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I would do:
DShield Mejai's Haunting Guise Spirit Visage Zhonya's Blue + Red Elix game-dependant items
Imo Vlad is one of the few champs that can maintain a Mejai's pretty consistently (because of his ult for assists/kills + pool for escaping), and he gets additional benefit from it in the form of HP.
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What role does Vlad play in team fights?
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On October 26 2010 20:56 Floorz wrote: What role does Vlad play in team fights? utillity / damage caster carry role
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On October 26 2010 20:06 Vlanitak wrote: hm, how about: Warmogs shoes Zhoneya's Rylai's Void staff and um... this is where I kinda get stuck because I often reach a point in a game where the "core" build is done and I have no clue what the hell to buy next another Rylai's? (since it procs both you ap and hp passive) Abyssl scepter? um... a mana item? mana item.. on vlad?
Not sure if serious
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When should you go for HP and when should you get MR/armor? For example when I play Garen i'll usually go boots then sunfire, after that though I don't know what to get. If I'm getting hammered by magic I'll usually get a force of nature but what's the tradeoff compared to a HP-item is what im getting at since if i instead get more HP (another SF or warmogs) that will help against physical damage aswell.
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On October 26 2010 21:07 Stealthpenguin wrote: When should you go for HP and when should you get MR/armor? For example when I play Garen i'll usually go boots then sunfire, after that though I don't know what to get. If I'm getting hammered by magic I'll usually get a force of nature but what's the tradeoff compared to a HP-item is what im getting at since if i instead get more HP (another SF or warmogs) that will help against physical damage aswell. I suggest that you go to leaguecraft, go to the builder for your champ, and input some typical builds you might consider. You can see the EHP for your build, against physical and magical damage as well as the average value (but against physical teams you obviously want to value physical EHP higher etc).
General rule: If you have lots of HP, get Armor/MRes. If you have lots of Armor/MRes, get HP. But I can't really give you any numbers there... Try it out and get a rough idea of when to get what. Against Cho/Olaf/Corki you want a bit more focus on HP (true damage), against Kog/WW and Bloodrazor, you want less focus on HP.
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I build the odd soulstealer if we do well in the beginning, but most of the time I don't feel confident investing in it, because most of the time I am not playing well enough to get it to be valuable. I tend to get HG when I see the other team getting alot of Mres (Or sorc shoes if they have a lack of CC). I used to get spirit visage back right after it was changed to it's current state, but then I felt like it did not actually make up for it self at one point and then again I change my build every other day
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Czech Republic11293 Posts
I have been thinking lately, what makes cho'gath more viable tank than annie? Cho'gath got 200 more HP at lvl 18 by default and +900 HP for 6 feast stacks (stacks aren't always at full!!!), while annie got +50 armor/magic resist. While that is 1300 gold worth of survivability difference, annie got molten shield, which is not big difference but still counts, got an AoE stun with a pet that has sunfire cape, got mildly damaging and sometimes also stunning low cooldown spells, while Cho got big cooldown hard-to-hit-with knockup+slow, huge cooldown AoE silence and 1 target 800 dmg nuke. I also think from my limited experience that Annie got better laning phase. So, is my perception twisted, did I miss something, or is annie better tank than Cho'gath is?
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In how many hours should new champs be up?
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^170~ give or take 2 hours?
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Where are you getting that information?
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It has been a week since Lux was released, so they should have the character preview up tomorrow at patch time.
If that's the case, the summoner spotlight will hit next Monday and the character would come out in a week?
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On October 26 2010 21:07 Stealthpenguin wrote: When should you go for HP and when should you get MR/armor? For example when I play Garen i'll usually go boots then sunfire, after that though I don't know what to get. If I'm getting hammered by magic I'll usually get a force of nature but what's the tradeoff compared to a HP-item is what im getting at since if i instead get more HP (another SF or warmogs) that will help against physical damage aswell.
As a general rule I try to get my Armor / MRes in the 150-200 range before buying "health" items. This is simply because you will get a better benefit out of the mitigation stats then the health pool as far as EHP goes.
Depending on my opponents Its almost always better to get HoGs instead of the sunfire for earlier stats and the randuins active. MRes should come from FoN on Garen because he needs the MS and after that a Spirit Visage isn't awful especially for its price.
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As a tank, first "tank" item should include HP, because your default health pool isn't going to be that great to begin with. An amumu that buys 2 heart of gold at level 9 is going to boost his HP from 900 to almost 1400, which is roughly a 50% increase.
Conversely, if you're a solo carry and you're buying your first survivability item when you're level 15 already when your health pool is ~1400 already, you buy negatron cloak (and much less often, chain mail).
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Anyone know how to get the mac client for this thing? I thought they were testing one? Does it even exist?
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On October 27 2010 00:13 Rho_ wrote: Anyone know how to get the mac client for this thing? I thought they were testing one? Does it even exist?
It does exist, and it's a closed beta. They have a forum for it on their website where I think you can volunteer to join it, though they invite in waves.
On a less interesting note: I just had the strangest game ever. At appx the 15 minute mark it was 6 kills to 23 in favor of the other team and the only tower down was in my lane (solo top as singed). So I give up trying and sell all my everything to buy 4 boots of swiftness and a boots of mobility. At 25 minutes our surrender vote fails 3-2 and so I buy my sixth pair of boots (spell pen). 10 minutes later we are pushing one of their inhibitors and have closed the kill gap to 25-35.
At this point I think we might be able to win so I sell my boots and buy an RoA and the blasting wand and cata for the next one. (kept one swiftness) and we immediately begin to fall apart, ultimately losing the game 8 minutes later.
Lesson Learned: Singed can only win losing games with 5-6 boots, real items cause you to lose.
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Or perhaps trying too hard makes you lose. When playing for fun and on instinct you do well.
We will never know.
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The last patch changed some stuff that is relevant to Ashe, so I did some calculations to adjust my build. So here is my updated CDR Ashe guide: (as always: don't just follow it blindly, use your own brain!)
Reason why I still go CDR Ashe: The Last Whisper change (now works with Volley) didn't do much for DPS Ashe since she focuses on her autoattacks and Volley only serves as an AoE slow with a bit of damage. CDR Ashe still does the same damage, DPS Ashe does a little bit more than before.
Masteries:
11/0/19 (recommended) offensive tree: 3 Deadliness, 1 Archmage's Savvy, 4 Sorcery, 3 Sunder utility tree: 3 Good Hands, 1 Haste, 4 Awareness, 1 Greed, 3 Meditation, 1 Utility Mastery, 3 Quickness, 3 Intelligence
or: 9/0/21 offensive tree: 3 Deadliness, 1 Archmage's Savvy, 4 Sorcery, 1 Sunder utility tree: 3 Good Hands, 1 Haste, 4 Awareness, 1 Greed, 3 Meditation, 2 Utility Mastery, 3 Quickness, 3 Intelligence, 1 Presence of the Master
Summoner Spells:
Ghost + Cleanse (recommended) or Ghost + Flash (get the Flash Mastery in this case)
Runes:
3 APen quints 9 APen marks 9 MP5/lvl seals 8 CDR glyphs 1 CDR/lvl glyph (this gives you exactly 40% CDR at level 16, you obviously can just use 9 flat CDR glyphs or more than 1 scaling glyph. I recommend 8 or 9 flat ones though)
Skill order:
W Q W E W R ; W > R > Q > E or W E W Q W R ; W > R > Q > E
Maxing W at level 9 has top priority because of the huge difference in cooldowns. 8 seconds instead of 4 is not acceptable. Get E earlier if you think it will help you survive by spotting a gank etc. However with its 56 seconds base cooldown you shouldn't get to use it more than once between lvl 2 and 4. In most cases getting Q at 2 is safer because you can slow enemies with your autoattack and Volley. I point in E is important, and while E would be really nice to have at a higher rank, having maxed Q, W and R asap is more important.
Build:
(1) Starting item (see below) (2) Brutalizer (3) Boots1 (4) finish Ghostblade (5) upgrade Boots (see below) (6) Brutalizer (7) Banshee's Veil (8) B.F.Sword (9) Last Whisper (10) finish Infinity Edge
I consider (1) to (7) the core build.
Swap (5) and (6) if you think you don't need the movespeed yet. Swap (6) and (7) if you have trouble with assassins. Replace (8) with Atma's Impaler if you need Armor. You can get the Chain Vest earlier if needed. This makes (10) problematic because you will not have enough inventory space. You can sell your Brutalizer if a game ever goes that late (should not happen a lot anyways) and replace the missing CDR with Blue Buff or Blue Elixier. Swap (8) and (9) if you mainly have to deal with 200+ Armor targets. Swap (9) and (10) if your enemies refuse to get Armor.
Starting Items:
Doran's Shield + 1 HP Pot If you can expect to take damage without being able to autoattack much for healing. Doran's Blade + 1 HP Pot If you expect the lane to be pushed into your tower or if you are laning with an ally. Boots1 + 3 HP Pots If your enemy relies on skillshots that you can dodge with Boots, most important example being Anivia. Longsword + 1 HP Pot If you are in a duo lane with a good babysitter (don't do this in solo queue!).
If you have trouble in your lane, get 1-2 Doran's Blades, regardless of opening item.
Boots
Boots of Swiftness I recommend those. The reason is that Ashe's Base speed is very low and those help her get to the same or higher speed as most champs picking T2 Boots. Speed is important for combat situations, so Boots of Mobility don't serve the same purpose.
Mercury Treads If you took Flash instead of Cleanse, those are most likely your best choice.
Berserker Greaves If you like to play risky, take these. I wouldn't get them unless I can 100% rely on my tanks and the enemy team has no champs that can just jump on me.
Boots of Mobility Under the same conditions as Zerks, except for those that like crossing the map every time an enemy minion appears on the minimap.
Elixiers
Red Elixier can be useful throughout the whole game. In some games I get one after I finish Ghostblade, and I always try to have one ready once I finish my second Brutalizer. Green Elixier is a must-have once you finish your Infinity Edge, but if it's 30 minutes into the game, you have leftover money and expect an important teamfight, go ahead and take one. Blue Elixier is fairly useless, however if the game has been running for 70 minutes and you don't know what you spend your money for, sell your Brutalizer, get an appropriate, high-value item and chug a Blue Elixier for the CDR.
Wards
Wards are important, and even though you need all the money you can get, get wards every now and then. Later on your inventory will be stacked with important items so you can't ward anymore. Once you got your core items you might consider letting your allies farm a bit more so that they can do the warding for you.
Buffs
One of CDR Ashe's advantages: you're not very reliant on buffs. Volley doesn't apply red buff, you have max CDR without blue, and you should not need blue buff for mana regeneration too desperately. I don't take a lot of buffs with this build. Take red if you feel you can do something useful with it (I typically get it more frequently as the game goes into the later stages).
Combat
Poke with Volley. With 40% CDR you're one of the best pokers in the game and Banshee's Veil gives you safety while poking. Initiate with your ult if your enemies suffered a lot of poking damage or are way out of position. Don't just ult into them randomly and hope you can win that fight. Often your poking will make the enemy team initiate on you instead. In this case, back off a bit and spam Volley. Try to hit as many targets as possible. Make sure you stay safe. Be patient with your ult and use it to nuke a carry that overextended or cancel a channeling ult like Galio's. Enemy tanks have a tendency to run into your ult and therefore waste it, try to avoid that. Your "nuke" should be this: Ult > Volley > Ghostblade Active, autoattack > Volley.
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Marshall Islands3404 Posts
A build that focuses on CD on a char with only 2 abilities? Whatever floats your boat I suppose...It isnt a bad build really besides Ghostblade. That's just a gold sink on ashe
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yo 5HIT, one thing you aren't considering with stacked HP is that as you spend money on purely HP, an opposing carry will be spending it on purely damage output. if you get 3 warmogs, they're going to get a Bloodrazor, infinity edge, and malady for the same price (or another comparable build with similar damage output). so your MR is shredded to 0 thanks to malady (or if they went last whisper your armor is halved), and if you've got 7000 health, they're doing (base damage[assume 100ish] + 25 + 80) +(20% chance to crit 250% physical damage) + (4% of your max health, which is 280 in this scenario) - resistances (lets give you 100 armor in this matchup and say your MR was completely shredded by malady) = ((205*0.8)+(205*2.5*0.2))*(0.5 for armor reduction) + (280) = 413.5 damage per hit. 7000hp/413.5 damage per hit = 17 hits to kill, shooting at a pretty decent rate thanks to malady.
so yeah, what i'm saying is stacking pure HP against a comparable build is a silly move. eventually their damage output will beat your HP stacking. i mean compare vlad (lots of HP naturally) to garen (lots of armor and MR naturally). garen runs in head first, eats a stun and focus from five people, spins out and survives. vlad runs in head first, eats a stun and drops like a fly.
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