League of Legends - Page 98
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Mogwai
United States13274 Posts
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Unentschieden
Germany1471 Posts
It also doesn´t outclass any other item outside the movement speed anymore so ranged chars have a good reason to take something like Last Whisper instead. | ||
oberon
United States1320 Posts
On March 20 2010 07:33 Unentschieden wrote: Update on Yomous Ghostblade: Makes it a LOT better, while the active numbers are no longer clearly broken but still great it get´s to be a melee Carry item, making Tyrnadmere, Mundo etc. finally valid. I'm not sure this is that much better. Four seconds is a substantial chunk of a team fight. | ||
oberon
United States1320 Posts
On March 20 2010 00:08 atombombforpeace wrote: Missing rammus, probably the best tank early on with defensive curl, and soraka to boost that armor along with the heal. Besides that a rally would obviously be really nice, as well as a heal. As a random note, 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. What type of damage do towers do? Defensive curl gives armor and magic res -- do either (or both?) of those affect tower damage? If so, it would give him the equivalent of 630 HP, or 975 with an elixir of fortitude. Even more than that with flat HP runes. Throw on a summoner heal spell, and you've probably got nine safe tower hits. | ||
EchOne
United States2906 Posts
-Atrocious base MR: 30 at level 18. ~100 Armor at same level. -Shadow Dash's range is very short; about 2 inches on screen. Only enemies dashed through are taunted, and the taunt duration is not very long. -Vorpal Blade's cooldown is very short, but again the range is also very short. It may be useful for pot shotting melee champs in lane. -Stand United has map-wide range. You can teleport to any ally anywhere on the map. The cast time is around 1.5 seconds and I think there was a graphic indication on the champ you teleport to. Cooldown was somewhere between 1 and 2 minutes at max level. | ||
bellweather
United States404 Posts
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ZERG_RUSSIAN
10417 Posts
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cascades
Singapore6122 Posts
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Unentschieden
Germany1471 Posts
On March 20 2010 13:18 oberon wrote: I'm not sure this is that much better. Four seconds is a substantial chunk of a team fight. It´s not supposed to be useless on Ranged chars, just give a Mobility advantage to Melee. For Ranged chars other items are comparable or even better but for Melee the Movespeed bonus adresses a core disadvantage of being melee - if the opposition is faster you are just gonna get kited. | ||
kyzers0ze
Singapore1073 Posts
On March 20 2010 17:26 cascades wrote: Been a month, and still "coming to your region soon". Sigh. bypass the login server with a proxy and you're good to go. | ||
oberon
United States1320 Posts
Edit: this does not include Rally, which would get the DPS to about 100. | ||
Southlight
United States11766 Posts
![]() OMG! They pushed down every tower accept for the ones in our base in like 20 minutes but we pulled through LOL | ||
mptj
United States485 Posts
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Kaniol
Poland5551 Posts
On March 21 2010 23:50 mptj wrote: So, I bought ezreal and I find this champion un-fun as all hell. should've bought karthus T_T That's weird, my friend bought Ez and i played few games with him, seemed incredibly fun to me, even though i'm terrible at skillshots ![]() He seems one of these "perfect" chars design-wise - scales awesomely with player's skill (much like anivia IMO) and can be successfully built either AD or AP (even though i prefer AD). His big flaw is lack of CC of course, but he can dish damage very well, has his own flash, can heal allies giving them attack speed boost as well as slow attack speed of enemies. On the other hand Karthus is one of these chars i don't enjoy at all, just like ashe and teemo (ok i enjoy his ult). Seems so under shadowed by other chars, LW seems to be of little use mid-late game, Wall is decent but 1 slow is not enough for me, defile is useful only for killing creeps and requiem is used mostly as a KS skill. Seriously i'd rather have Annie directly helping in battle that would massacre you during these 3 secs that Karth uses to channel his ult. Sure, he can kill from afar but once laning phase is over you should stick together anyway. Maybe he just doesn't fit my style though, but i seriously think he should be 1350 ip, not 6300... | ||
Cerumo
United States40 Posts
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Alchemyst
United States36 Posts
On March 22 2010 02:22 Cerumo wrote: So i've been playing around as jax and was looking for some tips. For my item build I have been going boots + 3 hp pots -> Tabi -> Gunsoo's -> Brut, after that deciding if I need more defence if not ill get zeal -> phantom dancers. This setup feels VERY strong late game but I feel lacking early game. Any tips would be appritiated. ![]() That's probably since you're going boots first. Get an AD item that you can develop into something later. I don't play Jax, but Long Sword looks good. You get a later Tabi, but more damage early on. | ||
Brees
Marshall Islands3404 Posts
he will probably jungle also btw. no reason to have him lane and he jungles easily. | ||
EchOne
United States2906 Posts
On March 22 2010 02:22 Cerumo wrote: So i've been playing around as jax and was looking for some tips. For my item build I have been going boots + 3 hp pots -> Tabi -> Gunsoo's -> Brut, after that deciding if I need more defence if not ill get zeal -> phantom dancers. This setup feels VERY strong late game but I feel lacking early game. Any tips would be appritiated. ![]() I usually go Doran's Shield, and later sell it for my first BF after GRB is complete. The Shield lets me be far more aggressive with leap and stun harass in lane if the situation allows (ie if I don't face some super gay double stun or infinite pot shot lane). Even though it's not necessary, I find seizing lane control and getting free farm is super nice, especially for a carry like Jax. The next buys depend on lane performance. In rare occasions where I get 4+ kills before level 6, I sometimes build GRB straight off, before boots. This gives insane damage if you get it so early, so if you coordinate with a CC, it's good times. It's also good times if other melee dps think they can 1v1 you, but that's rare. Usually I just get Tabi and a Vamp so that I can jungle. I jungle if: I think I can gank an enemy jungler, I have room to solo dragon and my lane is fine 1v2, a lane is ripe for ganking and I need lizard. For dragon I usually nab golem first, allowing copious Counter Strike spam. After GRB I go straight AD. BT, BC, IE, FM, whatever fits the game situation. Sword of the Occult if I'm feeling particularly cocky. This is why I eschew Phantom Dancer: 6.8 (full yellow dodge runes, no quints) + 18 (CS) + 11 (NT) = 35.6% dodge. That's plenty. Your dodge helps you stay alive a little bit, but mostly it helps you get off AoE stuns. As long as you're shooting those off, you're good, and your dodge doesn't need boosting. You don't need movespeed since you close on the teamfight really quickly. If you have FM, you'll chase easily, if not, you need your team to help... movespeed won't help. Excessive movespeed only excels on champs that require careful and quick positioning. If you want crit chance or damage, get IE. You don't need attack speed, GRB and Relentless gives you far too much already. You don't need dodge, CC and nukes kill you, not auto attacks. If anything, your defensive item of choice will be Banshee's Veil. But yeah AD/AP is the way to go to get boatloads of hitpoints, your best way to mitigate nukes and fulfill your role as melee dps. The only time this won't be the case is if the enemy team somehow is sporting 5 dps carries each with a Bloodrazor. In that case feel free to get a Phantom Dancer. | ||
g1rg10
Italy186 Posts
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Tooplark
United States3977 Posts
On March 22 2010 09:05 EchOne wrote: It's also good times if other melee dps think they can 1v1 you, but that's rare. unless said DPS is Dr. MUNDO! (and it's pre-level 6 or Mundo is way more fed or has a Sword of Divine) | ||
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