|
On September 18 2010 19:05 ZERG_RUSSIAN wrote: 5HITCOMBO (all): "Hey Singed how do you dance walk like that?" Singed (all): "/dancewalk" Ezpzlmnsqz: "/dancewalk" Well afterall Singed is master of trolls right?
|
I would just like to say
This is my champion select screen
![[image loading]](http://i.imgur.com/RS5Ny.png)
Thanks Riot
|
how they managed to make their servers shittier is beyond me
|
On September 18 2010 12:59 Shizuru~ wrote: been playing Olaf alot lately, and i just can't seem to build him right, i'm running Arp marks, flat armor seals, flat magic resist glyphs, and i build him mostly with frozen mallet + starks with zerker boots...
but i find the dmg for this build to be lacking until very late in the game when i start to stack some pure dmg items, been experimenting by putting in youmuus ghostblade in there b4 starks and malletas well, but it just made olaf die easier and limit ur E spamming if u don build some hp items first...
still kinda at a lost at how to play him correctly, anyone have any suggestions?
Generally the best way to build Olaf is with lots of mitigation (armor+MR) and one or two HP items. Mitigation lets you stay at low hp for longer with your passive and lifesteal. I usually start with Vamp Scepter to jungle, then Mallet, then usually Atma's but if they stack AP you can also get Force of Nature or Guardian Angel (Olaf is one of the best candidates for early GA). Basically just lay on the mitigation depending on their team comp, and turn the scepter into a Stark's/Cutlass/Bloodthirster depending on how well you're doing.
|
On September 18 2010 19:55 Cel.erity wrote:Show nested quote +On September 18 2010 12:59 Shizuru~ wrote: been playing Olaf alot lately, and i just can't seem to build him right, i'm running Arp marks, flat armor seals, flat magic resist glyphs, and i build him mostly with frozen mallet + starks with zerker boots...
but i find the dmg for this build to be lacking until very late in the game when i start to stack some pure dmg items, been experimenting by putting in youmuus ghostblade in there b4 starks and malletas well, but it just made olaf die easier and limit ur E spamming if u don build some hp items first...
still kinda at a lost at how to play him correctly, anyone have any suggestions? Generally the best way to build Olaf is with lots of mitigation (armor+MR) and one or two HP items. Mitigation lets you stay at low hp for longer with your passive and lifesteal. I usually start with Vamp Scepter to jungle, then Mallet, then usually Atma's but if they stack AP you can also get Force of Nature or Guardian Angel (Olaf is one of the best candidates for early GA). Basically just lay on the mitigation depending on their team comp, and turn the scepter into a Stark's/Cutlass/Bloodthirster depending on how well you're doing.
this is largely true of most tanks in general, but olaf has a built in mechanic that translates hp directly into dmg, which makes stacking some hp a bit higher priority than mitigation imo. If you're gonna get hp items, get those first, then start worrying about resistances. Also, typically vamp scepter openings are looked down upon simply kus you're paying shittons of money (relatively speaking) for 12% lifesteal, which at lvl 1, is pretty pathetic. Typically, most junglers will go cloth x5 hp pots first, and the more bamf ones will go cloth x2 + ward.
edit: lol, reread ur post and u basically state that u go hp item -> resistances, but still, i think you put too much stress on them, esp since he not only has the max hp = dmg mechanic, but an ult that reduces incoming dmg
|
im pretty sure we're not gonna be able to do the saturday thing . my team at least anyways
|
I would like to be added to the EU player list!
Summoner name : HAZINATOR
|
On September 18 2010 20:14 barbsq wrote:Show nested quote +On September 18 2010 19:55 Cel.erity wrote:On September 18 2010 12:59 Shizuru~ wrote: been playing Olaf alot lately, and i just can't seem to build him right, i'm running Arp marks, flat armor seals, flat magic resist glyphs, and i build him mostly with frozen mallet + starks with zerker boots...
but i find the dmg for this build to be lacking until very late in the game when i start to stack some pure dmg items, been experimenting by putting in youmuus ghostblade in there b4 starks and malletas well, but it just made olaf die easier and limit ur E spamming if u don build some hp items first...
still kinda at a lost at how to play him correctly, anyone have any suggestions? Generally the best way to build Olaf is with lots of mitigation (armor+MR) and one or two HP items. Mitigation lets you stay at low hp for longer with your passive and lifesteal. I usually start with Vamp Scepter to jungle, then Mallet, then usually Atma's but if they stack AP you can also get Force of Nature or Guardian Angel (Olaf is one of the best candidates for early GA). Basically just lay on the mitigation depending on their team comp, and turn the scepter into a Stark's/Cutlass/Bloodthirster depending on how well you're doing. this is largely true of most tanks in general, but olaf has a built in mechanic that translates hp directly into dmg, which makes stacking some hp a bit higher priority than mitigation imo. If you're gonna get hp items, get those first, then start worrying about resistances. Also, typically vamp scepter openings are looked down upon simply kus you're paying shittons of money (relatively speaking) for 12% lifesteal, which at lvl 1, is pretty pathetic. Typically, most junglers will go cloth x5 hp pots first, and the more bamf ones will go cloth x2 + ward. edit: lol, reread ur post and u basically state that u go hp item -> resistances, but still, i think you put too much stress on them, esp since he not only has the max hp = dmg mechanic, but an ult that reduces incoming dmg
Getting hp on olaf is pretty pointless, since his W only gives you 1.5% extra damage per hp, which is a whole 15 extra damage if you stack 1k hp. His passive is what you want to build around, which rewards you for having more mitigation than hp. Also, mitigation is better in general for mid/lategame survivability, which is why you won't see anyone good getting too many hp items.
|
On September 18 2010 20:28 Cel.erity wrote:Show nested quote +On September 18 2010 20:14 barbsq wrote:On September 18 2010 19:55 Cel.erity wrote:On September 18 2010 12:59 Shizuru~ wrote: been playing Olaf alot lately, and i just can't seem to build him right, i'm running Arp marks, flat armor seals, flat magic resist glyphs, and i build him mostly with frozen mallet + starks with zerker boots...
but i find the dmg for this build to be lacking until very late in the game when i start to stack some pure dmg items, been experimenting by putting in youmuus ghostblade in there b4 starks and malletas well, but it just made olaf die easier and limit ur E spamming if u don build some hp items first...
still kinda at a lost at how to play him correctly, anyone have any suggestions? Generally the best way to build Olaf is with lots of mitigation (armor+MR) and one or two HP items. Mitigation lets you stay at low hp for longer with your passive and lifesteal. I usually start with Vamp Scepter to jungle, then Mallet, then usually Atma's but if they stack AP you can also get Force of Nature or Guardian Angel (Olaf is one of the best candidates for early GA). Basically just lay on the mitigation depending on their team comp, and turn the scepter into a Stark's/Cutlass/Bloodthirster depending on how well you're doing. this is largely true of most tanks in general, but olaf has a built in mechanic that translates hp directly into dmg, which makes stacking some hp a bit higher priority than mitigation imo. If you're gonna get hp items, get those first, then start worrying about resistances. Also, typically vamp scepter openings are looked down upon simply kus you're paying shittons of money (relatively speaking) for 12% lifesteal, which at lvl 1, is pretty pathetic. Typically, most junglers will go cloth x5 hp pots first, and the more bamf ones will go cloth x2 + ward. edit: lol, reread ur post and u basically state that u go hp item -> resistances, but still, i think you put too much stress on them, esp since he not only has the max hp = dmg mechanic, but an ult that reduces incoming dmg Getting hp on olaf is pretty pointless, since his W only gives you 1.5% extra damage per hp, which is a whole 15 extra damage if you stack 1k hp. His passive is what you want to build around, which rewards you for having more mitigation than hp. Also, mitigation is better in general for mid/lategame survivability, which is why you won't see anyone good getting too many hp items. Actually that's not true, his passive rewards EHP.
Let's take 2 Olaf's. One Olaf has 4k HP and 0 armor/mres Second Olaf has 2k HP and 100 armor and 100 mres. First Olaf has exactly the same increase to attack speed from his passive at 400 hp as the second Olaf has with 200 HP. To kill both Olafs you need to deal 400 dmg (before counting armor/mres).
So the question that determines if you should get HP or armor/mres is - is 2k HP cheaper than 100 armor and 100 mres (of course in reality heroes don't start with 0 armor/mres and their HP changes a lot by lvlups)?
So the true answer is: Olaf's passive gets bonuses from EHP, buy either HP or armor/mres, depending on circumstances
|
|
Does anyone else think Malz is really nice now? I've been playing him pretty much all week and the only reason I lose mid is excessive ganking (I'm talking Garen coming in from behind the tower). The voidling is really strong early and being able to sic it on the other guy is rofl worthy.
If you get primed then tag them with E>R>E* it almost guarantees a kill. Plus the new range on ult means you can safely lock down someone from the edge of a fight. Visions plus Rylai's = 5sec 30% slow. And of course his farming has always been really strong.
I think the buffs have definitely made way way better than before. He is so dominating early game now.
*Edit: I use MS quints so I can generally tag them again after the ult.
|
Bearded Elder29903 Posts
Sicko game I just had, lol. No idea how we won, the 2 inhi BD miss fortune did prolly won us the game at some point.
![[image loading]](http://img685.imageshack.us/img685/8103/shen.png)
|
I just had a terrible, terribad game. I made a number of bad decisions, a couple bad plays, etc. However, the start made it really hard to come back from, and I'm wondering if I responded incorrectly.
I was top solo with Vlad. Our jungler, pre-minion spawn, wandered into their top lane and died to Kennen/Xin. So I'm solo against their Kennen, who has a slight xp edge on me, while their Xin jungles. When I'm level 2, Xin comes to gank me. I live, but I'm low. Xin goes back to the jungle.
Now I'm playing against Kennen who has significantly more health, and somewhat more xp than me. I'm low-level vlad, so Q can't heal me effectively yet. What's the right call here? I ended up staying and turtling, eventually dying once, and coming out of lane pretty gimped. That snowballed: bad decisions when you're behind are crushing.
So what should I have done? Do I just B and let Kennen freefarm top, taking more of an XP edge, while I heal? Did I make the right call and misplay it? Do I do something whackier (ask for mid + jungle gank top maybe? That might make things even worse...)? Do I ask for a switch with mid and hope he can handle Kennen?
|
When I have a bad start, I generally just play much safer. Forfeit a few minion kills until you are at decent health, or if he even denies you XP, go back to base, ideally with your jungler taking the lane for a while. You pretty much rely on your team to not mess up until you got your farm back up. But at least you don't feed, which would be much worse.
No idea about Kennen vs Vlad specifically though. But I guess you won't have much of an issue if you make it safely to level 9, even if Kennen is 10 by then.
Geez almost lost to AP Teemo... Well and a pretty damn annoying Shaco. Also, somehow I suck at lasthitting the first few waves lately...
|
On September 18 2010 20:28 Cel.erity wrote:Show nested quote +On September 18 2010 20:14 barbsq wrote:On September 18 2010 19:55 Cel.erity wrote:On September 18 2010 12:59 Shizuru~ wrote: been playing Olaf alot lately, and i just can't seem to build him right, i'm running Arp marks, flat armor seals, flat magic resist glyphs, and i build him mostly with frozen mallet + starks with zerker boots...
but i find the dmg for this build to be lacking until very late in the game when i start to stack some pure dmg items, been experimenting by putting in youmuus ghostblade in there b4 starks and malletas well, but it just made olaf die easier and limit ur E spamming if u don build some hp items first...
still kinda at a lost at how to play him correctly, anyone have any suggestions? Generally the best way to build Olaf is with lots of mitigation (armor+MR) and one or two HP items. Mitigation lets you stay at low hp for longer with your passive and lifesteal. I usually start with Vamp Scepter to jungle, then Mallet, then usually Atma's but if they stack AP you can also get Force of Nature or Guardian Angel (Olaf is one of the best candidates for early GA). Basically just lay on the mitigation depending on their team comp, and turn the scepter into a Stark's/Cutlass/Bloodthirster depending on how well you're doing. this is largely true of most tanks in general, but olaf has a built in mechanic that translates hp directly into dmg, which makes stacking some hp a bit higher priority than mitigation imo. If you're gonna get hp items, get those first, then start worrying about resistances. Also, typically vamp scepter openings are looked down upon simply kus you're paying shittons of money (relatively speaking) for 12% lifesteal, which at lvl 1, is pretty pathetic. Typically, most junglers will go cloth x5 hp pots first, and the more bamf ones will go cloth x2 + ward. edit: lol, reread ur post and u basically state that u go hp item -> resistances, but still, i think you put too much stress on them, esp since he not only has the max hp = dmg mechanic, but an ult that reduces incoming dmg Getting hp on olaf is pretty pointless, since his W only gives you 1.5% extra damage per hp, which is a whole 15 extra damage if you stack 1k hp. His passive is what you want to build around, which rewards you for having more mitigation than hp. Also, mitigation is better in general for mid/lategame survivability, which is why you won't see anyone good getting too many hp items.
errr... no. don't listen to this, this is wrong on olaf you want fucktons of HP, that's where he gets both his survivability as well as his damage from. the more HP you have the more times you can cast E, and the more like you are to survive charging blindly into their team with your ult on
also the 1.5% damage is free. you're making it sound like OH YOU PAY FOR 1K HP AND ONLY GET 15 DAMAGE SO BAD. when in reality you pay for 1k hp, get 15 damage, and also get 1k hp.
|
For those of you having trouble joining the "real" liquidparty channel this file may be of some help. It is a per-summoner settings file which means it has things like volume, mature language filter, newbie tooltips set in it, and also your list of chat rooms you want to autojoin. This config file only has one channel properly set to autojoin, liquidparty. So if you download this, your settings might get a bit mucked with but at least you'll be in liquidparty.
Instructions: 1. Download http://dl.dropbox.com/u/9016170/YourSummonerNameHere.properties 2. Change the file name to match your summoner's name. Mine is Dezzimal.properties 3. Make a backup of your old summoner properties in C:\Riot Games\League of Legends\air\preferences\ 4. Move the new properties file into C:\Riot Games\League of Legends\air\preferences\
I have a request for anyone that is able to join the real liquidparty channel. If you are able to join it, and it is the second (or third, fourth etc.) that you have set to autojoin, I would love to see what your summoner properties file looks like. The format of it is incredibly odd, and I can make very little sense of it without a larger sample.
|
Is there any secret information that should be obfuscated before uploading?
Actually, I looked at it. very benign.
Here's mine:
http://home.comcast.net/~ghen//random/Ghenxx.properties
My liquidparty chat room is named
liquidparty!@#$%^&*()
This file looks like it holds the info for all audio settings and your character's tag-line in the launcher too. Good work, I'll let everyone I know that is screwed up to check out your fix!
|
Apparently we surrendered because the enemy team had Vlad and Amumu. I can't win games if I get 4v1 surrender voted.
|
Stolen from some warcraft guy on google.
Vent Normalization makes every bodies voice the exact same volume. In essence, you won't blow your ear's out or have difficulty hearing people. ____________________ Here's how: - Go to Setup - Enable Direct Sound - Select the SFX Button - Select Compressor and click Add. - Under Compressor Properties use the following settings - Gain = Adjust for how loud you want people to be. (I use 15) - Attack = 0.01 - Release = Around 500 - Threshold = Around -30 - Ratio = 100 - Pre delay = 4.0 Q u o t e: Edit: What the settings do - Copied and pasted from page 8 + Show Spoiler + Gain How much volume you feed into the compressor. Not really relevant unless everyone is too quiet, then you can turn this up a little; turning it up too much will sound EXTREMELY *%*%ty.
Attack How fast volume change will happen. example: setting this to 500 means that any- thing coming in will only be dropped in volume after a half a second. for vent this should be set as low as possible.
Release how fast the compressor stops changing things. not really that relevant with vent, setting it around 500 is good for voice material.
Threshold This sets the point where we actually start changing what�s coming in. Whereas 0 is the absolute loudest you can have for an input, -60 is super quiet. Average users will probably come in somewhere around -25 to -15, with the occaisional few being really quiet, which is why I have this set so low.
Ratio How much any sound below the set threshold gets compressed and/or modified in the volume department. If you still want to hear SOME volume variation then set this lower (2-4)... the higher you set it the closer in volume everyone will be.
Pre delay Mostly just deals with processing; with computer and digital processors they can look ahead a few milliseconds to see what needs to be dropped in volume or changed before it actually comes through the speakers. Highest is ideal.
And here's my setup: + Show Spoiler +
|
On September 18 2010 18:32 Kaniol wrote:Show nested quote +On September 18 2010 17:53 SnK-Arcbound wrote: Fiddle does have HORRENDOUS ap ratio's. Most of his damage comes just from ranks of his skills, so I stack mpen, then either rylai's or zhonya's or frozen heart. Tanky fiddle with 200 a second hp drain isn't fun.
EDIT: Also laning fiddle is super strong, just as long as you have something thick with you in lane. He has "HORRENDOUS ap ratios" because his skills aren't "1 hit nukes". His drain is DOT so you actually multiply his AP ratio by times of ticks you usually drain His E bounces so you have to consider this too, if you get +50 dmg and the crow fully bounces to enemy heroes then its +500 dmg on the entire skill and his ult actually has awesome AP ratio  Though AP ratio discussions are kinda bad, because you have to factor CDs as well (and fiddle's skills have quite high CDs), so like skill having 0.5 ratio and 50 mana cost and 4 second cd gives the same DPS as skill that has 1.0 ratio and 100 mana cost & 8 sec cd. Still it is situational because these skills are "the same" if you use both of them everytime it they're off cooldown which may but may not happen, etc etc. Too many variables to actually judge AP ratios just by saying "he has 0.4 ap ratio so it's bad"
Yeah, this. Fiddle's ap ratios are dependent on how many tics you get off. For example I think a full drain probably has one of the highest ap ratios in the game.
|
|
|
|