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On October 14 2010 13:41 arnath wrote: Has anybody ever had their champion randomly switch toward the end of the picking phase (when you haven't locked in)? It's now twice happened to me that I'll suddenly get switched to Singed while messing with my summoners/masteries and don't have enough time left to switch back, but I don't know what's actually happening or causing this issue. It just lost me a ranked game though so I'm pretty pissed ...
Trololololol
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What summoner spell were you selecting? Check what hero is located under your mouse right after you select your second summoner spell, I'll bet it is singed.
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On October 14 2010 20:24 ZERG_RUSSIAN wrote:Show nested quote +On October 14 2010 20:08 spinesheath wrote:On October 14 2010 20:02 Vlanitak wrote: hm... Question: does Rylai's Crystal scepters passive stack? because it is not put as Unique (like: Zhoneya's am) I know sunfire stacks, so I was thinking maybe this did aswell? I think there was something about slows from items not stacking in general. Probably not even Mallet + Rylai's (for example via Cho's autoattack + Vorpal). But I am not really sure about it, I just vaguely remember reading it. Oh look, he beat me. Are you guys both sure 100% on this because as it is right now Vorpal doesn't proc rylais and next patch it will, it might change my TT build cuz I open mallet on there. Probably won't matter though. I am pretty sure I stated that I am not very sure about it.
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On October 14 2010 21:00 spinesheath wrote:Show nested quote +On October 14 2010 20:24 ZERG_RUSSIAN wrote:On October 14 2010 20:08 spinesheath wrote:On October 14 2010 20:02 Vlanitak wrote: hm... Question: does Rylai's Crystal scepters passive stack? because it is not put as Unique (like: Zhoneya's am) I know sunfire stacks, so I was thinking maybe this did aswell? I think there was something about slows from items not stacking in general. Probably not even Mallet + Rylai's (for example via Cho's autoattack + Vorpal). But I am not really sure about it, I just vaguely remember reading it. Oh look, he beat me. Are you guys both sure 100% on this because as it is right now Vorpal doesn't proc rylais and next patch it will, it might change my TT build cuz I open mallet on there. Probably won't matter though. I am pretty sure I stated that I am not very sure about it.
@ 5hit, you can still debate about the weaker aoe slow vs the stronger single target at the mallet vs rylai. Even though rylai will give more damage..
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On October 14 2010 19:33 byFd wrote:Show nested quote +On October 14 2010 19:25 Kaniol wrote: LOL i just realised that while i'm bad with mumu b/c of missing bandage's a lot at the same time i love playing Olaf cause i always hit with his Q. WTF? prolly different speed and undertow goes trough minions and stuff^^
Smaller range too.
and I am pretty sure Randuin active slow stack with rylai/mallet.
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rylai's stack with nunu iceblast? someone on HSGG stream chat said yes, but i'm not sure^^
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Marshall Islands3404 Posts
wow some terrible warwick advice in here
1. magic pen is horrible on him do not get
2. attack speed is only good for jungling, doesnt help your ganks or attacks very much
3. armor pen is king, OP runes.
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Is it just me or is akali starting to be banworth? She is strong as hell lately and I am definitly going to buy her and runes for her.
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I used to main Akali back in the day and she really is a beast. She can engage nearly every champ 1v1 and burst down their health so rapidly that most of the time they will run which versus akali you cannot out run
Mega burst damage with Q R autoattack + proc E and if you ever jump in to a shit storm or that Olaf you jumped is fucking angry about you hitting him, then smoke bomb, have some tea and plan your escape or just wait a few seconds for CDs and burst him all over again
If you play her right and perfect, she will do her performance perfectly
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akali has some sick burst damage. can't go very far from your tower when she is mia and a halfway competent player. maybe i should learn how to play her haha :D
what runes there? i read 2 ad quints would be good so u can activate the one half of the passive with just a dsword
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I just noticed after being absolutely DEMOLISHED 1v1 as nasus, never felt so helpless before vs anything before. I went 0-2-0 lane, when she came back for more she was 6-0-0
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IIRC
Full Mpen reds 3 scaling AP yellows - energy/hp/dodge for the others Full AP blues 2 AP Quint 1 AD Quint
Thats for both passives at lvl 1 with just D blade without ignite mastery.
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But you need to go into offensive tree if you want to get +10 attack damage from that.
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just from reading her passive i think it is not that important to get the bonus magic damage right from the start? i'd say spellvamp is more important to have more lane staying power??
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just started playing pantheon today, great fun i'm having with him, spear shot spam wins early game :D
got a few question, pantheons E, u lvl it up just one lvl for the passive early game yes? till when is it viable to be spammed in combat? and when u cast E, the animation goes on even if u move during the casting time, does it mean it somewhat works like corki's GG where u can move and it will deal dmg without just sitting there?
currently running him on flat hp quints, ARP marks, and both blue and yellow mp5/lvl. i build him start with dshield, mana pot, >manamune>brutaliser>merc boots and then i'm not quite sure what to do from here onwards, mroe survival items or more pure dmg items? i tried alot of stuff but still feels really weak at late game stages...
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i almost always open boots/3hp pots on pantheon (passive blocks so much damage ), then mostly brutalizer, after that depending on how the game goes :D if i need survivability or can stack a bit more damage 
for what u need a mana pot when u go double mp5 runes? seems kinda wasted for me!
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On October 14 2010 23:08 Shizuru~ wrote: just started playing pantheon today, great fun i'm having with him, spear shot spam wins early game :D
got a few question, pantheons E, u lvl it up just one lvl for the passive early game yes? till when is it viable to be spammed in combat? and when u cast E, the animation goes on even if u move during the casting time, does it mean it somewhat works like corki's GG where u can move and it will deal dmg without just sitting there?
currently running him on flat hp quints, ARP marks, and both blue and yellow mp5/lvl. i build him start with dshield, mana pot, >manamune>brutaliser>merc boots and then i'm not quite sure what to do from here onwards, mroe survival items or more pure dmg items? i tried alot of stuff but still feels really weak at late game stages... E is a full blown channel. moving cancels it and no more damage is dealt. don't cast it unless everything else is on CD and you're blind or you need to soften up a large creep wave late game for faster farming.
Ditch the HP Quints for APen Quints, it makes a huge difference. If you're running mp5/lvls, you don't need manamune. dshield is also a wasted opening. boots or fort elixir is optimal for opening item, boots on a 2v2 lane and certain 1v1 matchups and fort elixir in all 1v2 and most 1v1 matchups. Also mana pots suck (again, especially since you're runed for mana regen....)
brutalizer needs to be your first priority after basic boots (unless jungling, but let's not bark up that tree). after bruta, what to do next is tricky. my standard follow ups are negatron cloak, heart of gold, BF Sword or Avarice blade + 2 long swords. Obviously this is all dependent on who you're against and how the flow of the game is going.
A tanktheon build is usually aiming for something like: mercs bruta omen banshee's atma's impaler
A DPS build is usually aiming for something like: mercs bruta Ghostblade or Bloodthirster Guardian Angle Banshee's
oh and I dunno how you're specing your masteries, but you should run something like 0/15/15 or 0/14/16 with ghost + ignite/revive/flash.
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I think I've spent more hours watching LoL streams than actually playing the game.
Also my opinion on the denying mechanic argument (even though it died off like 2 pages ago) is that denying detracts from the game and just extends the laning phase of the game unnecessarily.
I actually got into an argument with someone over this and like everything he said about denying bringing a positive mechanic in a game just didn't make much sense. Increasing the skill ceiling? I honestly don't know where the illusion of denying requiring skill came from; it really doesn't.
According to him, HoN/DoTA's heroes are actually balanced around the deny mechanic. I've never played DoTA at a high level since I mostly played -arem for kicks and that was in like 2005 so I'm just going to believe him however wrong/right he may be and say that balancing the game's heroes around the deny mechanic has got to be the dumbest thing I have ever heard. Why would developers purposely make the game revolve around this flawed mechanic?
And then came the argument about whether or not denying in the WC3 engine was intended by Blizzard or not (if anyone knows please enlighten me).
Killing your own guys is just plain illogical (yes I do realize not everything in a videogame has to follow logic) and enables the "farm for 40" minutes strategy that we all love and adore. What RTS game makes killing your own units a GOOD strategy? Worker suiciding to uncap your supply in BW is the only example I can think of and I wouldn't consider that a fair comparison. I'm very much in favor of the idea that Blizzard didn't intend to have denying in WC3 but kept it in because it added to the metagame. DoTA/HoN have changed the deny mechanic so that heroes still get partial exp from a denied unit so heroes don't get completely denied EXP and I think the idea behind a change like that is just patching up a huge flaw.
While denying adds a unique mechanic to a game, I really think it detracts way more than it adds and I hope VALVe/icefrog decide to remove it from dota2. Completely agree with Southlight's post on page 1207. (sorry if this belongs in the dota2 thread).
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Get MRes Blues instead of MP5s, you really shouldn't have that much mana problems. Manamune is way overkill and a waste of gold. Go Boots -> Brutal -> BF -> Merc -> Thirster -> Tanky. Finish GhostBlade after 1-2 tanky items.
Heartseeker is useless until 250+ AD and Level 4+, and even then it's not that useful. (Right click + Spear will always do more damage to 1 target). Never use E unless you can hit 4 heroes, have Maxed BT + Level 5 E, or you get rooted and want extra hits.
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On October 14 2010 18:49 Unentschieden wrote:Show nested quote +On October 14 2010 17:36 TieN.nS) wrote:On October 14 2010 17:27 -Kato- wrote: I was going to do some calculations but then I thought you guys here at TL will already know this, so:
Marks for WW, what is the optimal number of ArPen marks needed to jungle as fast as possible? I usually have MPen marks, would it be better to have only ArPen, to make those very early game ganks more successful? Attack speed marks. To elaborate, that isn´t because of WWs passive. It´s because Junglemobs have 0 Armor - ArPen is completely useless against them. Edit: Attackspeed isn´t useless. It IS weaker than ArPen against anything with armor BUT as jungler you aren´t initially concerned about that. As Jungler you need to be able to jungle well. If you do that the ussage of Junglebuffs/Gold, Dragon and a 2nd sololane benefits your Team FAR FAR more than the dps difference between ArPen and Attackspeed Marks.
golems have 12 armor blue wraith is 35, little wraith 30 mana golem/lizzard is 24 dragon is 21
idk what you're talking about, you need find the right balance between arpen and attackspd
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