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On August 10 2010 20:27 NB wrote:Show nested quote +On August 10 2010 18:20 DanceCommander wrote: AP teemo is the funnest thing ive ever played hands down really depend on the skills of your enemies actually. good players wont fall for AP teemo easy and mid too late game they will spam oracle. i was trying gun blade with rage bade combo but still, the HP is too quishy that AP wont get enough life steal in combat to stay alive. Good lane control, good pusher, good map control but useless in team fight =.=... there was once i got 14 mejai stacks and cant combat so my team just die, lucky we was always ahead in towers so we won barely.9-0-21 or 10-0-20 is both nice if you want to get 1 level for ignite. flash is crucial to escape as well as chasing since you already have a ghost. i like going to lane, invi, wait for creeps go pass me and the champ come to FB with the attack speed + ignite and teammate's help xD For ap teemo get deathfire grasp and ignite. dart + dfg + ignite + evt shroom is one mean fucker.
The strong thing about ap teemo is his map control, and that he is really good at ganking, though he is easily good even with oracles, as long as you put shrooms on the edge of bushes so they dont see it before they walk into it. Another thing about ap teemo is how underrated his poision is, it's basically free + damage (in AP form though), couple that with CDR runes to spamm dart often you got one of the best to fight outside of the lane too, his lane control shines best early game. Even though ap teemo really requires NOT to die early game because then you can be screwed
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Yeah, you guys are right, I'm not quitting, I just went through one of those "why don't I just quit videogames and improve my life" freakouts.
I realized a couple hours later that I was just being dumb, videogames do improve my life.
On the upside, today I went out and got back into martial arts at a Korean K-1 gym that my friend's brother owns.
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i think galio is a really well designed champ, unlike retarded shit vlad they just released. seems like a MR version of rammus. has the slow, albeit ranged and skillshot. has something to "speed up" similar to the first part of powerball, except it takes more skill and can help teammates. i def like the design of this skill. has the defense, but you can also put it on allies. and has the taunt except shorter and aoe. i think if they get the numbers right he could be a really good balanced champ. top tier tank prolly slightly better than rammus and worse than amumu. definitely a good counterpick vs casters thou. then again im theorycrafting out of my ass so w/e
also nunu buff? doesnt really solve his endgame, but hell it will make him even more ridiculous in laning. but i guess he doesnt actually get kills unless you are stupid, its more of he stays and pisses you off and you cant really do anything about it.
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I would really like to start playing some kind of jungle Eve (especially since there is a buff incoming). I don't care if it's bad, it's all about the fun. However, I have never jungled any char before, and especially not Eve. So before I have to fail 10 times just to get some basic starting build, do you have any advice for a basic setup to start working with? Like first 450 gold on what; required masteries, runes, which creeps can I kill? Smite and which other spell?
My plan is to disturb/kill other junglers and be a constant gank threat, not so much killing dragon and stuff like that (instead I would rather steal it when possible). I would then try do develop a build that has high burst damage and map control. Skills would ideally be focused on the cloaking spell for increased stun duration, but I'll have to see if I can do well with low levels of the other skills.
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As a part of my community service, here's how I've been playing Chogath lately:
Mpen marks, mp5/lv seals + glyphs, movespeed quints (alternatively flat hp quints) Take ghost/cleanse or ghost/teleport Masteries 0/22/8 or 0/21/9 depending on what you took. One point in all the nimbleness-tier masteries and make sure to get 3 in Strength of Spirit.
Open with regen pendant and a hp potion, ghost to lane. You can save ghost if you want to, or just keep in mind that "hey, I don't have ghost for a while".
Try to get either mid solo or top solo. If you get side 2v2 you're going to have to play a little differently.
Ideally, you're not the main tank, because A) Cho doesn't tank very hard until late game and B) your main goal in fights is to sit back and land sick rupture/silence/feasts. Remind your team that you're an AP nuker and /ignore them if they distract you by bitching too much about how you're a bad player for playing AP. You'll show them after the game and then they'll probably keep thinking that tank cho is superior.
If you have teleport, back liberally to buy things like potions, boots, and wards. If you don't have teleport, try to time your bluepill for when it's safe and you have enough money to buy your boots + NLR. Grab wards and optionally hp pots with leftover cash.
Keep wrecking. Cho makes it really easy to farm every single creep in a wave, especially after NLR, because your rupture one-shots the caster wave if you max it fast.
QEQEQR then R>Q>W>E. The two points in vorpal are enough and you really want scream maxed for midgame when you can sustain casting it.
Your primary goal is to build feast stacks, but if you see an enemy playing stupidly and you think you can hit them with a rupture -> feast combo to kill them, save it. Sometimes at this point I get a blue elixir and ask my jungler for blue buff so I can get to 6 stacks asap. Once you get to that point just save feast strictly for dragon/baron/champions. Sometimes I'll eat a buff if I think it might get stolen.
When fights start breaking out head towards them. Try to be on guard for ganks with good warding, and if you're the mid lane you should try to get a gank off at some point. Rushing to level 11 is also good, because then feast hits for just over 500 with AP.
If you have a good tank and you're not afraid of anyone on the other team, get another NLR. If it looks like you're going to need lots of MR, get a negatron cloak or two. If for some reason they have a lot of physical damage, chain mails. Turn them into Banshee's, FoN and GAs respectively. Once in a long while you'll come across a team that doesn't have much CC. When you see this team, grab mob boots or boots of swiftness. Against any team with enough magic damage to make you get a Negatron cloak, get merc treads--pretty much every team past 1500 in ranked, which I dropped under recently due to a string of stupid losses and bad client errors.
Get your team together. You're likely to be 2-3 levels higher than anyone in the game. It happens a lot when Cho gets a solo lane. Semi-lead the push, but play it safe. Just harass with rupture until your ranged carries can get a few shots off on the tower. Sometimes you'll have someone like Heimer or Garen who can just walk up to the tower and scare people away from it, in which case, jump on the tower immediately.
As the game goes on, your main goals are A) warding crucial spots, mainly the wraith grass, the dragon, baron, the buffs and anywhere they have previously ganked you from and B) being in every single teamfight. There is no reason for you not to be in a teamfight. If one breaks out, lay a rupture on whatever you're farming and just go. Don't worry about the farm, there's kills to be had.
Your end build should end up looking something like this:
![[image loading]](http://img713.imageshack.us/img713/7711/thisiswhathappenswhenis.jpg)
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Also can someone direct me to a good jungle udyr guide or just generally outline skillbuild/items for me?
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On August 10 2010 22:09 ZERG_RUSSIAN wrote: Also can someone direct me to a good jungle udyr guide or just generally outline skillbuild/items for me? iirc the best way to play him is to start with either red pot + 5 or cloth armor + 5. I usually get phoenix first and kill the golems first to get level 2, and then get turtle stance. With turtle stance u can pretty much jungle forever. My level up is: phoenix turtle turtle bear turtle turtle phoenix turtle phoenix etc.
I usually don't get tiger forum. I put only the 3 points into it as I prefer being able to tank everything and farm like mad. You need max points in bear form for movement speed.
You gank around level 5 ish with both buffs if possible. I usually am able to get enough money for trinity force. I usually get merc treads cuz merc treads are the best but I think mobility is good with him too because with his turtle shield he can run without taking damage, hence getting the 5 movement speed. If you can't get trinity force (cuz its stupid expensive) I've seen people get Stark's Fervor, Bloodrazor, tank items with CDR (such as Randuins). I've also seen sunfires, but I hate sunfires as an item so I don't use them. basically: jungle stuffs sheen zeal phage/tf tank item (one or two, FoN is amazing) situational item (ex. if you are dealing with annoying people that are disabling you, grab qss or banshees. If you need more movement speed, phantom dancer. etc. etc. etc.)
You really only need red buff and boots to kill people though.
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On August 10 2010 22:01 spinesheath wrote: I would really like to start playing some kind of jungle Eve (especially since there is a buff incoming). I don't care if it's bad, it's all about the fun. However, I have never jungled any char before, and especially not Eve. So before I have to fail 10 times just to get some basic starting build, do you have any advice for a basic setup to start working with? Like first 450 gold on what; required masteries, runes, which creeps can I kill? Smite and which other spell?
My plan is to disturb/kill other junglers and be a constant gank threat, not so much killing dragon and stuff like that (instead I would rather steal it when possible). I would then try do develop a build that has high burst damage and map control. Skills would ideally be focused on the cloaking spell for increased stun duration, but I'll have to see if I can do well with low levels of the other skills. I used to play jungling Eve before I lost 5 positive K/D games in a row and came to the conclusion that she can't carry worth shit.
Start with a fort pot, 5 hp pots and smite/ignite, otherwise you're screwed. I play her as DPS so I have armor penetration, but get mpen if you play as AP(I think DPS is better for jungling mostly because of the lifesteal). Other good runes are dodge/armor/hp per lvl seals, mres/ap/cdr glyphs, and hp and apen and ap quints. The mastery setup I used was 11-0-19 for apen, you can use 9-0-21 or 10-0-20 if you go AP.
At the start, go to golem, Smite from max range, then ignite, use fort pot and then attack spamming hate spike, using a health potion after you get hit for the first time. It should die pretty quickly. Then get ravage and jungle like you would with anything, except you can't really kill Lizard yet. Go from wraiths to golems and after killing them, go back to base and buy boots and health pots, or a vamp scepter(I prefer scepter here).
Then you go grab the Lizard buff with smite(If you used it on the first golem right as you got to that camp, it should be back up in time for the lizard. If not, wait 2-5 seconds before killing it).
After killing the Lizard, you need to make the most out of the fort pot and the double buff. You can solo anything at this point. Just go to the lane where they don't have good escape mechs, gank repeatedly. Even if you don't kill them you force them off the lane. After the early jungling, you should try to gank each lane at least once, and try to cause trouble for everyone. If they buy wards, abandon that lane.
This phase will end when every lane buys wards or until your buffs run out. After that, I'll buy an emblem of valor and start working towards a triforce. If you go AP, you'll probably want a mejais or something. If you're AP, you can't really jungle anymore, and have to go back to the roaming. With AD you can control both jungles quite well. Still, keep ganking whenever you think they don't have wards. If they do, have a teammate open with a disable and then rush in with ulti, their detection won't do a thing if you do this.
A lantern might be worth considering. I personally didn't get it, but thinking about it now, a lantern would fit both AP and AD builds quite well and give her everything she needs for great jungling. I'd probably rush a lantern now if I played jungling Eve again.
On August 10 2010 22:09 ZERG_RUSSIAN wrote: Also can someone direct me to a good jungle udyr guide or just generally outline skillbuild/items for me? I believe lilballz is the best jungling Udyr in the world so I'll just relay his build to you:
aspd marks and quints, mres/lvl seals and glyphs
Masteries 1-8-21 with strenght of spirit and improved smite
1-3 HoG depending on how fast you can get them -> Merc, Sunfires and Randuins and mres if you need(with the runes, you might not even need any more from items other than the mercs and maybe GA).
EDIT: Skillbuild is always situational, I personally do RWRE(gank here first, and repeatedly from hereon)RWEEEEWWWRRQQQ
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On August 10 2010 22:09 ZERG_RUSSIAN wrote: Also can someone direct me to a good jungle udyr guide or just generally outline skillbuild/items for me?
+ Show Spoiler +On July 30 2010 21:44 locodoco wrote: mini udyr guide by loco
1.intro
some1 above me said they got owned by a dps udyr and the first replay he got was "it's pretty much bound to happen" yea.........WTF.udyr's strength is his jungling prowess,the utility his various stances bring to a teamfight and his natural tankiness due to his passive and turtle stance,so this mini guide is going to teach u how to play him as a jungler/semi-tank not a 2nd rate melee dps.
2.pregame set up
runes -red:attack speed (helps with jungling and with proccing phoenix stance's active) -yellow:dodge (burst reduction and scales well with hp items,which we're gonna buy) -blue:flat cdr (more stancedance yay~) -quint: ms boost (ur a melee tank who needs to be close to ur target to stun/dps so natrually we take ms boost as our quints)
masteries 1/16/13 improved smite is hot so is uber long buff duration and +exp and we dump the rest in defensive cuz we's a tank
summoner spells -smite and ghost undeniably the best ss for udyr
item build serker boots->heart of gold->randuin->sunfire or banshee depending on the line up->if the game hasn't ended by now just try to counter thier carry
skill build phoenix,turtle,phoenix,bear,phoenix max phoenix than turtle than bear
3.how to jungle
start with boots + 3 x pots(1 pot + 1 ward if ur in a 5 man and u know ur teammates will harass their jungler when he tries to golem)
jungle path
wraiths(smite blue)->mini golem(drink a pot)->tp home buy a ward if thier jungler is amumu or ww and go to drag and place a ward than *obviously fucking skip this step if ur not against a amumu or ww big golem(smite)->wolves->wraiths->liz(smite) now if ur 2 v 1 lane is not pushed out(idk why it should be but sometimes ppl pull a fullretard) u gank there if not u gank mid important thing to note-if the lanes dont look gankable than dont do it and continue on with ur jungle
and that concludes how to fucking play udyr the RIGHT way
I like this build starting better than golem. After killing all five camps in the order that the guide says, you should have enough for Zerkers if you wish to BP back before ganking. I also prefer this build / guide over starting golem because I think you get greater benefit out of Golem this way
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So many people competing with lilballz
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On August 10 2010 13:39 Brees wrote: looks like they just pumped out another top tier champ
replaces janna with his slow/speed capabilities
another tanky char to add to the AOE fest(amumu + this guy anyone?)
an amazing move to place on your carry (shen ult + he has the taunt)
seems like a combo of all the most annoying things in the game, sweet!
I agree. Obviously, I could be wrong, but Riot isn't very good at looking backwards and picking up the dead champion weight they leave behind. Not like any MOBA developer is any better...
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Anyone know how much pages are going to cost? I don't see how I could possibly be optimistic given that skins cost an average of something like 7 dollars.
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On August 10 2010 22:29 Shikyo wrote:+ Show Spoiler +On August 10 2010 22:01 spinesheath wrote: I would really like to start playing some kind of jungle Eve (especially since there is a buff incoming). I don't care if it's bad, it's all about the fun. However, I have never jungled any char before, and especially not Eve. So before I have to fail 10 times just to get some basic starting build, do you have any advice for a basic setup to start working with? Like first 450 gold on what; required masteries, runes, which creeps can I kill? Smite and which other spell?
My plan is to disturb/kill other junglers and be a constant gank threat, not so much killing dragon and stuff like that (instead I would rather steal it when possible). I would then try do develop a build that has high burst damage and map control. Skills would ideally be focused on the cloaking spell for increased stun duration, but I'll have to see if I can do well with low levels of the other skills. I used to play jungling Eve before I lost 5 positive K/D games in a row and came to the conclusion that she can't carry worth shit. Start with a fort pot, 5 hp pots and smite/ignite, otherwise you're screwed. I play her as DPS so I have armor penetration, but get mpen if you play as AP(I think DPS is better for jungling mostly because of the lifesteal). Other good runes are dodge/armor/hp per lvl seals, mres/ap/cdr glyphs, and hp and apen and ap quints. The mastery setup I used was 11-0-19 for apen, you can use 9-0-21 or 10-0-20 if you go AP. At the start, go to golem, Smite from max range, then ignite, use fort pot and then attack spamming hate spike, using a health potion after you get hit for the first time. It should die pretty quickly. Then get ravage and jungle like you would with anything, except you can't really kill Lizard yet. Go from wraiths to golems and after killing them, go back to base and buy boots and health pots, or a vamp scepter(I prefer scepter here). Then you go grab the Lizard buff with smite(If you used it on the first golem right as you got to that camp, it should be back up in time for the lizard. If not, wait 2-5 seconds before killing it). After killing the Lizard, you need to make the most out of the fort pot and the double buff. You can solo anything at this point. Just go to the lane where they don't have good escape mechs, gank repeatedly. Even if you don't kill them you force them off the lane. After the early jungling, you should try to gank each lane at least once, and try to cause trouble for everyone. If they buy wards, abandon that lane. This phase will end when every lane buys wards or until your buffs run out. After that, I'll buy an emblem of valor and start working towards a triforce. If you go AP, you'll probably want a mejais or something. If you're AP, you can't really jungle anymore, and have to go back to the roaming. With AD you can control both jungles quite well. Still, keep ganking whenever you think they don't have wards. If they do, have a teammate open with a disable and then rush in with ulti, their detection won't do a thing if you do this. A lantern might be worth considering. I personally didn't get it, but thinking about it now, a lantern would fit both AP and AD builds quite well and give her everything she needs for great jungling. I'd probably rush a lantern now if I played jungling Eve again. Thanks, that should allow me to start without too many problems.
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On August 10 2010 20:29 Shikyo wrote: The problem I see with mejai on kassadin and almost anyone else is that it's very inconsistant. You'll have amazing 20-0-14 games and awful 0-7 games. I prefer just having really stable builds that will work even with one or two bad decisions or successful ganks.
Play him better.
Edit: No, but really, SS is surprisingly consistent, especially on a hero like Kassadin who slowly morphs from a low-priority target (cuz really, who the hell wants to focus fire Kassadin?) to a high-priority-but-pain-in-the-ass-to-kill target. The sheer amount of CC you need to kill Kassadin, especially if his Cleanse is up, is pretty crazy.
Edit2: Also if you somehow go 0-7 with Kassadin and lose it's your own damn fault. 'Cause that's some mad fail right there.
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Like, starting 0-0 on a tough lane, buying mejai, then dying once and then never getting anything done because you wasted 800 g on nothing and so on. I can't actually recall if I ever went 0-7 with Kassadin, was an exaggeration but yeah
EDIT: maybe soulstealers can be consistant, but back when I used to build them in nearly every game, I had huge variance. The soulstealer needs to get to like 12 stocks really fast to be worth it, and in an average game where I do sometimes die, it's really difficult.
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was thinking and do u guys think Galio + Amumu + fiddle will be good? Amumu is awesome as always but with his and galios ult thats several seconds of the other team not being able to cast then Fiddle ults and once galios and amumus ults are over he dark winds for more silence.
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On August 10 2010 23:37 briann wrote: was thinking and do u guys think Galio + Amumu + fiddle will be good? Amumu is awesome as always but with his and galios ult thats several seconds of the other team not being able to cast then Fiddle ults and once galios and amumus ults are over he dark winds for more silence.
I think Galio is just going to good period.
I dunno if he needs AOE support like some people are saying though. IIRC he has to be hit for his AOE to actually do damage. It's not going to do much if he uses it on a bunch of rooted people.
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On August 10 2010 23:37 briann wrote: was thinking and do u guys think Galio + Amumu + fiddle will be good? Amumu is awesome as always but with his and galios ult thats several seconds of the other team not being able to cast then Fiddle ults and once galios and amumus ults are over he dark winds for more silence. Yeah and another champion who really benefits from his ulti is Nunu. Actually, Amumu, Galio and Nunu combo -> Lol
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On August 10 2010 23:37 Shikyo wrote: EDIT: maybe soulstealers can be consistant, but back when I used to build them in nearly every game, I had huge variance. The soulstealer needs to get to like 12 stocks really fast to be worth it, and in an average game where I do sometimes die, it's really difficult.
I don't understand this. Why? It's a fucking AP item, that already gives a base of 20, and costs ~1200. Assuming you're equating it to NLR and Blasting Wand you only need 40 more AP for it to be worth its cost, which is 5 stacks. Where the hell does this 12 stack come from?
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On August 10 2010 23:37 briann wrote: was thinking and do u guys think Galio + Amumu + fiddle will be good? Amumu is awesome as always but with his and galios ult thats several seconds of the other team not being able to cast then Fiddle ults and once galios and amumus ults are over he dark winds for more silence. get rid of fiddle and add morgana
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