Zae
said
:
Get into the mindset of thinking one ability ahead, plan and know what you're going to be using next. It will eventually become easy as you get into a rhythm. If you want to go further, spam that key as the 3tick/1.8 sec GCD is ending so you get it off as soon as possible and account for latency as much as possible. If you want to go even further, start sacrificing animals irl so you stop splashing and hit at the top of the damage range for each ability.
Pretty much what I do, but even more advanced: in slayer, watch the spawn patterns like airuts so you know exactly when and where they will spawn. I also noticed that each spawn has a default melee or range stance, such as the western 2 spawn spot near dark beasts always spawn as ranged.
This allows you to know where to tag melee airuts for easy grouping and achieve over 500 kills/h.
Also I never used revolution in the entire 104m slayer exp. Was on full manual. Unfortunately if you're me getting 3m slayer exp a day, queuing is pretty much required to save your fingers. I don't really see much dps loss with melee, if any.
Yeah watching spawn locs is key and it's known that the few that spawn near the corner or whatever are ranged as soon as they spawn. It's why you stick around there mainly.
Revolution always felt awkward to me, to be honest. Never used it unless I'm building to 100% adrenaline for dummies to test ultimate abilities (like Onslaught and Berserk/Death's Swiftness/Sunshine/Metamorphosis rotations).
Now queuing - that was amazing. Only problem with it right now is that it has a dummy tick that causes abilities that finished cooling down to be activated later, making queuing worthless in that regard.