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On August 27 2010 16:22 Niton wrote:Show nested quote +On August 27 2010 16:09 petro[void] wrote: Thanks for writing down your thoughts, defmatrixultra, definitely a good guide. Abenson makes a good point though- in the very late game, it can be tough to present enough of a threat to the opposition that they will actually bother to attack you, which is why my strat was to get two RoA's.... however, I don't really play people who are very good. I'll try more tanky in the future.
Also, I'm not totally sold on boots of swiftness over merc/ninja tabi. What benefit do they really grant? laning at movement 2 is effectively about the same as laning at movement 3, you're limited more by your creeps' movement speed than anything, unless you want to tank tower shots.
Presumably Movement 3 is to catch and fling everyone using Movement 2? I know if I played Singed i'd want to move just that little bit faster.
This is exactly the reasoning. Ghost and your ult isn't always up and every bit of movespeed advantage helps in getting those free kills.
On August 27 2010 17:02 spinesheath wrote: I honestly think that CC on Singed is a waste unless all other enemies are far away or dead. Focusing Singed is a surefire way to lose the fight, he just has sooo much EHP. By the time you kill him, 3 of your allies are dead. I definitely have the most success in teamfights if I ignore/stay away from Singed. So since it would be wise to save Singed for last he might as well get Swifties and displace carries. That's of course unless he builds rather offensively, but that would ruin the whole fun of towerdiving straight into the enemy fountain.
Yeah, if
1) The rest of your team is properly built to focus their damage. 2) You built tanky enough.
you will force the Singed Dilemma (TM) on the other team. Using their CC on you is a good thing imo, and Merc Treads will only really help you in a small gank/sidelane situation (in which you will very likely be fine anyway). For the entire portion of the game that you are NOT getting focused in a teamfight, Boots of Swiftness is the superior choice in my non-expert opinion.
If you DON'T get focused in a teamfight, Merc Treads are definitely not gonna help you save your carry with Fling.
On August 27 2010 22:47 Haemonculus wrote: Random question:
What're people's thoughts on movement quintessences? I have 3 that I bought ages ago, but currently they don't get used on any of my ra une pages.
Will I instantly regret not having that extra 97 HP, or that extra 6 magic pen? o.O
100 HP is a lot of HP early and even useful up until like lvl 12-14. However, Singed feels like the exception in my eyes. Since I always get Boots of Swiftness and Ghost, and since his ult gives him movespeed, Movespeed quints are so effective on him. The more movespeed you have, the more effective the quints are (since they work off percentages).
Movespeed is so important for him, even in laning because you want to have the absolute best pathing when moving through/around the creeps, and sometimes it's difficult to tell which path you will take. The movespeed just makes you a lot safer (though arguably not as safe as 100 extra HP). It lets you poison faster, Fling faster, escape faster (your Ghost beats everyone else's Ghost even when not on ulti).
I think it's a fantastic choice on him but not a necessary one. You could consider doing something like 2 MS quints/ 1 Health quint or something as well since 3 MS quints is kind of ridiculously fast.
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Nothing wrong with moving too fast on Singed. I'd say give them a try and see how they work out. Singed is already an amazing tank with tons of EHP, but being able to move a bit faster will let you be just that much more effective in a teamfight since you can get to their carry faster (making them want to CC / focus you more therefore making you more tank-like since you're taking the brunt of the hits). If you ask me a faster singed is a more dangerous singed and more dangerous means the previously trademarked Singed Dilemma becomes more difficult for them.
Oh, and while we're on the topic of movespeed quints, what are peoples thought on them for a jungler? I've considered trying them on WW or Nunu since those are my two main junglers as it would allow them to navigate the jungle faster (thereby allowing them to level faster) and move faster during ganks, making those more effective as well. I currently use ArPen/CDR respectively as those are what I own and my curiosity hasn't risen to the point where I can justify the cost yet.
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I use Mspd quints on Udyr. I think on a chaser hero like him it's too valuable ;x
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On August 28 2010 00:22 Haemonculus wrote:Show nested quote +On August 28 2010 00:13 Mogwai wrote: ^ really? I thought that since TT centered so much around early action that the 100 HP from hp quints were mandatory on heroes who don't need the ArPen ones. Yah I'd want durability on TT. Everyone plays tanky champs anyway lol.
i dunno, i played alot of mundo on TT and didnt really have early hp problems, then once i got my pdancer i would charge around like a crazy mofo going insanely fast
i think my support for ms quints comes largely from just being hugely entertained by pdancer+mobilities+ult and moving from one end of the map to the other in a blink of an eye
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On August 28 2010 00:59 barbsq wrote:Show nested quote +On August 28 2010 00:22 Haemonculus wrote:On August 28 2010 00:13 Mogwai wrote: ^ really? I thought that since TT centered so much around early action that the 100 HP from hp quints were mandatory on heroes who don't need the ArPen ones. Yah I'd want durability on TT. Everyone plays tanky champs anyway lol. i dunno, i played alot of mundo on TT and didnt really have early hp problems, then once i got my pdancer i would charge around like a crazy mofo going insanely fast But mundo is one of the best TT characters, with the crit he jungles like a pro, has great regen and no mana to worry about, MS is good on him since it lets him be even faster at whatever he wants to do.
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Bloodrazors on Corki would be the biggest waste of potential ever. AD scales his passive, scales his E, and scales with the insane armor pen his E produces. If you aren't going BF sword->decide on cleaver or IE based on need(maybe not rush the BF sword depending on the game, if you need early game presence get something else, like catalyst for Q spam+health or brut for earlier damage boost to give you room for the BF farm), then you just aren't doing it right(maybe an exception for triforce builds).
Also the new Kog hardly ends the tank metagame. He can get razors and 2+ aspd all he wants, he is still squishy as fuck and hindered by range(W doesn't last forever). Tanks can still react by making him split his investment into arpen/mpen, if he skimps on a LW his autoattacks are just the mitigated razor damage, and if he skimps on mpen the razor+W combo will be reduced to a smaller % like 3-4 per hit, down from 9-10. I find him far more devastating against the 'just below tank' champs, like Morg/Vlad types that rely on high HP for survivability, but don't necessarily invest in armor/mr. He requires some SERIOUS farm to get to 'haha tanks' status, at which point a lot of other champs do the same, probably the reason people talk about Martin Looser Kings feast/famine type games with Kog: if he gets fed he can do stupid damage, if he doesn't he's useless because he's split in 3 different directions for itemization.
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@ r33k my point exactly 
mundo goes where he pleases, ms quints help him get there faster
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Marshall Islands3404 Posts
boots of swiftness is never a good choice, you want 21 in utility anyway so if your ult or ghost isnt up you are doing it wrong. If you dont want the CC reduction, at least get merc treads for the MR. no reason to ever buy any other boots until they address this problem.
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If you already fast enough to fling people, why overkill it.
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ehhhhhhhhhhhhhhhhhh
if you don't want the CC reduction, you're paying 450 for ONE magic resist and 20 MS. The only problem with Mercs is that the unique is irreplaceable. If I don't want the CC reduction, I actually can't picture myself buying Mercs over Tabi/Zerkers/Sorc. The caveat to that is that you pretty much always want the CC reduction unless you're packing cleanse and confident about cleanse being enough (kayle).
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How the hell do you jungle as Udyr? I've left two games today because of sheer embarrasment cuz I've died to golem at the start. I sport smite and rally, start with cloth and 5 pots and go with turtle stance. I'm only lv 13 so my I cant get any sick masteries, same with runes. Is it possible to jungle well without a good runepage or masteries?
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^^ i always try jungling in practice, simply to avoid that, kus if you mess up jungling, you are royally fucked, just for future reference
edit: unless you're ww, died twice in the jungle one game due to lag and ended up still outleveling side lanes anyways >.> dunno how that happened
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On August 28 2010 01:05 barbsq wrote:@ r33k my point exactly  mundo goes where he pleases, ms quints help him get there faster What I meant is that he starts with lots of health and he doesn't need quints to make up for being lower. His regen and fast jungling are added bonuses but basically what I'm saying was only referring to mundo.
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My experiences with trying to jungle blue first as Amumu was pretty painful before I got HP quints at 20, been playing a bit of Udyr this week, and it doesn't really feel to me that at low levels Udyr would be all that capable of blue first. In which case just suck it up and go R->W and small golem->wraith->wolves.
Oh, that's assuming cloth opening, if you open red pot you might be able to put a dent on blue. Not too sure though.
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well, my tt experience has consisted almost exclusively of playing mundo and nunu, so my viewpoint on tt is a bit skewed, which is why i think ms quints are great
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On August 28 2010 02:00 barbsq wrote: well, my tt experience has consisted almost exclusively of playing mundo and nunu, so my viewpoint on tt is a bit skewed, which is why i think ms quints are great I haven't played TT since lv 16 or so lol, it just seems like since you can only play ranked 3v3 as a team it's only played by small tight groups of people.
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Marshall Islands3404 Posts
quadra kill with olaf lolol
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new test realm notes were posted
http://www.leagueoflegends.com/board/showthread.php?t=223963
full notes in spoiler for those who cant go to the league site for whatever reason
short summary of major changes -
Ezreal - nerfed Corki - buffed Mundo - buffed
Spirit visage remade
towers don't change targets? I think I'm reading that right =\
+ Show Spoiler + Champions
Akali
* Fixed a display error with Twin Disciplines and death recap.
Alistar
* Unbreakable Will o Corrected the tooltip: it removes all crowd control not all debuffs. * Pulverize's tooltip corrected to not imply that enemies do not take damage until they land.
Amumu
* Curse of the Sad Mummy o Corrected the debuff tooltip: it renders units unable to attack or move. * Cursed Touch o Magic Resistance Reduction reduced to 15/25/35 from 20/30/40.
Annie
* Corrected the buff tooltip on Molten Shield so it correctly implies that all attackers receive magic damage.
Cho'Gath
* Fixed a display error with Vorpal Spikes and death recap. * Feral Scream o Reduced the silence duration to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4 seconds o Reduced the cooldown duration to 14 seconds from 16 seconds
Corki
* Attack Range increased to 550 from 500. * Gatling Gun o Range increased to 850 from 750. * Missile Barrage o Reduced reload time to 10 from 14. * Attack Speed Per Level increased to 2.3 from 1.86
Dr. Mundo
* Infected Cleaver o Cost changed to 50/60/70/80/90 from 30/50/70/90/110 o Dr. Mundo is healed for half of the ability cost when the cleaver strikes a target. * Burning Agony o Cost lowered to 20/25/30/35/40 from 20/27.5/35/42.5/50 * Masochism o Cost changed to 25/35/45/55/65 from 15/30/45/60/75 * Sadism o Returns 40/55/70 percent of Mundo's health instead of 50/50/50.
Ezreal
* Base damage reduced to 45 from 47.6 * Damage Per Level reduced to 2.6 from 3 * Attack Speed Per Level reduced to 2.8 from 3.22 * Mystic Shot o Mystic Shot damage reduced to 35/55/75/95/115 from 40/65/90/115/140 * Essence Flux o Essence Flux damage reduced to 70/115/160/205/250 from 80/130/180/230/280 * Arcane Shift o Arcane shift damage reduced to 65/110/155/200/245 from 75/125/175/225/275
Gangplank
* Fixed a display error with Grog Soaked Blade and death recap. * Fixed a bug where Gangplank's passive would be replaced with the Grog Soaked Blade debuff text when struck by another Gangplank.
Gragas
* Fixed a display error with the tooltip on Barrel Roll's self buff.
Heimerdinger
* UPGRADE!!! o Corrected the tooltip: the slow is actually 20/25/30 not 25/30/35.
Kassadin
* Nether Blade's level up tooltip correctly states the increased mana cost.
Karthus
* Wall of Pain's level up tooltip correctly states the increased slow amount.
Kayle
* Reckoning's debuff and death recap tooltips have had erroneous mentions of attack speed slows removed.
Kog'Maw
* Living Artillery's buff on Kog'Maw correctly states that the increased cost per stack is 40, rather than 50.
Malzahar
* Call of the Void o Delay between cast and effects reduced to .25 seconds from .4 seconds. o Cooldown reduced to 9 seconds from 10 seconds. o Mana cost reduced to 80/88/96/104/112 from 90/100/110/120/130. * Null Zone o Mana cost reduced to 80/95/110/125/140 from 90/105/120/135/150. o Null Zone no longer places a blank buff on Malzahar. * Nether Grasp o Now suppresses summoner spells in addition to stunning the target. o Range increased to 750 from 650.
Master Yi
* Wuju Style tooltip simplified.
Nasus
* Fury of the Sands buff on Nasus no longer incorrectly states that it grants increased attack speed.
Nidalee
* Cougar form's tooltip correctly mentions the 10% bonus dodge chance Nidalee gains in Cougar Form. * Corrected a display error with Takedown and death recap.
Pantheon
* Corrected a display error with Pantheon's auto attack and death recap.
Sivir
* Typos corrected in the level up tooltips for Spell Shield and Boomerang Blade.
Soraka
* Starcall o Debuff placed now correctly states that it can stack up to 20x.
Tristana
* Rocket Jump o Debuff placed now correctly states the slow amount.
Twitch
* Spray and Pray o Buff no longer incorrectly states that he does reduced damage during Spray and Pray.
Veigar
* Fixed a typo in Event Horizon.
Warwick
* Blood Scent o Blood Scent is now a toggle.
Items
* Sheen, Lich's Bane and Trinity Force's "reservoir" system removed. These items will now strictly respect the cooldown time between procs. * Sheen, Lich's Bane and Trinity Force's cooldowns reduced to 2 second delays between procs from 3 seconds. * Spirit Visage redesigned o Comprised of Null-Magic Mantle, Ruby Crystal, and 375 recipe cost. o 30 Magic Resist o 200 Health o UNIQUE Passive: Reduces ability cooldowns by 12% and increases your healing and regeneration effects on yourself by 20%.
General
* Hyper-Kinetic Position Reverser, Infinite Duress and Nether Grasp now properly suppress and stun their targets. * Towers currently attacking a champion will not respond to further calls for help from other champions.
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On August 28 2010 01:37 rkarhu wrote: How the hell do you jungle as Udyr? I've left two games today because of sheer embarrasment cuz I've died to golem at the start. I sport smite and rally, start with cloth and 5 pots and go with turtle stance. I'm only lv 13 so my I cant get any sick masteries, same with runes. Is it possible to jungle well without a good runepage or masteries?
On my level 10 smurf account I did fort pot+heal pots, started at wraith, wolves, blue buff, back. Small golems, red buff, gank.
Skill was phoenix, turtle, phoenix, bear. With xp mastery.
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Doing some build number crunching here, anyone know if your starting 475 gold is applied to your end of game gold total?
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