Attack: augmented items don't degrade so n/a for anyone who uses augmented gear?
Strength: only applies to comp cape since kiln capes > max cape
Defence: One of the more OP perks imo but I rather use kiln cape
Ranged: If comped, useless, if not then it's kiln cape vs max cape again
Prayer: handy, not OP
Magic: Might be handy, rip book switch but I don't even care about that and I rarely switch
Runecrafting: Handy, it tells your last personal rune only, not too OP
Construction: Nice small reduction to plank cost, doesn't seem OP imo
Agility: Useless unless going for pirate hook.
Herblore: Never store dirty herbs, maybe some people will like.
Thieving: Might save a little at time in some areas
Crafting: Meh
Fletching: Nothing to see here
Slayer: teleports are handy, but adding to max cape makes it a navigation nightmare
Hunter: Who hunts jadinkos at 99 (unless for juju)?
Mining: Not sure what +2 will do, unknown if it stacks with familiar boosts.
Smithing: I never had issue with wearing goldsmith gauntlets, useless for me.
Fishing: Sounds nice, I assume double catch does not equate to double xp so not too op
Invention: My personal fav, no idea what difference it makes but less drain is good for me
Summoning: If it stacks with spirit gems then maybe kind of op
Dungeoneering: Haven't checked it out but I'm sure I could find a use for at least one tele
Farming: Can get around all patches with single dose of juju, wont change anything for me
Divination: Really have no clue with this one, I doubt it will be a must have perk
Woodcutting: Need to know if it stacks with rabbit's foot and tree shaking, if so then OP
Questpoints: Dont have cape but I like the idea of this perk.
I don't think there many real game changing perks here. Def I have mixed feelings about. Some are outright useless but I'm okay with that.
I'm going to keep rooncraft and construction separate. As for adding to my max cape, only invention so far, unsure about last 2 slots.
Strength: only applies to comp cape since kiln capes > max cape
Defence: One of the more OP perks imo but I rather use kiln cape
Ranged: If comped, useless, if not then it's kiln cape vs max cape again
Prayer: handy, not OP
Magic: Might be handy, rip book switch but I don't even care about that and I rarely switch
Runecrafting: Handy, it tells your last personal rune only, not too OP
Construction: Nice small reduction to plank cost, doesn't seem OP imo
Agility: Useless unless going for pirate hook.
Herblore: Never store dirty herbs, maybe some people will like.
Thieving: Might save a little at time in some areas
Crafting: Meh
Fletching: Nothing to see here
Slayer: teleports are handy, but adding to max cape makes it a navigation nightmare
Hunter: Who hunts jadinkos at 99 (unless for juju)?
Mining: Not sure what +2 will do, unknown if it stacks with familiar boosts.
Smithing: I never had issue with wearing goldsmith gauntlets, useless for me.
Fishing: Sounds nice, I assume double catch does not equate to double xp so not too op
Invention: My personal fav, no idea what difference it makes but less drain is good for me
Summoning: If it stacks with spirit gems then maybe kind of op
Dungeoneering: Haven't checked it out but I'm sure I could find a use for at least one tele
Farming: Can get around all patches with single dose of juju, wont change anything for me
Divination: Really have no clue with this one, I doubt it will be a must have perk
Woodcutting: Need to know if it stacks with rabbit's foot and tree shaking, if so then OP
Questpoints: Dont have cape but I like the idea of this perk.
I don't think there many real game changing perks here. Def I have mixed feelings about. Some are outright useless but I'm okay with that.
I'm going to keep rooncraft and construction separate. As for adding to my max cape, only invention so far, unsure about last 2 slots.
21-Feb-2017 01:51:16 - Last edited on 21-Feb-2017 02:19:48 by Lil Indecent