic staff, Celestial robe top, Celestial robe bottom, Primal platebody, Primal platelegs, Promethium 2h, Sagg shortbow, sagg arrows, Sagg body.

Hopefully I win, I worked hard on this and really want those sweet cosmetics I missed :)


Last edited by Qualify on November 30th, 2012, 2:55 am, edited 10 times in total.

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 Post subject: Register and login to get these in-post ads to disappear
PostPosted: November 17th, 2012, 4:13 am 
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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 18th, 2012, 1:33 am 
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RS Name: iZant
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PvM Bandos Solo Bar: http://rsbb.ca/e227

This bar is one for PvM. It is designed to be used for a Bandos God Wars solo trip.

The keybinds for this bar are 1 2 3 4 Q W E R A S D F

This bar is made to give the greatest damage output against the boss monster, but to do so you much know a few good combos on this bar. The basic idea that I follow when using this bar is to get up to threshold, use two threshold abilities, then get to ultimate and use Metamorphosis, then get up to threshold while under the effects of Metamorphosis, and finally use Asphixiate while under the effects of Metamorphosis. The main damage dealing abilities on this bar are Torture, Asphyxiate, Wild Magic, and Omnipower. However, Omnipower should only be used in certain situations. The situation for a time where you should use Omnipower is after you do the above combination where you use Asphyxiate while under the effects of Metamorphosis. If you can get up to ultimate before the boss dies after using that combination, use Omnipower, as it is more effective than Metamorphasis since the boss is close to death.

Abilities by Keybinds

1234 - Basic Abilities - Torture, Dragonbreath, Chain, Combust.

These are your basic abilities, and are used to boost adrenaline. Torture has a very small cooldown time and has a decent damage output, so this is the ability that you want to use the most. Chain and Combust should always be used when they are ready. Combust is nearly guaranteed damage and acts over a 6 second time period, in which you can also be doing other abilities. Chain should be used often because it does damages to General Graardor's Minions, and if you damage them while killing the boss, it takes less time to kill them later. Dragonbreath does not hit too high, but it does do damage. In this bar it is mainly used to simply boost adrenaline, give priority to the other 3 basic abilities.

QWER - Threshold and Ultimate Abilities - Asphyxiate, Wild Magic, Omnipower, Metamorphosis

Threshold abilities consume adrenaline, so the two threshold abilities should be used in limited quantities. Like I mentioned previously, once you get up to threshold, you should use each threshold abilities once, then proceed to ultimate. Once you get to ultimate, use Metamorphosis then get up to threshold and use asphyxiate. Asphyxiate is a very powerful ability. It hits four times over six seconds and usually deals over 1000 damage each hit. While under the effects of Metamorphosis, it can deal up to 2600 damage per hit and sometimes higher. When casting threshold abilities, give priority to Asphyxiate over Wild Magic. Omnipower should only be used if you get to ultimate when the boss has low hp. Usually if you can get up to ultimate a second time during the kill, using Omnipower is a better choice than Metamorphosis because the boss usually will be close to death, where Omnipower can be used as a finishing blow. If you are competing against another person for kills, Omnipower should be used if the boss is being killed very fast, and Metamorphosis should be used if the boss is being killed slower. A general rule to follow is to use Metamorphosis if the boss has enough HP for you to get up to threshold and use Asphyxiate before it dies.

ASDF - Healing and Restoration - Rocktail, Summoning Icon (Cast Healing Aura), Super Restore Flask, Rejuvenate

These are pretty self explanatory, but when you are using a Unicorn Stallion familiar, set the left-click option on the Summoning Icon to special ability to use the Healing Aura scroll. When healing, use your familiar's special move to heal before using Rocktails, because the special move cannot be used unlimited, and should be used whenever it is available. Only when you must wait for the special move bar to recharge should you use a Rocktail to heal. If you are taking heavy damage that you may not be able to heal faster than, use the special move and a Rocktail in quick succession. This allows you to heal a large amount of HP in a small amount of time. The ultimate ability Rejuvenate is also in this section. But if you use a Staff for the trip, you must bring a shield to switch into to use this ability. This can be any shield, so bring one that does not increase your risk. Only use Rejuvenate at the end of the kill, after all of the NPCs in the room are dead, equip your shield and use the ability. You want to get up to ultimate while killing the minions to use this ability once they are dead. Doing this will save you a lot of supplies and increase the length of your trip. This ability can also be used if you are out of other ways of healing and the boss is not dead. In this situation, get up to ultimate, put your shield on, and use Rejuvenate, only if there are no other ways of healing available to you. Use the Super Restore Flask to restore your prayer, and really pay attention to your prayer, and never let it run completely out. The prayers I recommend are Soul Split and Torment, or Protect Ranged and Augury.

Ability Combinations

Combust --> Asphyxiate

Combust does damage over 6 seconds that you can still use other abilities. Use Combust then quickly use Asphyxiate to deal a nice damage combo, because asphyxiate is a Combo move and does damage over 6 seconds. Combining these two will make two hit splats every 1.5 seconds.


Asphyxiate --> Torture/Wild Magic

When you cast any abilities, there is then a cooldown before you can cast any other ability. Since Asphyxiate is a combo attack, this cooldown happens while it is still dealing damage, so you can immediately cast another ability once it finishes. Torture is a good choice for this because it is a very reliable ability. Use Asphyxiate and when you see the fourth hit of it, use torture. This will almost make it as if Asphyxiate has 5 hits instead of 4. Another ability that you can use after Asphyxiate is Wild Magic, because it also hits very consistently.

Metamorphosis --> Asphyxiate --> Torture

To do this combination, you must get up to ultimate to use Metamorphosis, and get up to threshold to use Asphyxiate while under the effects of Metamorphosis. You must be very quick with the basic abilities for this to work, so you have 6 seconds left of Metamorphosis when you cast Asphyxiate. This combination can deal over 10,000, so it is a very good one. After Asphyxiate is done, quickly use Torture, like in the previous combination, and if still under the effects of Metamorphosis, this will deal very heavy damage.

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Last edited by Zant on November 28th, 2012, 8:12 am, edited 3 times in total.

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 21st, 2012, 1:53 am 
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RS Name: Guppee
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A quick, skilling oriented one :D
http://rsbb.ca/e217

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 22nd, 2012, 3:55 pm 
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RS Name: Mime
RS Status: P2P
Clan Name: RS Outreach
My skilling setup for the living rock caverns: http://rsbb.ca/e224

1. Gold ore: This allows for the very fast and efficient dropping of said ore. Who said mining can't be fun?!
2. Decorated mining urn: More experience please! Fill up an inventory with mining urns and teleport them away with button number two.
3. Juju mining flask: I couldn't find the picture! Nevertheless, feel the raw power of stone spirits as they happily carry your ores to your bank.
4. Slice: Slice your target for up to 125% weapon damage. In addition, has a 10% greater chance of being a critical hit. Great for dispatching those living rock creatures quickly. And they're weak to crush - ideal for your dragon pickaxe!
5. Sever: Sever your target's nerves, dealing up to 188% weapon damage and reducing any damage they deal by 10% for 10 seconds. Never get owned by a rock throwing stones at you again.
6. Resonance: The next attack you receive within 6 seconds will heal you instead of harm you. And free healing too!
7. Slaughter: Cause your target to bleed for up to 250% weapon damage over 10 seconds. If the target moves location, they suffer triple damage. Run away and watch them fall to the floor.
8. Assault: Assault your target, dealing damage equal to 219% of 6 seconds auto-attack damage to your target. Combo Attack. TRIPLE COMBO BONUS SCORE!!
9. Regenerate: Restores up to 25% of the user's maximum lifepoints. Wooters, more free healing! No need to waste inventory space anymore - fill it all up with urns and ore!
10. Protect from Missiles: Just when you get bored of attacking rock monsters and want some peace from their throwing attacks.
11. Teleport to House: In case something goes wrong. But let's be fair. With this action bar, you can't!

Unfortunately there's no spell icon for superheat ore, so I couldn't use the smelting gold bar/drop bar method.

Hopefully you enjoy and/or found this useful! And oooo, green skins, lemme at it! :P

Mime


Last edited by Mime on November 24th, 2012, 8:27 am, edited 1 time in total.

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 23rd, 2012, 10:17 pm 
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http://rsbb.ca/e225

just a quick one.

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 25th, 2012, 4:05 am 
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I think my action bar setup is one of the best for general purpose use. Emphasis is on the particular structure and purpose rather than the exact layout

http://rsbb.ca/e226

My keybindings are: 1 2 3 4 5 6 q w e r t y

If you are familiar with the 3 row number pad then the following setup, adjusted appropriately, will be most beneficial to you:
1 2 3 4 q w e r t a s d f

Bindings 5 6 and t y are slightly harder to reach. Abilities that are infrequently used or that require special consideration are placed here.

I have not included any prayers or summoning abilities as these are already easily accessible regardless of current tab via the excellent quick prayer and summon icons. I find that setting prayer to soulsplit + (turmoil/anguish/torment) + protect item is sufficient for ~90% of combat. If you need to switch between prayer, ie: fight caves, tormented demons, etc, they can be easily switched in; typically in place of the shield abilities.

1-3. Combat Action Bars

All 3 combat style layouts share a similar pattern; stun, primary basic, DoT basic, powerful basic, special basic, freedom, resonance, reflect, combo threshold, power threshold, ultimate, alternative ultimate/miscellaneous.

Edit: Replaced Anticipation with another damaging basic as anticipation seems to be of limited use and has a relatively long cool down. I also suggest you pick only one ultimate and use the last ability space for Momentum (slayer tasks), Regeneration (no shield recovery), Group Gate Teleport (dungeoneering), etc.

The first 4 abilities are the most frequently used and are placed in a basic rotation. You can effortless spam 1-2-3-4 in order to stun> extra damage> damage over time> power attack and continue to use them as they become available. The special basic, 5, is either a multi-target ability or is more effective in certain circumstances that should be considered before use to prevent drawing in more enemies than you can handle or wasting its cool down.

Q and w are both shield based abilities and are a little bit awkward to transition your fingers to while using basics and shouldn't be used with basics anyway. These are specifically for switching to a shield to tank damage in dire situations or improve trip duration and are not enough for a specialized tank build. If you really need a boost, you can switch to action bar 4 (general) and pop a Rejuvination ultimate to restore 40% health and and all stats.

E, r, t and y are the the two thresholds and two ultimates for that style.
For melee, Berserk is very good for lower level enemies while Frenzy is possibly the best boss slaying ultimate for any class. Slaughter is always an excellent threshold for maximizing damage and destroy is the better of the two dual wield threshold combos.
For range, Deadshot is a decent high damage ultimate with no requirements and low cool down, with Unload only a couple hits shy of the awesome power of Frenzy The thresholds are self explanatory and the only two worth using with range's limited abilities.
Magic seems seems to be oriented toward multi-combat so Tsunami is a very good ultimate for its niche while Metamorphosis provides more dependable single target power but can be replaced with Omnipower with similar effect. Magic only has two especially good thresholds but they are simply amazing. Asphyxiation is a very powerful stun combo and pairs well with Wild Magic for great single target damage.

The thresholds are very easy to tag onto the basic abilities with a simple movement of the index finger. Ultimates are a bit of a stretch so as not to waste all your precious adrenaline with a misclick.

All 3 of these can be adapted for Dual Wielding, 2-Handed or Shield but are currently a mix between Dual Wielding and Shield as I find these the most effective for fighting bosses. I suggest changing out the specialty basic ability and the 2 shield dependent abilities to suit your needs.

4. General Purpose

The fourth bar is a general purpose bar for abilities that are not important for fast access during combat. Mostly toggle-able constitution abilities, Momentum is also here as it's only selected once every 20 minutes, as well as Rejuvinate which is powerful enough to warrant a shield switch on its own but is primarily aimed toward tanks rather than the offensive setups I have presented. The teleporting ability, Surge, is also placed here as it's a really useful and fun ability for any class or even outside of combat.

The teleports are ok but I personally have those binds set to drop gatestone, create gatestone, teleport to gatestone, and teleport to group gatestone for dungeoneering instead. These weren't available on the site's program, though.

5. Skilling Action Bar

The last action bar is for skilling. Skilling has gained some really great assets from the action bar, in some cases, nearly doubling the speed of skills. This is only for a handful of cases, though, and outside of these, the action bar has limited use currently. The best uses of the action bar for skilling are primarily dropping items quickly and for 2 click magic spells that can now be done with one click.

Gold ore (or bars if using super heat) and other various ores can be quickly dropped when power-mining, salmon, trout and any other fish (except for the barbarian fishing spots) can be quickly dropped for power-fishing, trinkets from pyramid plunder can be dropped to make room for more important sceptres and ibis pieces, any logs, especially TEAK, can be quickly dropped for power-chopping, and even flatpacks are welcome to the action bar for those that train construction with them.

Boxtraps and similar hunting traps, like Marmasaw plants for higher level hunters, can now be set up from the action bar.

The best magic spells for binding to the action bar are ones that would normally require two clicks to use. Almost all of these are skilling spells found in the lunar spellbook. There is also the famous High Alchemy spell as well as Superheat and Enchant Jewelry that benefit from the action bar. All of these spells go from two clicks, to choose spell and select target, to one click making it much more convenient.

I hope that you have found my suggestions and action bar layout helpful. Maybe I can snag that prize! WOOT!


Last edited by Fire Afrit on November 29th, 2012, 11:37 pm, edited 2 times in total.

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 29th, 2012, 9:32 pm 
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Joined: November 29th, 2012, 8:25 pm
Posts: 4
Location: WA us
RS Name: Astrovillain
RS Status: P2P
Here's my entry to the action bar contest: http://rsbb.ca/e238

This action bar is setup for Dungeoneering/PVM

Custom Keybinds
I have a simple setup set the to the following keybinds:

Z X C V A S D F Q W E R

I chose these because I find it similar to the 1234qwerasdf setup, but more comfortable with my particular keyboard and desk. I also have the basics that I end up spamming bound where my index and middle fingers set. Soul split is usually bound right above one of these keys. In this setup I find that the Q W A S keys are best used for the abilities I use the least.

Note: In my dungeoneering action bar (#1) I have two Home Teleports, one of which is actually a group gatestone teleport. This is on key E.

Thanks for hosting this contest! I'm thrilled to see such good entries thus far.
-Stro

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Last edited by Astrovillain on November 29th, 2012, 9:37 pm, edited 2 times in total.

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 29th, 2012, 9:34 pm 
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Joined: December 25th, 2006, 7:10 am
Posts: 1603 us
RS Name: Earth271072
RS Status: P2P
Clan Name: Clan Quest
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Since unfortunately untradable items are not in the list of items, some items are used as a replacer.
On the "Gettin' Around" bar:
Dragon Halberd for Teleport Crystal to Lletya
Bones for The Ectophial
On the "Skillin' Magics" bar:
Gold Ring for Explorer's Ring 4

The Skillin' Magics bar is subject to being moved around depending on the thing you are doing. If you are doing plank make then you would probably want it in the first few spots. This is just the general use layout. The Explorer's Ring 4 (or if you don't have that simply replace it with high level alchemy, or if high level alchemy is more convienient in a given situation) is first, followed by the enchant spells. I have NPC contact in there so that you can contact the Slayer Masters, Bert the Sandman, Advisor Ghrim, etc.

My combat bars are fairly straightforward, with the 0% abilities, 50% abilities, and then the 100% abilities in order, and then the restoration ones are at the end.

My bar doesn't require a specific keybind set. It's compatible with any and all keybind sets that one might desire!

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 29th, 2012, 10:53 pm 
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Joined: May 5th, 2012, 10:12 pm
Posts: 40
Location: New Zealand nz
RS Name: Nextacy
RS Status: P2P
Clan Name: Ka Pai
Hello, this is my entry http://rsbb.ca/e239

I have found this load out to be very effective at a lot of bosses including, but not limited to K'rill (zamorak boss) Zilyana (saradomin boss) and corporeal beast. (these are the only ones i have tried but i am sure it is very useful else where.
Although many may be tempted to spam the basic abilities, actually knowing what you are doing is helpful =p
When a boss spawns I you combust for the bleed damage, then impact to stun followed quickly with wrack.
Dragon breath can be used at any time during the kill but i recommend to not use at the start. Chain is off to the side a bit as using chain while getting kill count is devastating =p
Asphixiate is an amazing ability and i find that it is much more valuable then some ultimates. Imortality is good if you are out of food and in a sticky situation.
Metamorphosis is god as if requires no runes to cast your spell and hits hard.
Rejuvenate has to be my favourite ability, it heals 40% of your life points and can extend your trips to bosses dramatically!

i hope you enjoy this load out =),
Ka Pai

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 Post subject: Re: Show us your Action Bar contest!
PostPosted: November 30th, 2012, 5:20 am 
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Joined: March 24th, 2011, 2:29 pm
Posts: 99 au
RS Name: morumska
RS Status: P2P
well this anit locked here goes mine
havent done too much combat so i go with a skilling one
http://rsbb.ca/e240

mostly tele's on standard the other spaces on the bar i put a explorers ring for the cabbage tele and the ones on the end i put ores or herbs if i do the skillings

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