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Heroes with an innate escape mechanism and/or heavy CC don't have as much of a need of Cleanse, and those with escape mechanisms but with the fear of being CC'd (Ezreal, Nidalee) carry Cleanse anyways.
Anyways I said ~50%, not 100%. Whatever the case, it's common, and the heroes that you would ideally DI (either to swing it at them to limit damage to nothing, or to focus them) USUALLY have Cleanse. Heroes that you wouldn't DI may not carry Cleanse, but there's plenty of reason for that. For instance, you would not DI Kass because you're asking to get CC'd. You would probably also not DI Annie because that's almost certainly going to be counterintuitive. Et cetera et cetera
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Aw. My thread got the nerf bat. =(
Although it's probably for the better. Less OP now. =p
I still play Nidalee. I'm starting to like Shen a little but jesus Nid is so easy and Op. How can you NOT have one every game. =p
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On June 07 2010 05:23 Southlight wrote: Well, if they remove Flash as they mentioned in that interview... :p
If they replace flash with the "summoners dash" spell (slow immunity +30-50% movement speed for 3 seconds), would you really take ghost over it?
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On June 07 2010 05:46 radmax86 wrote:Show nested quote +On June 07 2010 05:23 Southlight wrote: Well, if they remove Flash as they mentioned in that interview... :p If they replace flash with the "summoners dash" spell (slow immunity +30-50% movement speed for 3 seconds), would you really take ghost over it?
To be honest I'd have to look at the distance covered. I'm fairly sure I'd stick to Ghost, though. The only way I'd take Dash over Ghost is if Dash can actually outrun Ghost, but I highly doubt that.
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Instead of removing Flash they just do what HoN did to portal key (maybe taken from DotA, idk) and have a 5-second cooldown upon taking damage. That way it wouldn't be an impossible to balance escape skill and still serve it's intended purpose as an initiation skill.
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That's how the Blink Dagger worked in DotA, and I think they responded to that possibility but I don't remember what they said and how. Mogwai might remember but he's off on vacation :x
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I think flash is fine the way it is now. Most people run with cleanse now anyway, compared to about a month ago where it wasn't that uncommon to see almost every person with flash.
I've just been playing tryhard characters recently, namely Soraka, shen and Ezreal. Except I've been trying a really weird Ezreal build, getting locket, guinsoos (because I spam q non stop) and the hextech revolver. It's quite dumb but I think with his upcoming nerf to heal I think locket might almost be better. I like trying weird builds and its fun either way.
Does anyone have a cool shen build they have? I just always open Doran's shield > boots > Aegis > Sunfires and throw in MR/more sunfires accordingly. I also like to get the new executioners calling on him too if it's a heal team because that item owns now.
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I generally only find the first few seconds or so of ghost useful. Both in creating or closing distances between heroes. I just can't imagine many people would build teams with 4+ ghosts, when they could run cleanse + dash and have huge survivability.
The slow immunity would nullify exhaust, lizard buff, singed's adhesive, phange, tri-force, randouins, rylais, heart, etc. + enough movement speed to separate form, or chase down most opponents that are on your screen seems like a no-brainer to me :<
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On June 07 2010 01:00 Liquid`NonY wrote:Show nested quote +On June 07 2010 00:40 HypnoticPoo wrote: Poppy is more of a single target nuker/initiator focus fire hero rather than a dps. She's still rather strong at higher levels because of her single target burst and the inability to die, just that there are better champions to synergise a team with than her. People mostly use her on Twisted Treeline cause thats where she rapes. For jax you need a pretty good team to help you set up kills/farm but a good jax is pretty much unstoppable. I would recommend using jax more often though.
Edit: Another problem with poppy is that she has a very hard time farming creeps, so if she has very few kills/assists she can be shut down pretty easily by a competent team. I see. I haven't tried Jax yet. I fix the farming problem for Poppy by getting Tiamat right after boots. If I can get just 2-3 kills, I can keep up and do my part in team fights and help our carry get kills. But yeah, I'm afraid I don't face competent teams very often (yet). What champ would you recommend to lane with Jax? Or what champs in general to play with Jax on summoner's rift? poppy is considered a "low tier" hero on summoners rift but really shines on twisted treeline. hozartis was the only one i remember who used to exclusively play poppy on TT so you can refer to him for good item builds. iirc he used to like getting a mix of madreds, triforce, and SotD depending on the situation. i personally can't explain which item to get in which situation because i've never played her and don't know her skills too well. but all i know is that you should never go AP poppy... yeah she's viable but so are AP rammus/amumu. that isn't their primary role. also, jax/janna is considered one of the most imbalanced laning combos in the game. jax/morgana is good too.
On June 07 2010 02:33 Zato-1 wrote:Show nested quote +On June 07 2010 01:00 Liquid`NonY wrote:On June 07 2010 00:40 HypnoticPoo wrote: Poppy is more of a single target nuker/initiator focus fire hero rather than a dps. She's still rather strong at higher levels because of her single target burst and the inability to die, just that there are better champions to synergise a team with than her. People mostly use her on Twisted Treeline cause thats where she rapes. For jax you need a pretty good team to help you set up kills/farm but a good jax is pretty much unstoppable. I would recommend using jax more often though.
Edit: Another problem with poppy is that she has a very hard time farming creeps, so if she has very few kills/assists she can be shut down pretty easily by a competent team. I see. I haven't tried Jax yet. I fix the farming problem for Poppy by getting Tiamat right after boots. If I can get just 2-3 kills, I can keep up and do my part in team fights and help our carry get kills. But yeah, I'm afraid I don't face competent teams very often (yet). What champ would you recommend to lane with Jax? Or what champs in general to play with Jax on summoner's rift? Jax is a champion who needs a lot of support to reach his full potential. If everyone on your team is minding their own business during team fights, you'll just get focused down and killed. In particular, you need: a) A tank who will initiate for you. It seems like a no-brainer, but if everyone else is ranged DPS or you have a bad tank who likes to go jungling or to hang back when it's time to initiate, then you'll never be able to engage the enemy on favorable terms. b) A healer (or more than one) who will take care of champions who are in trouble. Soraka has the most burst healing, Janna's ult can be a lifesaver, both Ezreal and Nidalee can help tide you over through the enemies' damage, and Zilean can make sure the initial enemy burst doesn't kill you for good. Kayle's ult on Jax probably feels orgasmic, but I've never been in that situation :p Champions with crowd control will also help you out. Janna's tornado, a good Shen who can taunt several champions, Amumu's ult, Cho'gath or Alistar knocking enemies airborne, etc. can all be a big help. For the most part, I don't bother playing Jax while solo queueing anymore because I never, ever get support. Jax is easier to support than other DPS champions because he's pretty durable, even when you buy lots of damage items because that also gives him bonus health thanks to his passive- he makes for a pretty solid, rounded killing machine. jax is an odd character. built correctly, he becomes a semi-tank or at least very very thick. he's one of those heroes that its inefficient to damage but also a big mistake to ignore. the best course of option is to usually CC him for the longest time possible and take out other squishies first. however, targeting jax first in a teamfight leads to sure death. i won't say that he "needs" those things you mentioned any more than the next physical DPS but definitely benefits from them.
On June 07 2010 04:46 Tippereth wrote: Are there any established Karthus players around these parts that can give me item tips? I always just end up free-balling and doing well, but I have survival issues if my teammates aren't entirely on the ball during team fights and was curious if doing something like rushing a Rylai's is smart or not. scarletdoom is considered the best karthus in the server. try modeling after him. iirc he goes dorans, sorc boots, mejais, rod of ages as his core. next time i see him i'll ask how he levels up his skills.
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Hooray! it's a new thread!
My IGN is: A Feeding Noob
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If both players have Dash you're going to die anyways.
So if one player has Dash and one player has Ghost who has the upper hand?
If Ghost enables you to cover more ground, it's, IMO, clearly the better escape/chase skill, personally, just the same way if you Flash away from Ghost you get a temporary reprieve but short of Flashing through a wall (which is the perk of Flash) the guy with Ghost is going to catch up.
I, too, think Flash is fine the way it is now, but they mentioned they were intending to remove it, so it'd be interesting to see how that goes.
Edit: Also I tend to use Ghost to its full duration.
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51418 Posts
According to the guide in the OP, the Ashe guide I've been following is apparently obsolete, even though I'm still doing okay with the Brutalizer build.
I've adapted it so that I get Beserk Boots second (I can't stand being slow), then LW, Cleaver then either Tiamat or IE.
What's the flavor of the month now?
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I've been having a lot of fun with Malzahar and Udyr, sometimes playing other casters. I may write up a small guide on Malzahar some time.
IGN is SBelmont on US servers.
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On June 07 2010 06:29 GTR wrote: According to the guide in the OP, the Ashe guide I've been following is apparently obsolete, even though I'm still doing okay with the Brutalizer build.
I've adapted it so that I get Beserk Boots second (I can't stand being slow), then LW, Cleaver then either Tiamat or IE.
Hahah, most of it is relatively close, but there're some key differences, I think.
The first is that I run Cleanse/Ghost.
The second is that I always open Fort/5 Heal. Then I slowly make Brutalizer, then immediately jump to normal Boots + BF Sword, to maximize Volley damage. After that I turn Boots into Merc Treads and BF Sword into IE, then finally finish with Last Whisper, turning Bruta into Ghostblade, then whatever afterwards. As a whole I tend to be chugging Fort the whole game, although eventually I transition into Fort + Agility, or just Agility depending on how much I need HP. I also tend to hoard Fort until the last second, as I've routinely been ganked and I hit 12 to activate Fort and Heal, etc. I just try to maximize the effective duration of it, rather than pre-emptively use it unless I'm pushing.
Masteries I've also taken a page out of Smash's book and started running 0/21/9 with Flat HP/Armor Pen/Mp5pl/Mp5pl runes.
^-- be aware that running Fort is a relatively advanced tactic and is highly contingent on early-mid-game timings. It's a bit like how scv-cutting in SC:BW is an advanced tactic that isn't going to be relevant or useful until you climb the ladder a bit. For instance I was playing with Hotshot last night, and Acester saw me end the game with nothing but Brutalizer and Boots - I'd been running around the whole game with Fort ganking and pushing, and we ended the game really quickly via strong pushes. I was working up to BF Sword and the game ended with around 1600-1700 gold, but if I hadn't spent money on ~4 Forts I'd have gotten it significantly earlier. Was the 20 damage and 200+ HP worth it? I thought it was, especially as I was roaming and being very aggressive (aided in part by laning with Janna), but it depends on the game and how it's flowing.
Also matchups. Fort is required to take on Nidalee and Ezreal - going without will lead to death.
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On June 07 2010 06:21 Southlight wrote: If both players have Dash you're going to die anyways.
So if one player has Dash and one player has Ghost who has the upper hand?
If Ghost enables you to cover more ground, it's, IMO, clearly the better escape/chase skill, personally, just the same way if you Flash away from Ghost you get a temporary reprieve but short of Flashing through a wall (which is the perk of Flash) the guy with Ghost is going to catch up.
I, too, think Flash is fine the way it is now, but they mentioned they were intending to remove it, so it'd be interesting to see how that goes.
Edit: Also I tend to use Ghost to its full duration.
And I chase down lots of heroes (including some ghosters) with lizard buff + phange/mallet every day. These are kills that I likely wouldn't get if they were running dash.
If both are running dash and you are trying to escape, you should be a hell of a lot closer to teammates or your tower in 3 seconds, so I reject the idea that you are going to die anyways. I think ghost is a superior skill for chasing down opponents, but a big % of the time it is burned defensively. In terms of escaping and utility throughout the game, I would probably have to go with dash.
Anyways, this is enough theorycrafting for me over a non-existent spell
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:D
It's why I said, I'd have to look at distance covered etc. I think they'd be relatively balanced, and at the moment I would always, always take Ghost, unless the cooldown for Dash is really good (then I'd have to think long and hard about taking the un-snareable initiator). Distance covered is important to me - I have a tendency to run on, for instance, Ghost as Lizard to cross distance to bottom to save someone or get a timely tower gank, etc.
I know Ghost gets trumped by snares - a Trynd cried imba the other day, amusingly enough, about how Frozen Arrow > Ghost + Ghostblade.
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Katarina question: AP or AD? Why?
And how do people build Nidalee?
I go:
Doran's Ring Merc Treads Guinsoo's Rageblade Yoisomething Ghostblade The Brutalizer
I find this build fits her and is just way better than starting off with a Sheen. She is a ganker. Unless you want to play her for support, then I guess the Sheen would be a better choice so you can put down more traps and heal more, but that isn't how I think you should play her imo. She has too much potential to take down weak enemies with her cougar skills. And running away from her is almost impossible.
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i go doran blade ashe usally just get 4 + boots and infiedge i still like flash more cause u can jump thoug walls ;D
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Sheen = support what? Sheen basically doubles her damage.
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AP kat cause everyone here recommended it and I've raped stuff with it.
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