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defensive mastery is baller, so great for harassment early. like, imagine a full creep wave is attacking you after you jump at someone to harass: Melee Creeps have 1.25 attacks/second Caster Creeps have .67 attacks/second if they're aggroing you for 5 seconds, you'll be eating 3 attacks/caster and 6 attacks/melee creep = 45 attacks on you. 2 points in defensive mastery will reduce this 5 second focus by 90 damage. I can't stress enough how good this is on jumpy heroes that draw creep aggro with their harassment early.
EDIT: basically, this is what 21 in defense looks like for me unless i need to deviate for summoner spell improvements (namely just cleanse): http://leaguecraft.com/masteries/0000000000000003030421340001000000000000000
And in cases where I need to get improved cleanse, I drop 1 point from Harden Skin before Defensive Mastery because flat reduction of an extra 0.5 on champions is less useful than flat reduction of an extra 0.5 on minions (due to raw number of times you get individually targetted by minions vs. times by champions).
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one question: us or eu server? :D
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US. eu is run GA which suck donkey balls
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ah i see .. GOA sucked in daoc too thx
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I wouldn´t say that it matters too much which Masteries you take since they are so limited right now anyway. There are a few key chases (the 9 and 21 milestones) but otherwise you wouldn´t notice Hardened skin over Ardor imho. For the lazy me it´s too little a gain to respec everytime I take a different Champion/Teamsetup.
The difference between Offense and Defense is how well you can avoid damage. Melee Heroes can´t at all, they ALWAYS take damage, most of them do it even intentionally. Thus I always run x/21/x on them. But even for Ranged going 21 Offense is questionable since it´s tailored for Autoattack - take some time and compare your total Normal and Magic damage after a Game, it might not be as Normalfocused as you´d think. Point is Defense is fully effective whenever you take a hit but offense is only fully effective when you autoattack a Champion.
Some champions are designed around never taking a hit (Shaco, he collapses instantly if you DO manage to catch him) or invulnerability (Tyrnadmere). Still even hardcore carries might actually benefit more from Utility since they quite often rely on Summonerspells like Exaust more to kill than marginal Damagegain.
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On April 24 2010 16:06 Mogwai wrote:defensive mastery is baller, so great for harassment early. like, imagine a full creep wave is attacking you after you jump at someone to harass: Melee Creeps have 1.25 attacks/second Caster Creeps have .67 attacks/second if they're aggroing you for 5 seconds, you'll be eating 3 attacks/caster and 6 attacks/melee creep = 45 attacks on you. 2 points in defensive mastery will reduce this 5 second focus by 90 damage. I can't stress enough how good this is on jumpy heroes that draw creep aggro with their harassment early. EDIT: basically, this is what 21 in defense looks like for me unless i need to deviate for summoner spell improvements (namely just cleanse): http://leaguecraft.com/masteries/0000000000000003030421340001000000000000000And in cases where I need to get improved cleanse, I drop 1 point from Harden Skin before Defensive Mastery because flat reduction of an extra 0.5 on champions is less useful than flat reduction of an extra 0.5 on minions (due to raw number of times you get individually targetted by minions vs. times by champions). Point taken, I'm going to start using Defensive Mastery over Ardor. Harden Skin affects all physical damage, though, not just champs.
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right, that's why it's 0.5
if you go 2 in defensive mastery, 2 in harden skin, you take 3.5 reduced from minions and 1.5 reduced from champs
if you go 1 in defensive mastery, 3 in harden skin, you take 3 reduced from minions and 2 reduced from champs
so when I need a point for cleanse buff, I take it from harden skill because I think 2/2 is better because you notice flat reduction the most from creep hits.
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No, I see what you were saying, I didn't think you were counting the damage reduction from creeps but you were just comparing them.
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Do the enemy creeps have fixed HP? Suppose that I want to build my soraka late-game so that she has exactly the amount of AP needed to 2-hit waves of creeps with starfall, how much AP would that be?
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On April 25 2010 09:37 Juicyfruit wrote: Do the enemy creeps have fixed HP? Suppose that I want to build my soraka late-game so that she has exactly the amount of AP needed to 2-hit waves of creeps with starfall, how much AP would that be?
i think so. as the game progress creep waves gain alittle more hp i think you can check it out on leaguecraft.com
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On April 25 2010 09:37 Juicyfruit wrote: Do the enemy creeps have fixed HP? Suppose that I want to build my soraka late-game so that she has exactly the amount of AP needed to 2-hit waves of creeps with starfall, how much AP would that be?
I think they have fixed HP, but their armor and magic resist increase each wave. So if you want to keep 2-hitting creep waves you will have to keep increasing your AP / Magic Pen.
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For Soldier
Health 405 Mana 0 Damage 12 Attack Speed 1.250 Ability Power 0.000 Armor 0 Magic Resist 0 Movement Speed 325.00 Extra: Gains 40 health, 2 armor and .5 magic resist every 3 minutes. Gains 100 health for each inhibitor that is destroyed.
For Mage
Health 280 Mana 150 Damage 25 Attack Speed 0.670 Ability Power 0.000 Armor 0 Magic Resist 0 Movement Speed 325.00 Extra: Gains 15 health, .5 armor and 2 magic resist every 3 minutes. Gains 75 health for each inhibitor that is destroyed.
For Siege Creep
Health 700 Mana 200 Damage 40 Attack Speed 1.000 Ability Power 0.000 Armor 15 Magic Resist 0 Movement Speed 325.00 Extra: Gains 27 health, 2 armor and 2 magic resist every 3 minutes. Gains 300 health for each inhibitor that is destroyed.
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Urgh if i face another nidalee again I'm gonna tear my hair out. Ok, faced the best one I've ever faced today.Went flat DPS and by late game she was just tearing shit up. She pushed my lane so easily, I was Annie. She just walked up and would attack out turret and id drop all 3 spells on her and ignite and shed just back off and heal quickly and go at it again. It wasn't too long before i was oom and when I was her gay cougar stance raped me and she carried her team sooo easily. Gah she needs a fix
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And i still can not stick to one character
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On April 25 2010 13:35 mptj wrote:And i still can not stick to one character  That keeps the game from not being boring for me.
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+ Show Spoiler +On April 24 2010 01:03 Brees wrote: yea your nasus guide is a bit outdated suffeli
exhaust USED to be a godmode spell
aegis USED to be mandatory
Triforce USED to be decent(now it is actually complete shit on nasus)
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cleanse/ghost
0-21-9 (the last defensive mastery is hella important)
there is a lot of incentive to focus down nasus even though he is a tank as he does his damage overtime. 4% reduced damage from each player, must pick up this mastery.
a little extra mana regen or longer golem is up to you.
Ruby crystal to start, you are one of the most passive heroes in the game because no one can beat your late game. you honestly dont care how well the other team is farming as long as you farming decently, because once laning stage breaks out you are going to get a ton of creeps anyway with maxed SF. i usually go
SS SF SF wither SF ult
SF > wither > SS
build: Ruby crystal ---> HoG sheen merc treads 3 sunfires (replace a sunfire with banshee veil if they have a lot of roots/locks)
why is MR not needed on nasus? MR is a bad stat besides banshee veil. Nukers will often get tons of magic pen anyway to ensure the full damage of their spells, but it cannot ever exceed the damage. so by stacking hp you are combating nukers in the first place.
why is triforce bad? you are spending 2.5k ++ aditional to add a slight increase on your SS, which is not where the majority of your damage will come from. (your ult) it is foolish and i regularly destroy tr-force nasus' as they are so squishy.
no mana regen? grab golem or use mana wisely if you dont have it, not really that hard. if its a very aggressive game I will hold multiple mana pots with me so that i can fight whenever.
any other questions, ask.
4:1 ratio with nasus, Account: inept
P.S. sunfire capes are epic on nasus with their new price, great buy. just gotta keep adjusting your build to stay with the times...
I just started using this build and it works WONDERS, so much better then my previous one (3x HOG into sunfire) ;
![[image loading]](http://img714.imageshack.us/img714/3641/nasus.jpg) tough I notice I like flash just a little more then ghost for hopping over terrain and such, flash saves me 8/10 times, ghost its more like 6/10 since they can usually throw in a stun/slow anyways thanks for the build
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i wanna try this game if just once. are there still keys available?
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it's... free
you dont need a key, you just download it
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Yes it's free and it's AWESOME. I seriously am addicted to this game
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+ Show Spoiler +On April 24 2010 01:03 Brees wrote: yea your nasus guide is a bit outdated suffeli
exhaust USED to be a godmode spell
aegis USED to be mandatory
Triforce USED to be decent(now it is actually complete shit on nasus)
===============================
cleanse/ghost
0-21-9 (the last defensive mastery is hella important)
there is a lot of incentive to focus down nasus even though he is a tank as he does his damage overtime. 4% reduced damage from each player, must pick up this mastery.
a little extra mana regen or longer golem is up to you.
Ruby crystal to start, you are one of the most passive heroes in the game because no one can beat your late game. you honestly dont care how well the other team is farming as long as you farming decently, because once laning stage breaks out you are going to get a ton of creeps anyway with maxed SF. i usually go
SS SF SF wither SF ult
SF > wither > SS
build: Ruby crystal ---> HoG sheen merc treads 3 sunfires (replace a sunfire with banshee veil if they have a lot of roots/locks)
why is MR not needed on nasus? MR is a bad stat besides banshee veil. Nukers will often get tons of magic pen anyway to ensure the full damage of their spells, but it cannot ever exceed the damage. so by stacking hp you are combating nukers in the first place.
why is triforce bad? you are spending 2.5k ++ aditional to add a slight increase on your SS, which is not where the majority of your damage will come from. (your ult) it is foolish and i regularly destroy tr-force nasus' as they are so squishy.
no mana regen? grab golem or use mana wisely if you dont have it, not really that hard. if its a very aggressive game I will hold multiple mana pots with me so that i can fight whenever.
any other questions, ask.
4:1 ratio with nasus, Account: inept
P.S. sunfire capes are epic on nasus with their new price, great buy. just gotta keep adjusting your build to stay with the times...
I have a question regarding this Nasus build: Won't one have trouble staying in lane without health potions? I doubt enemies, especially ranged ones, will just let you beat on their minions to refill your health with life steal, or do you go tower hug when you need to do that?
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