GavinRuneblade

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  1. Quote:
    Originally Posted by Simak View Post
    They are quite fragile. But the most efficient way to protect your pets is directing aggro on yourself and bodyguard mode helps you survive even GM attacks with ease.
    So far, I run on -1 through +1 x2 or x3. I drop to -1/x1 for bank missions. Bosses off. I still die pretty often, and when I do, my minions have all gone down before me and it was just me and fluffy waiting for the summon power to recharge and trying to stay alive through rapid healing and lots of fear. So bodyguard mode wouldn't have helped as far as I can tell.

    Quote:
    As brophog02 said one of the very few problems are huge radius aoes, especially autohitting ones.
    Other than Rikti and Arachnos with bosses turned off, I can't think of any enemies that don't bring AoE's to the table. It started in Sharkhead with the Demolitionists being essentially impossible for my boys to handle, and just got worse from there on out. I have yet to find anyone but Rikti that I can handle reliably. And even then I have to turn off the bosses. Nem's are the worst since even their minions have cones.

    Quote:
    I'll make one demonstration of BG mode: Lets say you are facing two nasty AVs.
    Never beaten even one. Never seen my minions survive hits from EBs much less AVs. Last time I went up against nemesis as an EB was at the end of Scorpion's Patron Arc on the beach assault mission, difficulty set to -1/x3. I was doing ok against a group of Jaegers, then the one with, err forget the name of my anchored -acc power, but he runs off. Before I can detoggle it, he aggro's Nemesis who fires at us. Boom, soldiers all 3 dead, one spec op dead the other with a tiny sliver of life and comando deep in the red. Me knocked too far back to heal but still with over 50% life. Jaegers finished off the commando and spec op before I could get back in range to heal him. So, how would bodyguard mode help? Near as I can tell from the mechanics I'd have more life and the spec op and commando would be dead. I'm not seeing that as an advantage.

    I understand what it does. I just don't understand why I want to do it. My mercs have way lower def and resist than I do. I can take 4-5 attacks from most bosses plus I have fluffy who stays near me, and my own heals going off. They crumple on 2 or 3 from lieutenants and the occasional boss can do 90% in one go, so if they're not full up it's an insta-kill. Why the hell would I want to make them even more fragile than that? If I was reliably getting killed with them still alive I would understand the concept. But since they ALWAYS die first, I just can't see the benefit unless it lets me bring the damage onto myself so I can heal it away.

    I have Shadowfall, Maneuvers, Combat jumping, patron armor (Scorpion's but I'll be swapping to leviathan soon as I can get a respec), several handy set bonuses, plus fluffy, fearsome stare, and my heals. They have Maneuvers and shadowfall sometimes (even on follow passive they sometimes stray too far), one resist IO, one Def IO, whatever they come with natively, and fluffy and I can occasionally manage to heal one or two of them. the medic loves to start healing right after his buddy died. =)

    There is no contest in terms of survivability. I have them beat by a long margin and I'm still getting more and better sets into my build for more and more survivability. They're almost as good as they will ever be (I am trying to get the other def IO). Unless the Uniques stop being unique and I can slot in some more resist and def.

    I know the mechanic and I know the theory. But in my experience it doesn't offer what I need. My Mercs actually die more often than my ninjas ever did.
  2. First, Really appreciate the advice and sorry for the thread hijack.

    Quote:
    Originally Posted by brophog02 View Post
    I can't put this nicely, but it needs to be said: You simply don't know how to play masterminds. If you're willing, however, the help is out there.
    You can go farther, I really don't know how to play this game. Doesn't offend me when it's true. =) I assure you you've never seen tanks faceplant as often as mine, or blasters who can't solo, etc. I have fun, but totally lack skills. I'm not an idiot, just incompetent. I've read all the guides I can find, and I try to apply the information. I'm not very good at it.

    Quote:
    The benefit is 75% damage reduction with 6 pets. Any AT in this game would kill for that kind of constant protection.

    You, without any pets, make a blaster look like a tank. Your pets and your ability to keep them alive through buffs/debuffs/heals is what takes you from the squishiest AT in the game to arguably the most resilient. This happens all while still doing very impressive damage.
    I'll strongly argue on the impressive damage bit. My mercs are slotted for 30-ish% accuracy, 90%+damage and all three have one Lady Grey proc and I'm using both assault and tactics. They don't kill even con minions fast when all six of them are focused on it. With a few noteworthy exceptions (I love Carnies because they have no S/L resistance). Bosses got frustrating enough that I turned them off somewhere back in the low 30s. Every now and again while teaming I manage to corner a boss, and it takes forever to drop, so I know I still don't want to bother with them (made it to 49 so far). Granted, I'm using Mercs who do dot damage, but still, I can notice the speed difference when I use Patron attacks to support them against minions. I really shouldn't be able to notice that from everything I've read. Dunno what else I can do except only run Carnie missions. Everyone else seems to have disgustingly high levels of S/L resistance. If I manage to get an enemy onto Tar Patch, that helps a lot. Rarely happens though.

    As far as survival, I do ok myself. Shadowfall, maneuvers, combat jumping, Patron armor, and a few decent set def bonuses, fluffy, fearsome stare, and lots of healing makes me a lot more survivable than the mercs themselves. I wish I could count darkest night in there but it always seems the target decides to run away and I have to turn it off so he doesn't aggro other groups, but it makes a difference too I'm sure for the few seconds it's working. Fluffy is a really huge part of my survivability. I love Fluffy. Fluffy is the only reason I haven't given up completely and am still trying to make this character workout.

    Quote:
    What it does do is make incoming damage very miniscule. Instead of an attack doing enough damage to kill you or a single pet, it spreads it out amongst all of you, making it much easier to heal/regen back.
    So, DOES bodyguard take damage off of a minion and share it? From the description it looks like it only takes damage off of me. So if my commando gets nailed for 800 damage, will he be crippled or will it proliferate to myself and the others?

    Quote:
    The only things that really give masterminds trouble are things with a lot of AOEs, and even then we're normally talking autohit AOEs, like burn patches.
    Problem is that AoE attacks includes everyone except Rikti and Arachnos with bosses turned off. The Caltrops of Artemis are doing most of their damage as AoE and I don't think they have any other AoE attack but the caltrops they are so obsessed with. Hero-side Circle of Thorns would be much easier than the Villain side for the lack of Succubus, but even then lots of the mages seem to have AoEs. Malta have their grenades and missiles, Council have an infinite supply of grenades especially from bosses and lieut's. If I turn on Bosses the Fake Nems and Warhulks can ravage my minions faster than I can get a heal off. And on and on the list goes. Either the enemy in question can't hurt my minions, or they die faster than I can heal. And that happens rather too often.

    Quote:
    The better choice for you is to use a defensive attack command. The benefit is that when they are done attacking they will return to bodyguard. When you get 5 or 6 pets, the best course of action is often to keep the tier 1s on defensive follow and use attack with the tier 2 and 3 pets on key targets.
    Never managed to get binds to work. I always get some weird purple error message saying unrecognized command when I try to copy/paste. I tried replacing the quotes manually in-game, someone suggested that might be the problem. Dunno. So I just use the default command buttons.

    Question: As a merc, wouldn't it be more effective to use the tier 1 and 3 on key targets and the spec ops on defensive, since the spec ops are total pansies when it comes to dealing damage but I think the two of them total 90% of the hit points the three soldiers total up to? I think the same would be true for Bots wouldn't it?

    Quote:
    Sounds like someone that doesn't use the mouse. There are people that will not use any powers with a drop target for that reason. My suggestion to anyone is to put goto on a mouse button. This makes it point and click and extremely easy to use.
    I use the mouse. the problem is I select the power, then try to place it and instead click on an enemy and deselect the power. So then I have to select the power again. Oops, got the enemy's foot and deselected the power again. Then I try angling the camera to get a better view of the ground. By then one or more of my mercs are dead because I'm standing like an idiot trying to click on the ground not on the enemy and fiddling with the camera angles. So I get frustrated and just put the target off to the side where it only gets one out of 4 enemies, and that one easily walks out of it. Now I've wasted my power, some of my guys are dead, and the enemy hasn't really been inconvenienced. Joy.

    So I pretty much put tar patch down as a way to draw aggro, or as a location to teleport foe enemies into. If it recharges during a fight I pretend that it didn't.

    Quote:
    There are several sets that would get around some of these issues, if you simply couldn't use a power with a drop target. Something like a Mercs/Pain with provoke would work very well. No drop targets to my knowledge, the Mercs stay at range well, and provoke plus bodyguard plus Pain Domination makes the combination fairly resilient.
    I've started and stopped so many MM's that until Going Rogue comes out I really don't want to start over again now that I finally managed to stubborn my way up to 49. When it comes out I plan to try Demons/FF. The thing is I loathe FF so much that back when I was trying a bots/FF I would suicide from time to time because the knockback made me hate my own character so much I had to get rid of it.
  3. That's quite a bit more readable. I was thinking about your comments on outlevelling things and varied levels. Might then the better way to organize be by Max level first, then min level? Sort of how we alphabetize names by last name, then first.

    As an example of the change (not sure this is better, just tossing it out there for you):

    Currently your list reads:
    Quote:
    1: Breakout: Jail Bird Exploration badge.
    1-4: One of two regular contacts, one story arc each.
    1-50: Epic AT contact chain listed separately below.
    1-50: Halloween salvage gives costume slot from Granny Beldam (Nerva Achipelago).
    7: Invention Enhancements become slottable.
    5-9 NO FLASHBACK: Atlas Park Mayhem explore badge.
    5-50: Force of Nature accolade: many Mayhem badges, Villain (Longbow).
    5-8: One of two regular contacts, one story arc each, introduces Broker mechanism.
    5-9: Three regular contacts, two badges, four story arcs.
    6-12: Select prerequisite for travel power (traditional build).
    12-50: Dual Origin Enhancements become slottable.
    11-14 NO FLASHBACK: King's Row Mayhem explore badge.
    10-14: Five regular contacts (one is unlocked by a badge). Two badges, eight story arcs.
    10-50: University training.
    14: Travel power (traditional build).
    14-20 (or 30-50?): Ashley McKnight (Cap au Diable): Origin of Power story arc. To many contacts.
    6-16: Select prerequisite for Stamina (traditional build).
    16-19 NO FLASHBACK: Skyway City Mayhem explore badge.
    8-18: Select second prerequisite for Stamina (traditional build).
    15-19: Five regular contacts (one unlocked by missions from others). One badge, seven story arcs.
    15-20: Virgil Tarikoss Strike Force (Cap au Diable).


    But by end-point first it would go:
    Quote:
    1: Breakout: Jail Bird Exploration badge.
    1-4: One of two regular contacts, one story arc each (Kalinda or Burke).
    7: Invention Enhancements become slottable.
    5-8: One of two regular contacts, one story arc each, introduces Broker mechanism (names???).
    5-9 NO FLASHBACK: Atlas Park Mayhem explore badge.
    5-9: Three regular contacts, two badges, four story arcs.
    10: University tutorial contact unlocked.
    6-12: Select prerequisite for travel power (traditional build).
    12: Dual Origin Enhancements become slottable.
    10-14: Five regular contacts (one is unlocked by a badge). Two badges, eight story arcs.
    11-14 NO FLASHBACK: King's Row Mayhem explore badge.
    14: Travel power (traditional build).
    6-16: Select prerequisite for Stamina (traditional build).
    8-18: Select second prerequisite for Stamina (traditional build).
    15-19: Five regular contacts (one unlocked by missions from others). One badge, seven story arcs.
    16-19 NO FLASHBACK: Skyway City Mayhem explore badge.
    14-20 (or 30-50?): Ashley McKnight (Cap au Diable): Origin of Power story arc. To many contacts.
    15-20: Virgil Tarikoss Strike Force (Cap au Diable).

    1-50: Epic AT contact chain listed separately below.
    1-50: Halloween salvage gives costume slot from Granny Beldam (Nerva Achipelago).
    5-50: Force of Nature accolade: many Mayhem badges, Villain (Longbow).
    I tweaked some wording and tossed in a few questions. This gives you another break to make the list more clean, and that is "stuff that goes through level 50".

    Overall I think you might want to standardize on your style. For example you have IOs at level 7 only, but DOs at 12-50. It makes sense to just state the level they unlock on TOs, IOs, DOs, and SOs. Similarly anything that is an unlock, like a contact that appears at a specific level, or the Invention Tutorial, you can just state at the level it appears, I think. Then add a range only if you can outlevel it (some contacts I think work this way). Ones to add might be the unlockable contacts, for instance SlotMachine from level 30-34 (requires the Gang Buster badge), or Mu Drakhan.

    Anyway, thanks for putting the work into this. Good luck with it.
  4. Daddy's Lil Tyrant

    Soldiers: Tee Hee, Renard
    Medic: Mr. Stamper
    Spec Ops: Gobinda, Jaws
    Commando: Odd Job

    Bonus points to anyone who recognizes more of the names than Odd Job and Jaws. =)

    Eyes Like Azure (deleted and remade as a brute)

    Genin: Chop, Dice, Slice
    Jounin: Frappe, Liquefy
    Oni: Osterize
  5. Quote:
    Originally Posted by MentalMaden View Post
    Unless you are going for some softcapping or resistance stacking I really don't find basic pve fire/kin too tight.
    If you are going for softcapping, is combat jumping really any better than hover? Neither one adds any significant defense, so the benefit would have to come from set slotting and all travel powers take essentially identical sets, or am I missing something?

    The immobilization protection and need to be on the ground for Fissure is a decent reason to me, but being tight on powers doesn't make sense to me. Super Jump requires the exact same two slots as fly. If you're farming, you really don't need to travel over vast distances which is where super jump has its advantage over fly. How does being short on slots come into play?
  6. For the longest time I've been ignoring accolades because I can't run TFs except pugs (friends are rarely online) and I hardly ever team. Hunting hundreds of enemies solo for a badge is really not fun. I've been flashbacking a fair bit and slowly chipping away at the numbers via that method. But I probably should just go ahead and sink the time into it.

    It would also help if I ever learned to control my attacks better. Headsplitter on the minion with a sliver of life is really not doing me any benefit. =)
  7. Quote:
    Originally Posted by Dr_Brainbottle View Post
    The best mode to leave your pets in if you just want to ignore them while you do your thing is defensive follow mode, aka "bodyguard mode", which is the mode they are in by default when you first summon them. Don't take them out of bodyguard mode unless you have a very good reason, and there's almost NEVER a good reason to put them in agressive mode.

    The only time I use agressive mode is when I want my minions to randomly attack large numbers of NON-HOSTILE targets like crates and cardboard boxes on a mayhem mission. But even in a mayhem mission, I only use it sparingly.

    Much more often, my targets are HOSTILE, which means they will provoke a fight with my bodyguards soon enough, and then I get all the benefits of bodyguard mode.

    Really, in a pinch I could play most masterminds with exactly one keybinding: "petcom_all follow defensive". Note that if you issue this command in the middle of battle, they actually stop fighting and gather around you. This can be useful if they're chasing someone, or if you want to apply an AOE buff.
    I've only ever died, I think twice with my minions alive and I don't think I've ever fought in bodyguard mode, or if I have it was purely by accident. As far as I can tell, the "benefit" of bodyguard mode would be the absolute worst thing I could possibly inflict on myself. Unless it moves damage taken by a pet to me. That would be useful. Moving damage off me to them is exactly what I don't want. The idiots are hard enough to keep alive as it is.

    I use aggressive because it lets me tell the idiots to gang up on one enemy. Other than that I have no use for commands except to tell them to run away back to me for a regroup. I tried using the goto, but I'm not coordinated enough to use it effectively while playing. I have the same issue with tar patch and all the other "set it on the ground" powers.
  8. Quote:
    Originally Posted by Umbral View Post
    I doubt you actually need FA on at all times thanks to the -def in the BS attacks and higher base accuracy though I'm curious why you're having endurance problems in the first place. Do you have both of the +end accolades yet? Are your attack powers (and FA) slotted for decent end redux?

    I'm really wishing my hard drive hadn't died 2 weeks ago, otherwise I'd post you a build to show you what I'd do. This'll teach me not to backup everything.
    The only accolade I have is the one for the click power psychic defense from Rikti Raids (and some day job accolades, but those don't really count). Most of my attacks just have an SO for end reduction, but Disembowel has 4 Makos and Parry has all 6 Touch of Death (not like it was expensive to start with though). I've got 3.33/sec generation, and with Tough, Weave, FA, and Integration I consume .97/Second. So Headsplitter is still sucking down 10+, Whirling sword is 9.75, and Hack and Slice are both 7. My click heals are all costing a touch under 7 and buildup is 5 (just has two 40 IO recharges).
  9. Way over my head there Umbral. Sorry, but all I understood was "2-slots=bad".

    What does "promoted slotting mentality" mean in terms of putting slots and sets into the powers you mentioned?

    What do you mean by "if you're going to have a power with the +regen IOs, make sure it's a power you plan on enhancing."

    And I'm definitely not swimming in +recovery. With both stamina and quick recovery (only stam has the +end proc), I still need to end rest every other group unless I turn focused accuracy off. Then I can sometimes last three groups, but it takes so much longer that I'd rather rest instead.
  10. Just curious, but in a bit over 50 fire/kin posts I have yet to see one build using flight. I've seen a couple with both superspeed and super jump, but none with fly. Is there some reason it is avoided?
  11. Quote:
    Originally Posted by NordBlast View Post
    IIRC, Gordon Stacy was bugged in the past. I don't know if it was fixed though, haven't try him for long time.
    I've had no problems with him on a couple of characters recently. Not saying he's fixed as I don't know the specifics of the bug, but at least for my Peacebringer and Warshade I had no trouble getting missions from him at the appropriate level.
  12. Quote:
    Originally Posted by brophog02 View Post
    That's any mastermind for you!

    (although some of the combinations have to mature a bit first).


    You can sit back and eat a sandwich with any mastermind, just some let you hold a bigger sandwich while doing it!
    God, I wish that were true. I really want to find a MM build where I can put the pets on aggressive and then ignore them while I do my thing. Haven't found one yet.

    I want a MM that plays like a fire dominator where you don't HAVE any control over the pets. So far, all the ones I've tried if you don't control your pets, you die horribly. And I think I've tried all possible combinations up to level 25-30. Yes, I know, this pretty much means masterminds are not the AT I should be playing, but I really love the idea of them and want to find one that I can at least succeed with. No luck yet.
  13. GavinRuneblade

    Hello Scrappers

    No one's answered the question though, how tough are the DE monsters compared to AV's or the Pylon?

    Are they solo-able?
  14. Ice I notice you don't use any of the Achilles Heel procs. Don't you go nuts fighting high resist enemies?

    I know when I fight Freaks or Malta I feel like pulling my teeth out. And I'm running armageddon proc in headsplitter in addition to lady grey in every other melee attack (full set of touch of death in parry for the same end result). It's just not cutting it. All smashing/lethal just sucks @#$%^& by itself.

    The difference between a Malta Gunslinger and a Circle Mage or Carnie Ring Mistress is massive. I can drop a carnie boss in 4 hits, but gunslingers take over 10 unless I get lucky with crits. Freak Tanks can run into the 15+ range if they heal enough. I wish I could manage to get access to my screenshots, somewhere locked away where Mac users can't see them I have a shot of my hitting a tank with headsplitter and the proc doing more damage than the power. =) Wasn't slotted at teh time, but it's still a fun shot.

    It doesn't look like all the bonus regeneration really makes enough difference in your build. only 6.5 hp/second for all that investment? Wouldn't a bit more resist or defense work better? I like the trick of splitting 3 numinas and miracles in reconstruction. You get two full heal IOs that way. I don't think I've seen that in other builds, people are usually aiming for the 5 and 6 set bonuses.

    What size groups do you usually run? I go +1/x3 and I can't imagine life without slice to help take out the groups faster. do you just single-target them down getting the occasional second target with headsplitter?

    @Werner:
    So regarding Fast Healing, slot the three uniques and then use the other three slots to pump healing for all it's worth to max out their effect? I probably don't want 3 separate 2-piece set bonuses, so don't want to use only the full heal IO from each of the sets. Hmm, would I lose much by doing two uniques in fast healing and getting a 5-piece bonus from one set, then putting the third into health and getting a 3-piece? Or maybe go gor 3 three-piece bonuses. Have to look at that. Thanks for the ideas!
  15. Just read through a few dozen BS/Regen threads and I still have some questions. And my default caveat on all build help posts: I run a Mac so please do not recommend using Mids to "play with the numbers". =)

    Edit - Just realized it would be helpful to note that this is for PvE only, and Level 50 (will not exemplar using this build, I have another based at level 35-ish that I'm very happy with for exemplaring). - end Edit.

    I notice most of the proposed builds 6-slot Doctored Wounds into all three click heals. Why? Why not 5-slot and leave off the End/Heal piece? Is the 1% toxic/psionic resist set bonus really that useful or is it more about squeezing that last little bit of extra heal per click?

    I've also seen a lot of builds with two slots in MOG and using uniques in it (Aegis +Psy and LotG +Rchg most commonly). Doesn't that really get annoyingly slow on the recharge? It is a clever way to fit those two into the build though.

    On many builds that have Health, I see the uniques in Fast Healing and not in Health. Since Fast Healing has a higher base value, wouldn't the uniques be better put into Health and the Heal IOs in Fast Healing where the higher percentage kicks in more?

    I can't find a "definitive answer" to comparing Physical Perfection with Health/Stamina. I don't really care about the extra regen from Health, it's nice but not needed. Running the accuracy toggle (compared to Tactics at least) is VERY painful however, and I need the extra recovery from Stamina. Been thinking of 6-slotting Gaussian's for the Defense mods and that will go a long way on the end bite. Can someone help me compare the Adjusted Targetting two-pieces (to hit/end ; to hit/end/recharge both 50) and 4-slotted Stamina (Performance Shifter) vs 6-slotted Gaussians and just 2-pieces of Perf-Shifter in Physical Perfection (+end proc, and 50-End Mod)? I don't even know how to go about factoring in things like Gaussian's recovery mod etc.

    I've not been able to find any consistency in slotting and sets for Resilience and Toughness. Tons of variety. Some builds 5 or 6 slot Aegis into toughness and frankenslot resilience, some do the opposite and stack Psionic resistance into toughness, I've seen quite a few toss in Impervium Armor. Is Aegis or Impervium the regen's resistance set of choice? Are there other good options worth considering?

    I'm a bit overwhelmed with all the advice available. Too much good advice has me very confused and as you can see from my signature that's not a hard thing to do. =)

    I'll post a build after I get some clarity on these points of confusion. I'm trying to fit in flying, fighting and haste and it isn't pretty.
  16. Quote:
    Originally Posted by Santorican View Post
    The OP never mentioned anything about PvP. I assumed that he was going for a PvE build so a high recharge build will do a lot less for him then passive defense would.

    In the 3 posts that the op has there is no mention of PvP
    Actually, just the opposite is true. From his first post:
    Quote:
    Hi, all. So, i've brought this toon to level 50 & after getting totally slammed in the arena by an IO'd out BS/WP scrapper, i've decided i want to IO this Toon out.
    From his second:
    Quote:
    Dave- it'd be pvp mostly, though i wouldn't mind something that i could use in either..
    Though his third he didn't say anything about PvP and did mention a demon farm. Did you maybe get the OP confused with one of the other posters who was asking questions?
  17. what's the recommended slotting for it? Any key sets I should look for?
  18. GavinRuneblade

    Silver Bullet

    If you're too low to visit Oro, can't you still get into a flashback mission using the team leader's base if they have a pillar of Ice and Flame in it?
  19. Hmm, I honestly thought it was like vengeance and required a corpse to target. I'll have to experiment with it some.

    Thanks for the tip!
  20. What is the wording that lets you know a bonus counts as a "set bonus" (for example the Luck of the Gambler +Recharge) and therefore works all the time even if the toggle is turned off, compared to one that works like an "enhancement bonus" (such as you are saying the heal uniques) and only works when the toggle is active?

    If I recall, the +Perception works all the time even when slotted into Build Up. How is it worded different from +Regeneration?
  21. What's happening with the other items you can spend canes on? Auras, badges, costume parts etc. In theory, there's 355 canes worth of stuff to buy per character for anyone who made a new character since last year and wants "everything". Learning what's happening with the badges and costumes will also impact the price of canes.
  22. I don't currently have howling twilight, I solo too much. Been thinking of picking it up though.
  23. Assume no sidekicking and use a break based on the initial level available or the level of the zone. For example, sure a level 1 can theoretically get all explore badges for grandville without a sidekick, but really, unless they're a stalker it would be so frustrating as to be pointless. Etc.

    Then add notes to the ones that you can benefit from/accelerate by sidekicking.

    The critical information is the stuff you can outlevel, like the Mayhem explore badges.
  24. GavinRuneblade

    Another MMO?

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I generally agree with that, although I'll note that Runescape has some very fun quests.
    It does and is has grown so much that you can level up everything through questing. Many of the sidegames they implemented to stop farmers and bots give great rewards and are fun in themselves.

    RuneScape is a very, very different game than when it started out.

    There's a fun treasure map minigame where you sometimes get maps as loot and you run to specific spots in the world (sometimmes talking to NPCs to answer a riddle, sometimes spawning an enemy, etc) for a treasure.

    I played it originally and it was pretty sad. But after the changes it's very different. And has several million active accounts so it's not empty either. The free servers are often full. I had a lot of fun with it. You can grind if you want to, but there isn't a need for it. Just keep finding and doing quests and enjoying the minigames.