League of Legends [New forum, check OP!] - Page 166
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NB
Netherlands12045 Posts
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Deleted User 3420
24492 Posts
On July 02 2010 03:16 Shikyo wrote: Ask your teammates to ward their jungle/ward yourself and try to snag his creeps when possible. Don't ever 1v1 warwick with another jungler because he'll destroy you. I've never played a jungling Amumu so I don't really know, but wards help. I disagree.. amumu should destroy WW 1v1 (at least if they are fighting on even terms) | ||
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Shikyo
Finland33997 Posts
wow I hate that replying format. Well sure gank is going to get hit, but I think he's going to last until he has his heal at a high enough level. He doesn't have to stay near the minions for too long, the animation canceling is pretty simple to do and parrrrley is going to get him at least half the lasthits if he really runs into trouble. I have only like 30 games as Kassadin but I know the sphere's range. Gang doesn't need to be in front of the tower too often, and after the sphere, he can do just about what he wants to. And if you don't even bother lasthitting, umm... I'd love to see that in action by you :/ I don't know how that could end up being good. @NB LoL is more fun to me, I have bought HoN and it's nice sometimes but it's a bit too tryhard and the community is godawful On July 02 2010 03:25 travis wrote: I disagree.. amumu should destroy WW 1v1 (at least if they are fighting on even terms) Interesting, normally I've seen lvl 4 warwicks with double buff absolutely wreck golem-only Amumus(no way they get lizard at this point, and when they do WW is 5. Even if they both are 5 WW destroys amumu, he has so much lifesteal and a 100% lifesteal move and +aspd move and you'll never run and... | ||
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Brees
Marshall Islands3404 Posts
On July 02 2010 02:16 Mogwai wrote: even then he's not unstoppable. I've lost at least a couple fast 20 stack SotO games because essentially my aggression leads to the rest of my team getting gold starved in favor of killing them a bunch, and then some teamfight comes a long and I get caught and killed and suddenly our team just dies. granted, this hasn't happened since I switched to the Maknoon GA build after bruta + SotO, but it is worth noting that Pantheon's just gonna get ahead early and it's perfectly doable to catch up later. that thread makes me sick. over +20 already, great, panth nerf inc because people aren't OK with anyone being the best solo in the game. I guess that leaves Annie and Kat as nexts on the chopping block. ffs, I was getting dodge for playing Pantheon 1-2 months ago, now almost nothing's changed and the goddamn sky is falling. my post on page 1 is upvoted moree then the OP. | ||
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Southlight
United States11768 Posts
On July 02 2010 03:17 Mogwai wrote: is pantheon at that point? only if TF and Shen are also both at that point. it's the nature of global teleports, you either take them all out entirely or you stop complaining about the one that has a huge channel and a big red warning circle. Here's the difference between the four heroes. Old TF - 2 second teleport (4 without ult), global snare and visibility, and like a 1000 damage burst along with a 2-second stun. Obviously retarded. New TF - 1.5 second teleport (I think), global visibility, like a 400-500 damage burst (if AP) and like a 1-second stun (based on PAC level). Annoying, and if ahead he can kill you, but otherwise he'll apply SOME degree of map control but not a fearsome one. Shen - 2? second teleport, decent shield, comes with a taunt and a slight burst. Annoying, can change skirmishes, but again not a gamebreaking one. Pantheon - 8 second teleport or something, only visible for the last 2 seconds, 100-200 damage upon landing as well as a snare, 1 second stun, and easily an 800+ damage burst. Of the four it's clear Pantheon comes closest to the old TF, as they both have a collective snare, stun, and a ginormous burst. The difference is that Pantheon scales worse late-game, as the old TF's burst simply grew and grew and grew to the point where you used to see stupid-shit TFs teleporting every 30 seconds doing 2000 damage bursts with a 2-second stun. In fact, you could argue that Pantheon's early-game burst trumps that of TF, and obviously Pantheon can towerdive better and chases better (because of his high movement speed) - this is what that thread was implying. To that degree I think you'd have to be stupid to at least not see ODonnell's point. Is Pantheon broken enough to merit change? I don't know. | ||
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Misder
United States1557 Posts
It seems like jungle vs jungle would be frequent cause of the advantage it gives if it was jungle vs no jungle. Also, who should usually ward and how many? | ||
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Southlight
United States11768 Posts
On July 02 2010 03:25 Shikyo wrote: @utahime wow I hate that replying format. Well sure gank is going to get hit, but I think he's going to last until he has his heal at a high enough level. He doesn't have to stay near the minions for too long, the animation canceling is pretty simple to do and parrrrley is going to get him at least half the lasthits if he really runs into trouble. I have only like 30 games as Kassadin but I know the sphere's range. Gang doesn't need to be in front of the tower too often, and after the sphere, he can do just about what he wants to. And if you don't even bother lasthitting, umm... I'd love to see that in action by you :/ I don't know how that could end up being good. + Show Spoiler + HeavOnEarth was like wtf@us about the same issue (last-hitting) but eh, I linked the lolbase matchlist of the games I've played using that combo. It's obviously a playstyle issue, but my point is that both of us are significantly devoted (almost cheesily) to outputting maximum damage. I literally will float just outside tower range WAITING for you to come into my range for a Null Sphere, completely ignoring last-hitting. Kassadin does not need items to rock - his base skills already do nice damage and apply great sideeffects. As Pokey mentioned, the problem in most games that makes Kassadin useless is that his laning generally stinks. He's like Veigar in that regard, they both cannot do anything for the first 10 minutes. At the same time, this also affects Pokey's build and skillbuild. Edit: I just remembered, I'm not even the Kass in that. I play waaaaaaaaay more aggressive than Turkey does, it's why you hear me (Soraka) sometimes prod him to keep gunning. | ||
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Shikyo
Finland33997 Posts
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Deleted User 3420
24492 Posts
On July 02 2010 03:25 Shikyo wrote: Interesting, normally I've seen lvl 4 warwicks with double buff absolutely wreck golem-only Amumus(no way they get lizard at this point, and when they do WW is 5. Even if they both are 5 WW destroys amumu, he has so much lifesteal and a 100% lifesteal move and +aspd move and you'll never run and... ok, maybe if the WW knows the amumu is jungling, saves up his mana, and comes at him with full life. but imo a good WW should be jungling so fast that he has no mana at level 4 because he's using QW every time he has enough mana to do so. Pretty much 100% of the time when im jungling and any full life hero comes at me earlier in the game I have to run. Now, if WW does have enough mana for a Q and a W and does have both buffs, which is highly situational - then ur right the tables could definitely be turned there. So I guess it just comes down to the exact situation. But without buffs amumu just destroys WW because he simply can't do enough to amumu, and WW is pretty squishy. | ||
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Southlight
United States11768 Posts
On July 02 2010 03:34 Misder wrote: What masteries and runes would you use for jungle rammus? It seems like jungle vs jungle would be frequent cause of the advantage it gives if it was jungle vs no jungle. Also, who should usually ward and how many? For Rammus Turkey and I decided 0/21/9 is the best mastery setup (makes it so you don't almost-die to Golem) we just run double mp5 per level runes. Marks and Quints I dunno, I was running armor pen and flat hp but I don't think it really matters. Jungle vs Jungle is hairy, and it's why I got really tired of having to match up against Shacos, they're really a pain to have a map control war with. As for who should ward, the real answer is everyone, but the jungler usually gets stuck doing it the most because it's half of their job to exert map control. | ||
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Zato-1
Chile4253 Posts
On July 02 2010 03:34 Misder wrote: What masteries and runes would you use for jungle rammus? It seems like jungle vs jungle would be frequent cause of the advantage it gives if it was jungle vs no jungle. Also, who should usually ward and how many? In my experience, everyone should help out with wards, though very few players actually do. As to how many- I usually get 1-3 whenever I teleport back home to buy stuff / heal up. | ||
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Deleted User 3420
24492 Posts
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739
Bearded Elder29903 Posts
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pokeyAA
United States936 Posts
On July 02 2010 03:25 Shikyo wrote: @utahime wow I hate that replying format. Well sure gank is going to get hit, but I think he's going to last until he has his heal at a high enough level. He doesn't have to stay near the minions for too long, the animation canceling is pretty simple to do and parrrrley is going to get him at least half the lasthits if he really runs into trouble. I have only like 30 games as Kassadin but I know the sphere's range. Gang doesn't need to be in front of the tower too often, and after the sphere, he can do just about what he wants to. And if you don't even bother lasthitting, umm... I'd love to see that in action by you :/ I don't know how that could end up being good. @NB LoL is more fun to me, I have bought HoN and it's nice sometimes but it's a bit too tryhard and the community is godawful Interesting, normally I've seen lvl 4 warwicks with double buff absolutely wreck golem-only Amumus(no way they get lizard at this point, and when they do WW is 5. Even if they both are 5 WW destroys amumu, he has so much lifesteal and a 100% lifesteal move and +aspd move and you'll never run and... Our focus again is on denying the other team in gold/exp. That takes priority over last hitting. However that doesnt mean we cant change strategies. Really though, if it does seem like youre pulling off your strategy, I'll just level starcall. Since you graciously killed your own cannon creep, I'll starcall the fuck out of your creeps, which in turn nicely procs Kass's force pulse. Ill just sit there autoattacking your tower while our creeps go to town on your tower as well and good luck trying to stop me. You shoot me, I'll regen it back with astral blessing. Meanwhile have fun with Kass throwing force pulses and silence balls at you. But really, we should just make a practice game and try it out lol, its the best way to settle things in the end. Its like fighting, you can discuss technique all you want, but when you start sparring you'll realize quickly what works and what doesnt. | ||
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Southlight
United States11768 Posts
Edit: On July 02 2010 03:40 travis wrote: Am I wrong or are wards in LoL considerably more expensive than they were in dota? In dota it gave you 3 wards, right? But In LoL it only gives you 1? Two for 200 in DotA, in LoL one for 90. Edit2: By the way, Amumu should really never be 1v1ing anyone. Any interruption of Warwick will be by steering him towards a teamfight he would rather not be in, ie. wasting his time, and even then you'd prefer to stall until level 6, when you call down the fury. That's why I mentioned the only thing you really should care about doing is making sure WW doesn't gank someone (to an extent, much of that responsibility really lies on the individual laners) and more importantly, doesn't get dragon. It's Warwick that really feels the heat because Amumu is so much more devastating than Warwick as the game goes on. | ||
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Chrispy
Canada5878 Posts
Edit: And all those things suck. Gangplank wants to keep laning as long as possible, farming up to the max. If you can just sit there parrrleying creep and last hitting and denying minions so you're close to your tower for 10 minutes your roger is going to be jolly. | ||
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Shikyo
Finland33997 Posts
@pokey: Yeah, it's highly likely I'd lose the tower if the jungler didn't help fast enough, sometimes that just can't be done much about. On July 02 2010 03:48 Chrispy wrote: All I'd really like to say is that there is like a 10% chance of GP beating a decent Soraka/Anybody lane 1v2. Either GP is going to a) Lose the tower, b) Be way underfarmed, c) Have 5 points spent in a useless self heal for the next 15 minutes. That depends entirely on what you hink "beat" means, since they apparently don't lasthit much. | ||
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Misder
United States1557 Posts
I read that Nasus is (one of) the best melee carry in the game. However, whenever I play him, I die so easily, esp early game... even late game with my ult up and sunfire capes. I don't know if I'm positioning wrong or if thats my role of being focused down (I really don't care if I die, but I don't get that many assists...). I think I play overly aggressive. Is there a way to tell when to be aggressive and when not to? I guess it comes with experience, but even with ~250 games, I'm still dying a lot... | ||
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Slaughter
United States20254 Posts
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Brees
Marshall Islands3404 Posts
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