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On November 05 2011 00:43 mr_tolkien wrote:Show nested quote +On November 04 2011 23:59 necrosed wrote: Useful stuff for starting junglers:
Marks: ArPen and Attack Speed, 3 flat AD marks. Seals: Flat Armor Glyphs: Scaling MR Quints: Flat AD, Flat ArPen, Flat AS.
With those runes you can make jungling pages for most junglers in the game. MS quints are also wonderful on a lot of junglers, and it ALSO makes clearing faster in fact ^^
Yea, that's a good point. I find playing Udyr (jungle) impossible without MS quints. I'm not a very good Udyr anyway, but I just feel like I get kited all day without them.
edit, I should quote the last posts from the previous page cos there's some good points there, that shouldn't get buried. :
On November 05 2011 02:18 Navi wrote: mr / level catches up to flat mr at like level 12 or 13 or something and by that point most junglers who want MR will itemize for MR in some sort or form junglers like oddone who put themselves at danger at early levels via counterjungling and ganking switched over to flat mr on all pages a while ago i think flats are all around a lot more versatile though
On November 05 2011 00:59 Blitzkrieg0 wrote: You want to hit 12 armor penetration on most junglers. Some top players like Saint use even more armor penetration to make their ganks stronger while slowing down their jungle.
If you aren't running offense tree you'd need 2 arpen marks to go along with those quints to hit the magic number.
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I'm trying to make a universal jungler rune page. So I'm guessing the best universal page is Attack speed marks flat armor seals mr/lvl glyphs Armor pen Quints
The thing is I already have armor pen marks so would it matter if I switched the quints and marks around having Armor Pen marks Attack speed quints
Or is there some sort of rune inefficiency problem.
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Realistically you need 2 rune pages for jungle. 1 with 8 aspeed & 1 armpen red, 3 armpen quints, armor and scaling mr. The other is your ad carry page- armpen reds, ad quints, armor and scaling mr.
The former works well on champs like udyr, shyvana, skarner, ect, while you need the latter for Lee Sin or Nocturne.
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armor pen and atk speed marks and quints have the same efficiency so you can mix it up however you want with no less on stats
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udyr, skarner: i use a full red attspd, armor yellow, scaling mr blue, ms quints. I always thought this is the optimal runepage for clearspeed and ganking power? T_D could you explain whats the benefit of running yours?
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Question on hp regen quints:
So, if I buy three quints (2.7 x 3 = 8.1 health every 5 seconds) and stick them on, for example, Olaf who, according to http://na.leagueoflegends.com/champions/2/olaf_the_berserker has 1.4 base health regen +.18 per level (btw, is the 1.4 hp/5 or hp per second? Gotta be per second, right?)
If it's per second does that mean every 5 seconds on lvl 1 I'd regen (1.4 x 5) + 8.1 = 15.1 health? or 3.02 hp a second? And at lvl 18 I'd regen .18 x 18 is 3.24, so [(3.24 + 1.4) x 5] + 8.1 = 31.3 hp/5 or 6.26 hp per second? Compared to straight regen w/o quints at 23.2 hp/5 or 4.64 hp per second.
No idea if my math is correct, but my basic question is - are hp regen quints worth it and in what situations (and on what champions) would you take them over Armor Pen or AD?
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On January 19 2012 10:40 Mr.Zip wrote:Question on hp regen quints: So, if I buy three quints (2.7 x 3 = 8.1 health every 5 seconds) and stick them on, for example, Olaf who, according to http://na.leagueoflegends.com/champions/2/olaf_the_berserker has 1.4 base health regen +.18 per level (btw, is the 1.4 hp/5 or hp per second? Gotta be per second, right?) If it's per second does that mean every 5 seconds on lvl 1 I'd regen (1.4 x 5) + 8.1 = 15.1 health? or 3.02 hp a second? And at lvl 18 I'd regen .18 x 18 is 3.24, so [(3.24 + 1.4) x 5] + 8.1 = 31.3 hp/5 or 6.26 hp per second? Compared to straight regen w/o quints at 23.2 hp/5 or 4.64 hp per second. No idea if my math is correct, but my basic question is - are hp regen quints worth it and in what situations (and on what champions) would you take them over Armor Pen or AD?
Don't ever use the official league of legends site for anything except forums. The info is out of date. Use lol wiki: http://leagueoflegends.wikia.com/wiki/Olaf_the_Berserker
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On January 19 2012 11:38 HAL9OOO wrote:Show nested quote +On January 19 2012 10:40 Mr.Zip wrote:Question on hp regen quints: So, if I buy three quints (2.7 x 3 = 8.1 health every 5 seconds) and stick them on, for example, Olaf who, according to http://na.leagueoflegends.com/champions/2/olaf_the_berserker has 1.4 base health regen +.18 per level (btw, is the 1.4 hp/5 or hp per second? Gotta be per second, right?) If it's per second does that mean every 5 seconds on lvl 1 I'd regen (1.4 x 5) + 8.1 = 15.1 health? or 3.02 hp a second? And at lvl 18 I'd regen .18 x 18 is 3.24, so [(3.24 + 1.4) x 5] + 8.1 = 31.3 hp/5 or 6.26 hp per second? Compared to straight regen w/o quints at 23.2 hp/5 or 4.64 hp per second. No idea if my math is correct, but my basic question is - are hp regen quints worth it and in what situations (and on what champions) would you take them over Armor Pen or AD? Don't ever use the official league of legends site for anything except forums. The info is out of date. Use lol wiki: http://leagueoflegends.wikia.com/wiki/Olaf_the_Berserker
Ah, thank you. I didn't realize the info couldn't be trusted. The numbers were just me trying to quantify whether or not hp regen quints are worthwhile and since I don't own them I'd still love to hear from someone.
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On January 17 2012 22:22 Brockster wrote: udyr, skarner: i use a full red attspd, armor yellow, scaling mr blue, ms quints. I always thought this is the optimal runepage for clearspeed and ganking power? T_D could you explain whats the benefit of running yours? Thats my page as well (well, for Phoenix udyr at least). Tiger udyr would be the second page, with ad quints.
The poster above wanted a generic jungle page. Armpen isnt IDEAL on udyr, but it is far from worthless, so that still works on him.
Personally, I have 7 runepages for jungling different champions. If you only let me use one, it would be the aspeed/armpen page. Hence generic page.
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I have generic AD and AP rune pages (Armor Pen/Armor/MRes/AD quints and Magic Pen/Armor/MRes/AP Quints), plus jungling pages which are the same but with MRes/level, and I'm not sure what I should get next since I play all roles about evenly (preferred champs are Cass, Ryze, Riven, Lee Sin, Maokai, Trist, Janna).
My thoughts are: - MP5 or MP5/level for AP carries (I think it would help me a lot as Cass, since I find myself running out of mana easily even with 2-3 DRings) - Some quints that Ryze can benefit from (I'd like movement speed because they're more useful on other champs than mana, but they're also way more expensive...) - Defensive quints for hard matchups (I suppose I could probably also use these on Ryze) - Maybe defensive marks for supports
What do you guys think I should prioritize? I also want to pick up Jarvan some time soon, so do you think any of these runes will make a significant difference / I'll be gimped without them?
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Movement speed quints are much more useful in general than mana quints, which to my knowledge are only useful to Ryze.
The MP5/lvl catch up with flat MP5 pretty quickly (at level 6 iirc), so unless you want to spam a lot of spells in the early game, I'd go with scaling MP5 for your mana-thirsty AP carries.
As for quints, personally I like Armor pen quints, giving a juicy 3,33 ArPen a piece. From what I understand, Flat AD quints are generally more useful early game for last hitting and on early game champs like Pantheon, whereas ArPen is better for lategame. Not 100% sure on this, so perhaps a more experienced and knowledgable player could elaborate on this .
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United States37500 Posts
On January 24 2012 05:32 Malderon wrote:Movement speed quints are much more useful in general than mana quints, which to my knowledge are only useful to Ryze. The MP5/lvl catch up with flat MP5 pretty quickly (at level 6 iirc), so unless you want to spam a lot of spells in the early game, I'd go with scaling MP5 for your mana-thirsty AP carries. As for quints, personally I like Armor pen quints, giving a juicy 3,33 ArPen a piece. From what I understand, Flat AD quints are generally more useful early game for last hitting and on early game champs like Pantheon, whereas ArPen is better for lategame. Not 100% sure on this, so perhaps a more experienced and knowledgable player could elaborate on this  .
Even Ryze, go MS Quints. I can't think of any champion that would benefit from Mana Quints.
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Hi, I need some help on deciding which runes to get next, I mostly play Top and Jungle but want to have good runes for all roles.
I have:
Marks: 9 Attackspeed 9 Arp 9 Magicpen
Seals: 9 Armor 9 Manaregen/lvl
Glyphs: 9 -cdr 9 mr/lvl
Quints: 3 flat ap 2 flat HP 1 Magicpen 1 ad/lvl 3 ad 3 Ms
I thought about getting Gp5 quints and/or Armor seals for support or Ap/lvl glyphs for ap carries. I also like to play Vladimir, so ap/lvl seals might also be good. How useful are Hp/lvl seals? Are ad marks worth it? I know there has been a lot of discussion and arpen marks + ad quints seem to be as usefull as most other combinations. Any other special Runes I should think of? Ryze gets flat mana or not?
Thanks for your input.
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Gp5 Quints are fine, but not really worth it if you don't main a Support. You need AP/Lvl on AP carries, there really is no better alternative.
Seals you usually get Flat AP instead of /Lvl because of how it scales. I would opt to just use Armor Seals and CDR Glyphs on Vlad if you plan on playing him top (Likely mid will have a AP that takes Blue) Hp/Lvl Seals are mostly outdated.
AD Marks are good on some Jungles and most AD carries.
Ryze gets Flat Mana Seals and Mana/Lvl Glyphs, but they are expensive and useless on anyone else. The same goes for Energy runes for Kennen.
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On January 25 2012 06:12 Yiruru wrote: Gp5 Quints are fine, but not really worth it if you don't main a Support. You need AP/Lvl on AP carries, there really is no better alternative.
Seals you usually get Flat AP instead of /Lvl because of how it scales. I would opt to just use Armor Seals and CDR Glyphs on Vlad if you plan on playing him top (Likely mid will have a AP that takes Blue) Hp/Lvl Seals are mostly outdated.
AD Marks are good on some Jungles and most AD carries.
Ryze gets Flat Mana Seals and Mana/Lvl Glyphs, but they are expensive and useless on anyone else. The same goes for Energy runes for Kennen. Isn't it the other way around for Ryze? Flat mana glyphs [11.25 flat mana vs 25.5 at lv18 scaling mana] and Scaling mana seals [6.89 flat mana vs 21.06 at lv18 scaling mana]
Also, Scaling AP Quints don't even out with flat ones until level 12 or 13 - Flat AP Quints are the go-to here. AP Seals, flat evens out with scaling at level 6, so if you have some crazy aggro early levels (like LB) then flat makes sense, but if you dont plan on being very threatening until 6 but don't need a huge extra push early game to be OK (Ahri?), scaling AP seals might be the way to go.
Armor seals are way better on vlad vs a physical toplaner than HP/level though - they'll keep you alive early, which HP/level doesn't really do and continue doing so later on equally well. HP/level is mostly for vs-AP thing - MR yellows aren't very good (Fully 1/2 the efficacy of MR blues.)
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I haven't been on LoL for 4-5 patches, if things need updating just PM me. Sylver why you give up on dota2 =(
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