League of Legends - Page 96
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Mogwai
United States13274 Posts
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Southlight
United States11766 Posts
One of my friends picked up Jax, but I'm not sure if he picked it up because he's ridiculous or if he's just picking up where he left off a few months ago (Jax used to be his main, then he started maining Annie instead, and then he got busy for a few months, now he comes back, screws around with Gragas for a couple weeks and now full Jax). Prolly a combination of both, hah. | ||
Mogwai
United States13274 Posts
dunno what they were thinking making the ninja hero a support/tank... | ||
EchOne
United States2906 Posts
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oberon
United States1320 Posts
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oberon
United States1320 Posts
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EchOne
United States2906 Posts
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ZERG_RUSSIAN
10417 Posts
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pokeyAA
United States936 Posts
One enemy team had taric, blitz, singed, tf, pantheon. Got taric stunned, blitz grabbed, blitz knock up-ed, singed flung, tf gold carded, in one combo. Managed to survive that...then pantheon jump stunned me, and blitz went right back to his combo ![]() | ||
Southlight
United States11766 Posts
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Unentschieden
Germany1471 Posts
On March 19 2010 05:15 Mogwai wrote: oh boy, tanking ninja coming soon :p dunno what they were thinking making the ninja hero a support/tank... There are going to be 3 Ninjas, it´s mentioned in his background. Despite all the rage I welcome a "cool" support. Especially one as effective as Shen, Vorpal Blade places a debuff on a enemy champion that heals anyone hitting the victim - glorious for Soloqueue, finally the pubbies will focus the right Target. Edit: Test Realm Update 3/18/2010 Shen, The Eye of Twilight Vorpal Blade - A single target damaging skill that turns the target into a healing pinata (anyone that attacks the target gets healed) Shadow Dash - Shen dashes straight toward a target location, taunting any enemies he moves through Feint - Blocks one source of champion damage (up to X). Low cooldown/cost Stand United (ultimate) - Shen shields an allied champion, and after a few seconds teleports to their location, gaining his own shield. Ki Strike (passive) - Every 10 seconds, Shen's next attack deals bonus damage. Heimerdinger H-28G Evolution Turret Now spawn as green armor/magic resist lowering turrets at levels 3 and 4 of this skill, as well as red area of effect damaging turrets at level 5. Turrets now deal 28/36/44/52/60 damage from 20/26/32/38/44 Turrets attack 50% faster for the first 6 seconds after placement Mana cost lowered to 100/105/110/115/120 from 120/125/130/135/140 Max turrets lowered to 1/2/2/3/3 from 2/3/4/5/6 New missile particles added for green and red turrets. Hextech Micro-Rockets Cooldown lowered to 10 seconds at all levels from 20 Mana cost lowered to 65/80/95/110/125 from 65/85/105/125/145 Rockets now hit the 3 nearest enemy minions or champions, from champions only Fires 3 rockets at all levels Coefficient lowered to 0.55 from 0.8 to accomodate the significant cooldown reduction UPGRADE!!! Ability remade, but retains the 10/15/20% cooldown reduction passive Now heals all existing Evolution Turrets for 100% of their max hit points upon use New frost turret is now active during this ultimate, causing all existing Evolution Turrets to fire 25/30/35% movement slowing missiles for 10 seconds. Mana cost 90 at all levels. Cooldown is 90/75/60 by level. Rammus Puncturing Taunt now displays the "Taunted!" Popup text for enemies Shaco Increased the range on Two-Shiv Poison's active to 625 from 600. Items New Item: Youmu's Ghostblade Combines from Avarice Blade + Brutalizer + 600g +30 Attack Damage +15% Critical Chance. UNIQUE Passive: +20 Armor Penetration 15% Cooldown Reduction UNIQUE Active: You gain +25% movespeed and +70% attack speed for 4 seconds. Attacking enemy units increases the duration by 2 to a maximum of 10 seconds. 60 second cooldown. Glacial Shroud Now requires 2x Sapphire Crystal instead of Sage's Ring Increased combine cost to 575 from 400 (total cost should be identical) Removed the Sage's Ring item Summoner Spells Flash range reduced to 425 from 475. Audio Jax New choose me VO in PVP.net Heimerdinger Unique attack sounds added for different level turrets | ||
Alchemyst
United States36 Posts
For some reason I always play supporty characters like Alistar, Amumu and Morgana. o,o The Shadow Dash definitely looks fun. Stick in a Thornmail and watch people die. | ||
Southlight
United States11766 Posts
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oberon
United States1320 Posts
On March 19 2010 20:35 Unentschieden wrote: There are going to be 3 Ninjas, it´s mentioned in his background. Despite all the rage I welcome a "cool" support. Especially one as effective as Shen, Vorpal Blade places a debuff on a enemy champion that heals anyone hitting the victim - glorious for Soloqueue, finally the pubbies will focus the right Target. Edit: Test Realm Update 3/18/2010 Vorpal blade will be terrible in pub games -- you'll use it, and people will ignore it. On the other hand, with competent teammates it could be neat. I wonder, though, do you throw it on the first focus, or the tank? The first focus will die quickly, probably before your team needs much healing... Shadow dash seems like his best skill. Hello initiator! I don't understand what feint does, but if it's just "blocks the next damage you take" (ala Sivir's spellshield?) that's pretty good. His ult raises interesting backdoor possibilities. While your allies dance with the other team, you poke a turret. Then, when your allies actually engage, you shield the squishiest one, and teleport in shortly thereafter. His passive reminds me vaguely of Ashe's. Overall, seems interesting. Heimerdinger H-28G Evolution Turret Now spawn as green armor/magic resist lowering turrets at levels 3 and 4 of this skill, as well as red area of effect damaging turrets at level 5. Turrets now deal 28/36/44/52/60 damage from 20/26/32/38/44 Turrets attack 50% faster for the first 6 seconds after placement Mana cost lowered to 100/105/110/115/120 from 120/125/130/135/140 Max turrets lowered to 1/2/2/3/3 from 2/3/4/5/6 New missile particles added for green and red turrets. Hextech Micro-Rockets Cooldown lowered to 10 seconds at all levels from 20 Mana cost lowered to 65/80/95/110/125 from 65/85/105/125/145 Rockets now hit the 3 nearest enemy minions or champions, from champions only Fires 3 rockets at all levels Coefficient lowered to 0.55 from 0.8 to accomodate the significant cooldown reduction UPGRADE!!! Ability remade, but retains the 10/15/20% cooldown reduction passive Now heals all existing Evolution Turrets for 100% of their max hit points upon use New frost turret is now active during this ultimate, causing all existing Evolution Turrets to fire 25/30/35% movement slowing missiles for 10 seconds. Mana cost 90 at all levels. Cooldown is 90/75/60 by level. Turrets made better...but you can only have half as many. Rocket made slightly better...but no longer autowhacks champs, instead hitting nearby creeps. Ult can no longer heal allied towers. Is it just me or is this a giant nerf? Rammus Puncturing Taunt now displays the "Taunted!" Popup text for enemies Shaco Increased the range on Two-Shiv Poison's active to 625 from 600. Items New Item: Youmu's Ghostblade Combines from Avarice Blade + Brutalizer + 600g +30 Attack Damage +15% Critical Chance. UNIQUE Passive: +20 Armor Penetration 15% Cooldown Reduction UNIQUE Active: You gain +25% movespeed and +70% attack speed for 4 seconds. Attacking enemy units increases the duration by 2 to a maximum of 10 seconds. 60 second cooldown. Now all those people buying avarice blades aren't quite as dumb! This active seems pretty damned insane -- a one person sivir ultimate in a box. I suspect this will become a fixture on DPS builds. Glacial Shroud Now requires 2x Sapphire Crystal instead of Sage's Ring Increased combine cost to 575 from 400 (total cost should be identical) Removed the Sage's Ring item Glacial Shroud is an unusual item -- it's the cheapest item per point of cooldown reduction in the game (less than 2x the cost of stinger, and vastly more useful). That makes it a good early buy on many characters. The problem was always if laning was mediocre and you came back with, say, 700 cash. Do you buy cloth armor (bleh)? Do you buy nothing? Or do you not worry about the sage's ring? The fact that you can now open sapphire crystal into very, very fast glacial shroud, even if laning isn't going well, seems like a huge deal to me. Summoner Spells Flash range reduced to 425 from 475. Is this actually the range of flash? That's less than many champ's attack range, but I swear I've flashed way farther than that... Audio Jax New choose me VO in PVP.net Heimerdinger Unique attack sounds added for different level turrets Also, let me refine my question about towers, above. Someone mentioned taking out a tower at level 1, which I'd never heard of. I've done a bit of math, though, and I think you can (easily!) take out a tower before minions spawn. This involves having someone run rally on your team, 2-3 tanks, and a lot of fortitude elixers (you can get away with it being only on the tanks, but the +20 damage is pretty insane). Quite a few level 1 champs, with rally and the elixer, have 50+ DPS. That's 250+ DPS for a team, or a 10s tower. With good runes/champ and an elixer, your tanks can take 6 tower shots each without dying. Throw in heal as a summoner skill, and 10s should be doable, even with an enemy beating on you from a distance (your first tank may have to flash out before the kill, but your second should be fine). So the next question was, which champs do you want on your team? The easiest choice is Alistar, for his passive, his heal, and his HP -- he's basically the perfect champ for this. After that it gets tricky. Tristana has a +attack speed skill, which goes well with rally/elixer (or long sword). Master Yi hits pretty hard with Wuju Style, but in the late game he becomes Master Yi. Ezreal can give allies an attack speed bonus -- ally bonuses/heals are obviously handy, which a number of champs provide. Then there's stuff like Heimerdinger's turret, which adds damage separately. The math becomes tricky. If anyone would like to help me experiment with this in a practice game, let me know. | ||
oberon
United States1320 Posts
"Tank" is listed under champions who begin with 450+ HP Udyr
Obviously, this is more than 5 champions, some are better than others, and some are better than others for the rest of the game, after the initial gambit. Therefore, I'm curious to hear which teams people think would be effective for this (both taking down the tower well, and working throughout the game). I'll throw out Alistar, Jax, Ezreal, Tristana, Warwick for a start. Edit: formatting | ||
atombombforpeace
United States408 Posts
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Southlight
United States11766 Posts
On March 20 2010 00:08 atombombforpeace wrote:i always wanted to see revive possibly be useful for this early on, with perhaps a revive teleport rammus, who would tank the turret then death, and then once against. Speaking of Revive, I've seen a couple Jaxes bring Revive. It is the most obnoxious piece of shit ever. You use up your whole damn team killing that stupid thing and he comes back the next moment. | ||
EchOne
United States2906 Posts
I have my doubts as to whether the strat in general is viable, though. You gain 500 gold total from a tower drop, and that doesn't even cover the cost of 2 elixirs. The experience and the zone of control loss would be pretty big, especially if you drop it in a lane where you field good pushers, but you also begin laning with less health, which could be problematic against strong lanes like Taric/Sion or some other double stun nonsense. Plus teams in the tournament vids I've seen tend to stay in their 5 man level 1 squad until laning begins, and if you have 5 opponents wailing on you while you try to take down their tower naked... that's ripe for a wipe. | ||
Southlight
United States11766 Posts
Edit: Essentially you want the minimal amount of push pressure possible, and even better if you can spread pushing power around the map. Taric + Alist one lane, Siv another, and something like Nidalee + Shaco is one of the most brutal pushing combos, because most laning pairs can't stop Taric + Alist (you need two nukers and a crapton of disables, because you won't beat this combo in a war of attritition), a good Siv player will maintain mid-push pressure (so if they reinforce vs T+A mid gets pushed), Shaco with map control can push any lane by himself, and a decent Nidalee staying alive 1v2 will get high leveled and, after one or two pushes on other lanes, if Taric + Alist rumble over, you get like an insta 4/5-man ridiculous push. Placing all your eggs in one basket (focusing on a push on a single lane with 5 ppl) tends to be difficult because the other team will often have at least one anti-push hero (any sort of AoE will dampen pushing strength), and if you're outnumbering the other team in a lane you're actually leveling considerably slower than them, not to mention farming less gold. | ||
Unentschieden
Germany1471 Posts
The new ones are much better since they come in upgraded and you can drop one lategame into a Teamfight for a strong AOE slow. You can set them up next to your Towers and go push another lane, unless the opposition brings a ranged nuke you can also start the heal+slow from afar. Rockets are defacto nerfed but imho the Turrets make up for it. | ||
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