Guides and Builds - Page 7
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Piggiez
393 Posts
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Seuss
United States10536 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=267324 | ||
Slayer008
United States15 Posts
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Chronald
United States619 Posts
User was warned for this post | ||
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MoonBear
Straight outta Johto18973 Posts
On October 02 2011 02:44 Chronald wrote: Just put a link to SoloMid and close this entire sub-forum. Done. I think TL offers far more insight than sites such as SoloMid from our General Discussion Thread, Dominion Discussion, Tech Support and more. If you don't like what our members contribute here, then don't post here and leave. | ||
bobwhiz
United States725 Posts
On October 02 2011 02:44 Chronald wrote: Just put a link to SoloMid and close this entire sub-forum. Done. User was warned for this post Predictable, overused builds can be countered, and are only optimal in some certain senses. Solomid roughly advocates cookie-cutter thinking (unintentionally I'm sure), and has lots of write-ups which focus on individual play to the detriment of the team, while I think the TL approach is more holistic and team-centered. That's just my take on things, but I could be wrong. Still quite bad-mannered to come to a living, active, forum just to wag your finger it. | ||
jaybrundage
United States3921 Posts
What do you think about gold per quints i did the math (correct me if im wrong) but in a 20 minute game 3 quints which give you +1 gold every 10 seconds would give you 360 gold which doesnt seem good to me. Right now im running either an ap page on my supports or a tanky page with ms quints for like taric. Whats the popular conses on gold per quints worth it or not? | ||
R04R
United States1631 Posts
Amp Tome = 20 AP for 435 gold 15 AP = 326.25 gold You break even with AP quints before the 20 minute mark, and continue to improve after that. Whether it's worth it or not depends on what you need to win your lane. If it's a farm off with little to no aggression gold quints will be better, otherwise the AP quints might provide enough of an edge to win your lane. Supports usually don't get much gold, and gold quints might help you finish that gp/5 item faster | ||
jaybrundage
United States3921 Posts
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Fractal67
United States2 Posts
If someone is indeed collecting info for that I feel like Voyboy is a possibility for Renekton. I've seen him play Renek a fair amount, and I know he has at least this one guide out there. http://www.own3d.tv/video/91181/Voyboy_Renekton_Guide_-_Lane_harassment | ||
neobowman
Canada3324 Posts
What I know is that it's like Dota. Units stream from both sides down lanes. You control one hero and go fight with it. You can buy items, equipment, and stuff. How do we win? | ||
ShoShaVirus
United States11 Posts
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Terranasaur
United States2085 Posts
On November 06 2011 06:42 neobowman wrote: Alright guys, I need help (If anyone actually looks at this thread). A friend and I challenged two of my LoL playing friends to a 2v2 game. Neither of us have EVER played a game of LoL in our lives. I'm a decent SC2 player (High masters) and he's a crappy SC2 player. What I know is that it's like Dota. Units stream from both sides down lanes. You control one hero and go fight with it. You can buy items, equipment, and stuff. How do we win? You aren't going to win. Just the fact that your LoL buddies have been playing LoL and (presumably) have access to Runes, and Masteries gives them a huge advantage. Not too mention the fact that LoL isn't a mechanically taxing game so your "high masters" SC2 skills won't help you a whole lot. Its more about strategy than anything else and it just takes time and experience to get good at. | ||
neobowman
Canada3324 Posts
On November 19 2011 03:22 Terranasaur wrote: You aren't going to win. Just the fact that your LoL buddies have been playing LoL and (presumably) have access to Runes, and Masteries gives them a huge advantage. Not too mention the fact that LoL isn't a mechanically taxing game so your "high masters" SC2 skills won't help you a whole lot. Its more about strategy than anything else and it just takes time and experience to get good at. We won + Show Spoiler + By default since they couldn't play on that day but the winning is the part that counts. | ||
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Chill
Calgary25963 Posts
![]() Edit: It was difficult to know what carry AD AP CC etc. mean without seeing them actually defined | ||
GreenManalishi
Canada834 Posts
On November 25 2011 03:10 Chill wrote: This thread is helpful. Thank you ![]() Edit: It was difficult to know what carry AD AP CC etc. mean without seeing them actually defined A glossary of terms could be useful. I'll start. Ability Range: The distance a skill can be used at, measured in units of game distance. Skill range is measured from the center of the character, so is usually ~100 range shorter than the listed range. Attack Range: The distance the character can attack from, measured in units of game distance. Most melee characters have an attack range of either 125 or 150, measured from the edge of the character's hitbox. AD: Attack Damage, increases the damage of auto attacks as well as some skills, is reduced by armour. AP: Ability Power, increases most skill damage by a specific ratio, is reduced by magic resists Armour: Reduces physical attacks against your character, such as: the dragon, minions, jungle creeps, turrets, and other champions auto attacks. Some skills deal physical damage, and are reduced by armour. Armour Penetration: Reduces a flat amount of the enemy's armour, this is calculated before % penetration. % Armour Penetration: Reduces a % of your opponents armour, this is calculated after flat penetration, reducing the effectiveness of stacking the 2 stats together. Attack Speed: A % increase on your base attack speed. Attack speed stacks additively, and is simply multiplied by your base attack speed. The value shown is your number of attacks per second, so the higher the number the better. There is an attack speed cap of 2.5. Critical Damage: % increase in critical hit damage. On a critical hit, increases the multiplier. With the 10% critical damage mastery, the multiplier for a critical hit is now x2.1 instead of x2. Critical damage stacks additively. Critical Hit Chance: % chance to inflict a critical hit. Critical hits deal x2 damage, and can be increased to deal more through critical damage items, runes, and masteries. Critical hit chance stacks additively. Dodge: % chance to avoid an enemy attack. This only works against auto attacks, most skills that modify the attack (Pick a Card, Ruthless Predator, Devastating Blow) cannot be dodged. Dodge stacks multiplicatively. Flat damage reduction: Reduces damage by a flat amount, this is calculated after armour. Flat damage reduction and armour have a multiplicative effect on the effectiveness of each other. Magic Penetration: Reduces magic resists by a flat amount, this is calculated before % penetration. % Magic Penetration: Reduces magic resists by a %, this is calculated after flat penetration. Stacking both % and flat penetration is less than optimal. Magic Resists: Reduces most ability damage against your character. Some abilities do physical damage, and are unaffected. Movement Speed: Movement speed is the rate at which your character moves. Movement speed is measured in units of game distance per second. Flat movement speed boosts are added before multiplicative boosts. Movement speeds between 415 and 490 are multiplied by .8, and over 490 by .5, to provide a soft cap on maximum movement speed. Tenacity: Reduces the duration of disabling effects, such as stun, slow, root, and silence. Knock ups and knock backs are unaffected. Tenacity items do not stack with each other, but tenacity items and skills stack multiplicatively. All I am going to do for now. If someone else wants to continue, go for it. | ||
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Chill
Calgary25963 Posts
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koreasilver
9109 Posts
There are many cases where putting more than 21 into a tree or splitting your masteries over three trees work, but this is the main reason why the 21/9 splits are so common. | ||
Terranasaur
United States2085 Posts
On November 25 2011 06:13 Chill wrote: Here's a noob question: Why are the Mastery breakdowns always 9 and 21? Why not 30/0/0? Why not 10/10/10? I guess it's to get to the best tiers unlocked, but there must be SOME cases where 9/0/21 or 21/0/9, etc. isn't the best. Glad to see you moving over to this forum Chill. Like the poster above me mentioned, most character builds benefit the most from the "ultimate" mastery in one tree and a 3rd tier mastery in another. Thus requiring the 21/9 splits. However, since the introduction of season 2 the Offensive tree is pretty damn powerful so on some characters going straight 30/0/0 is becoming viable (Jax for instance. Someone who benefits from AD and AP and doesn't need a ton of Defense or utility tree stuff). The reason you see 21 in one tree is because you would severely be gimping yourself by investing only 18, 19, or 20 points in the tree and not taking the ultimate. Basically that point is most valuable at the bottom. Same thing with the 9 someplace else. You wouldn't want 7 in defense because that would limit you to only the tier 1 and 2 choices. Not ideal. Its funny, starting out brand new you might look at most guides and think "wow. 21/0/9. I wish they would go into more detail about which specific masteries to dump points," but after you play for a while it just becomes common sense as to which masteries to choose. | ||
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