Edit: I really like using master yi for dominion.
Kogmaw seems decent as well, i just bought him recently though so im not too sure,. I notice people banned him in draft quite a few times though
Forum Index > LoL General |
cheesemaster
Canada1975 Posts
Edit: I really like using master yi for dominion. Kogmaw seems decent as well, i just bought him recently though so im not too sure,. I notice people banned him in draft quite a few times though | ||
Slaughter
United States20254 Posts
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Zooper31
United States5710 Posts
On September 28 2011 14:29 Slaughter wrote: Is it just me or have people completely forgotten the concept that fighting at your own turret is better then fighting just out of range of it? I swear on dominion people like to defend the node by fighting a quarter of the lane down from turrets instead of at then where they have....you know a turret pew pewing people. You'd think would learn by now that fighting next to your tower = good. Also people don't understand that defending 3bases is better than goin for 4. It's impossible to hold that 4th base thats literally at the bottom of their spawn ramp and is much better to hold your 2 closest bases and holding the top spawn. You don't lose any points if you have more bases than your opponent does, I won my last game when we had 1pt left on our nexus with just 3 bases. | ||
Requizen
United States33802 Posts
/WoW rant Anyway, yeah, I can't play solo queue Dominion more than a few times in a row, because I lose faith in humanity. People seem to just use Dominion as an excuse to chase people down and not pay attention to objectives. I actually like winning, people :\ | ||
Slaughter
United States20254 Posts
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Requizen
United States33802 Posts
On September 29 2011 01:16 Slaughter wrote: Last game I played we were pretty much fucked because no one would defend, just chase to kill because kills are so worth a lot. But then it magically worked and we managed to Ace them and take all 5 bases at the last moment lol. See, that works... if you have the stronger fight. If you build your team to be duelists/team fighters, you can fight a lot and then cap everything. However, a lot of people hear that X or Y champ is OP in Dominion and play them. However, these champs are usually strong because of their mobility and/or defensiveness, which fits Dominion well. Then they try to chase and kill with, say, TF, or Heimer, or Rammus and end up dying and losing the node. People need to learn to play to the champion's strengths, not just mindlessly fight because it's exciting. | ||
Two_DoWn
United States13684 Posts
1- Increase the amount of the heal pads on the map, but make them a channel pick up so that they actually become a point of contention. As is they just kinda seem thrown in without really being useful as either regen or a point of conflict 2- The big one- make capturing your opponents node worth MUCH more health loss. As is there is no reason to ever cap the opponents node when you can just hold 3 and win. There needs to be an adequate trade off to incentivize capturing and HOLDING enemy nodes. | ||
Requizen
United States33802 Posts
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ibreakurface
United States664 Posts
I feel as though a good strat would be to have 2 top, 2 bot, and one roaming to make sure they don't ninja the mid tower. (assuming you have 3 points) | ||
sylverfyre
United States8298 Posts
On September 29 2011 01:23 Two_DoWn wrote: Changes I would make to dominion- 1- Increase the amount of the heal pads on the map, but make them a channel pick up so that they actually become a point of contention. As is they just kinda seem thrown in without really being useful as either regen or a point of conflict 2- The big one- make capturing your opponents node worth MUCH more health loss. As is there is no reason to ever cap the opponents node when you can just hold 3 and win. There needs to be an adequate trade off to incentivize capturing and HOLDING enemy nodes. I think that's what the quests are supposed to do. I haven't seen a single game be forced into a 3-2 stalemate yet, which is what you're suggesting to prevent. You rarely expect to hold them for long, because you're going to be swamped in 3+ of their team at full health very soon, and if you just get wiped, then you find yourself in a situation much like on SR where if you push their mid turret too hard and then get wiped/chased off at low health and they pick up baron because you can't contest it. | ||
ak1knight
United States313 Posts
On September 28 2011 16:41 Zooper31 wrote: Show nested quote + On September 28 2011 14:29 Slaughter wrote: Is it just me or have people completely forgotten the concept that fighting at your own turret is better then fighting just out of range of it? I swear on dominion people like to defend the node by fighting a quarter of the lane down from turrets instead of at then where they have....you know a turret pew pewing people. You'd think would learn by now that fighting next to your tower = good. Also people don't understand that defending 3bases is better than goin for 4. It's impossible to hold that 4th base thats literally at the bottom of their spawn ramp and is much better to hold your 2 closest bases and holding the top spawn. You don't lose any points if you have more bases than your opponent does, I won my last game when we had 1pt left on our nexus with just 3 bases. If they push any of the 3 points with 4 champs you are screwed (assuming you have 2 champs top/bot and 1 in mid). I've found it's easier to just MMA them into submission by backdooring any point with no one on it or pushing 2-4 when they are trying to spread their defense. You end up with so many times where the enemy team tries to push 3-4 bottom when they are on 2 points and rather than defend it's easier to just take their mid, especially since you can neutralize in the time it takes most champs to walk from spawn to the point. Of course that's just solo queue, with 2 organised teams with CVs the strategies would be more complex. | ||
Requizen
United States33802 Posts
If you can effectively fall back and utilize a ranged poke to keep them from capping quickly, it's much more effective than fighting, dying, and losing the point. You don't need to full out retreat, but if you can keep them delayed at one point, your team is free to go get the rest. This is the true strength of long range characters or people with a super annoying poke like Maokai. Anyone with a long range AoE (Lux, Ezreal, Gangplank), will delay a team at a single node long enough that it doesn't actually matter once they lose it. | ||
Slaughter
United States20254 Posts
I like defending a point vs 3-4 ppl as Karthus because I generally can waste a lot of their time while killing or taking a large chunk out of their HP so 1 team member can mop up. Garrison is awesome. | ||
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Seeker
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Where dat snitch at?36920 Posts
On September 28 2011 23:10 Requizen wrote: FIGHT ON THE FLAG, NOT THE ROADS! /WoW rant Anyway, yeah, I can't play solo queue Dominion more than a few times in a row, because I lose faith in humanity. People seem to just use Dominion as an excuse to chase people down and not pay attention to objectives. I actually like winning, people :\ Dominion can only be played "legit" with a full house. Pubs are retarded/suck/selfish. They don't f*cking listen to other people. And that pretty much includes everyone, even me. So the best thing to do is to gather 2 - 4 friends, skype/vent/some kind of voice chat with them and play Dominion. | ||
Azerbaijan
United States660 Posts
I find myself so busy lately that I can't commit to a potentially hour long summoner's rift. Dominion is great for this; my longest game was just under 30 minutes and the shortest was 11. I also enjoy not having to agonize about what champ I want to play because I know if I'm torn between 2 I'll be in a new game pretty quickly. My favorite champs so far: Lee Sin -Start boots and pickaxe and rush Hextech Gunblade -Frozen mallet next and then atmas or some MR next (usually wits end/hexdrinker/both) -game should be over by now, win or lose I have A LOT of fun with this build -I find rushing the gunblade gives me enough damage to 1v1 and 1v2 very safely; triple kills are not too much trouble if your enemies come into a fight already low. -If you get some early kills and build the gunblade fast enough there is a period of time where you simply out damage and out lifesteal/spellvamp anyone. Going mallet next will give the health to still fight safely once their items start kicking in. Swain -start cata, try to afford wand and boots next and then RoA asap -after that its basically standard AP build; rylai's then abyssal/zonya's, spellhat -the new item that replaced banshees is also good. -I find his sustain is really nice and his ult makes it easy to hold towers but it can be rough if you get off to a bad start but I find he still ends up quite strong, may need QSS for ignites though. Ryze - Start tear/boots then cata into RoA. -next depends on enemy team, if AD go frozen heart, if AP go new banshees item, if both I like to get glacial shroud and then build the new item, i think its odin's something or other. -Next would be void staff and then finally archangels -Ryze is a lot of fun, he has mana problems early but once you have that first cata you should be good. -I find he works well because he can 1v1 and 1v2 well; there are not many times when you get in true teams fight where you get insta popped. His sustained damage, natural tankiness, and reliable CC make him very hard to kill, unless they have silence then things are hard. Heroes I haven't played but seem great on this map: Shaco- backdoor caps all day Maoki- you will never take a tower from him Rammus- can be anywhere to defend almost instantly Kassadin- same as rammus, and dat silence Yi- move real fast boots Karthas- global ult Ashe- that arrow stops caps so easy, especially because people tend to stack up and channel Just my thoughts so far | ||
Kirsz
Canada40 Posts
I want to get good at Mundo, but he gets destroyed later on. Any tips? | ||
Offhand
United States1869 Posts
Tanky DPS seem to dominate this format as well. Winning team seems to always have more burly melee dudes on average than the losers (I play mostly ranged/support, so this is unfortunate). Some casters like Ryze and Fiddle obviously do really well though. There should be ranked. Not because it's balanced yet but because it might promote slightly less stupid play. On September 28 2011 14:29 Slaughter wrote: Is it just me or have people completely forgotten the concept that fighting at your own turret is better then fighting just out of range of it? I swear on dominion people like to defend the node by fighting a quarter of the lane down from turrets instead of at then where they have....you know a turret pew pewing people. Turrets aren't nearly as scary in Dominion though. It's beneficial to fight there, but you cant indefinitely hold a tower 2v1 in most scenarios like SR. I've made the classic mistake of getting chased, running through and past a tower, and having the chaser just completely ignore the tower damage and kill me. Most characters have some kind of weird dance they need to do around the tower in order to stay in range AND have the tower actually matter. Oddly enough, stalling is the most effective tactic I've discovered so far. Not actually stopping the other team from capping something, but just being enough of a dick that capping a tower takes longer than it should. Teemo is great for this. | ||
Shiladie
Canada1631 Posts
So I decided to swap to dps nasus and started rolling faces, there are a number of key reasons nasus makes a great dps hero in dominion. - spirit fire armour reduction, already nerfed armour from dominion buff and the aversion for anyone to get any defensive items means you can get people down to the critical 0-20% reduction range where every point removed is a massive damage bonuses - Wither almost entirely disables physical damage characters for 5 seconds, while also preventing them from running away. - 20% lifesteal stacked with the dominion only sanguine blade and pure damage items means heroes not speced pure damage can't out-damage your heals unless you get disabled - Siphon strike never gets farmed very high compared to a normal game, but the burst of hitting it right after a swing to reset the swing timer can be crazy, especially considering that all comes back as health from the stacked lifesteal. The weakness is as always with a dps nasus build, stuns/disables, but those dominate absolutely everyone in dominion anyways. my current item build after 7 or so games: Brutalizer, the armour reduction makes you an absolute beast early game, just make sure to pick up wither/exhaust/ghost so you can stay on enemies until you go back for boots. the 5 speed out of combat boots, these let you hop around the middle through the speed-pads to be anywhere you're needed Sanguine, the life steal stacks well with your own, making it hard to kill you without disables Infinity, damage! phantom, more move speed is never bad on this map, plus the massive crit chance to burst people down last item as whatever fits/you have money for, black cleaver can be good, tiamat's is surprisingly good, as people seem to love stacking up on this map, trinity force can do wonders if you have the money for it. | ||
BlackMagister
United States5834 Posts
Oh and Oddone "rated" the heroes for Domion http://www.solomid.net/guides.php?g=7194 | ||
koreasilver
9109 Posts
LoL is hard. | ||
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