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Roffles
Pitcairn19291 Posts
On September 14 2011 09:52 HazMat wrote: Chauster/Jiji/Saint have all been duoing on a smurf with elementz to help him get real plat lol. Surprised Riot hasn't the banned the account yet. Elementz in ELO Hell.
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this guy chaox is coaching is pretty bad lol
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People who keep claiming that Orianna is OP in laning phase simply, I think I'm saying this for the 50th time, are scared of her.
If you're scared of her, your movement becomes predictable and you get ballslapped all day. Pick Annie/Ryze, start boots (mb start using ms quints) and rape the fuck out of her. Job done.
On September 14 2011 02:51 Zaphid wrote:Show nested quote +On September 14 2011 02:37 Two_DoWn wrote: I would never get swifties, ever. I just hate them as a boot. The possibilities you give up for a TINY bit of extra movespeed doesnt seem worth it. Mobility boots I would consider only if you plan on ganking a LOT and there are no stuns on the other team and they are all very tanky. I always get the on Ashe because she needs to outrun slowed enemies or to chase them down and if you ever get to Phantom dancer, you almost fly and positioning shouldn't be a problem.
Every single time you build swiftboots on Ashe, God kills a kitten.
You already are the ranged DPS with the worst damage output in the game. Don't fucking gimp that further. Ashe DESPERATELY needs any damage item she can get.
On September 14 2011 03:09 gtrsrs wrote:Show nested quote +On September 14 2011 02:35 Liquid`Tyler wrote: As long as people are talking a little about boots, I've thought that for AP mid, boots of mobility or swiftness would be better than sorc boots. For example I think they'd be great with LeBlanc lvl 6-11 or so, for getting full combos off in lane and also for getting to other lanes faster than normal. Even if the 20 MR means she isn't getting kills, anyone she fulls combos or lands a snare on almost always has to go back, and that should get towers/dragons more consistently than hoping for surprise kills.
And the boots would be better defensively against skill shot champs (morg, brand) and ganks. Any time they miss a skill shot, you are almost guaranteed to hit them back while their shit is on CD and you have faster move speed. And it'd be harder for them to push the lane without getting punished for it because you charge at them when they want to go cast their W. tyler you're ahead of the curve bro i've been running mobilities on several of my junglers, most notably warwick last night my team scrimmed against a bunch of 2k+ players and their jungle and mid-lane got mobilities every single game, and then just TERRORIZED our bot lane. failed gank? no problem you're back to lane in 3 seconds. successful gank? okay free tower and dragon too. enemies coming to kill you? *runs* *is never caught* *cackles maniacally* basically movespeed+5 is unbeatable. i think everyone on their team ran 21 utility and MS quints as well. even when we took janna to counter one game we could never catch them in chase scenarios.
Your mobil boots WW is one of the things I really, really dislike seeing on your stream. (The other being the non-existance of early ganks on WW, but it feels like most people play him like this nowadays, different topic kinda =P)
Imho, when you're any kind of farming jungler (aka everyone nowadays except fiddle. Someone similar would have been Nunu, but he has his MS steroid anyways) you gain less from Mobil than from the other options.
ESPECIALLY WW/Noc end up with about half the cs of laners in passive games and end up being way behind them. Compromising the defense you get out of Mercs with more Movementspeed (which helps getting cross the map, but not really from like red or blue to the outer lanes/midlane severely gimps your midgame.
Imho, if you feel that Mobilboots are strong on your jungler of choice, try working on your timing instead.
Half the benefit you can gain from Mobil is solved by simply being around at the correct times.
My personal style for most junglers is a mix of light counterjungle, early ganks and heavy buffcontrol. I'd rather have T1 boots, razor, HoG and an oracle than mobilboots, personally. I'll try around with getting them after my first jungleitem (razor/wriggles), but I really, really doubt it gains me more benefits when I'm already able to achieve all the of the above reasonably well.
(Since I can pull that off with T1 boots and you claim you can only do it due to mobilboots I smell flaws in your timing. =P)
Where I can see Mobilboots work well is as AP mid when you're in that spot where you can't really 1n1 their AP, but can shove the lane and go gank.
PS: lvl 3 WW gank top when you spawned blue side is fk op. Especially when their Cho Gath pushed the lane vs 'relia, trying to do the usual "Oh, I'm vs WW and his red is on the other side fo the map. Ima push lane and b at level 4 cause I'm a pro"-shit. <3
Fuck off, who needs lvl 6 to gank?
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On September 14 2011 10:22 Craton wrote: this guy chaox is coaching is pretty bad lol
o_o yeah, he was just watching that 10hp Poppy run by... I was like raging inside when he didn't kill him >_> he has like.. 5xx normal wins too; I expected him to be a bit more confident in mechanics than what's on stream.
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Added cause this totally warrents it's own post:
WHERE IS MY REVERSE JARVAN TARIC ULTI QQQQQQQQQQQQQQQQQQQ
(Also, wait. You add another nuke, reduce the CD on his first nuke (W) and all that to make him feel more supporty and less like a nuker. Erhm. Wat?)
Edit: Randomrevosidenote: I CANT BEAT THAT FUCKING IRELIA AS TALON FUCK MY LIFE SERIOUSLY.
Anyone manage to do this if she maxes W? If so, how? Tell me plzkthx.
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Taric is now a sustained damage support with a AD/AP steriod? Dunno how I feel about that, but it seems ok.
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I am a horrible Orianna. I have probably never played any "good" Oriannas. But in lane I can confirm that Annie tends to punish Ori really fucking hard. Just my experiences while playing Annie or while playing Ori against Annie.
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New Taric ult! I CALLED IT! I CALLED IT!
Also excited for Shen buffs.
Orianna I never really had a problem with, and I already shit on morde so i don't really care about the other nerfs/changes that were listed in the patch preview
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Patchnotes:
+ Show Spoiler +League of Legends v1.0.0.125 Riven, the Exile Broken Wings: Riven steps forward and lashes out in a series of powerful sword slashes. This ability can be activated up to 3 times in a short period. 1st Use/2nd Use: Deals damage to a small area in front of her 3rd Use: Jumps into the air and slams downward, causing a larger impact nova that deals damage and knocks nearby enemies back. Ki Burst: Riven damages and stuns nearby enemies. Valor: Riven dashes forward and gains a shield for a short duration. Blade of the Exile (Ultimate): Riven's sword reforms, giving her a percentage multiplier on her total attack damage, extended range on her damaging abilities and basic attacks and the ability to use Wind Slash once. Wind Slash: While Blade of the Exile is active, Riven can reactivate the ability to emit a large shockwave that deals damage to all units hit based on their missing life. Runic Blade (Passive): Riven's abilities charge her blade, causing her to do bonus damage on her next autoattack. Riven can store up to 3 charges, but only expends one at a time.
Ashe Fixed a bug where Frost Shot was not draining Mana properly
Brand Conflagration range reduced to 625 from 675 Pillar of Flame damage reduced to 75/120/165/210/255 from 80/125/170/215/260
Caitlyn Fixed a bug where Ace in the Hole would fail to reset cooldown if Karthus or Kog'Maw died during its windup
Cho'gath Adjusted the animation speed of his run while he has stacks of Feast
Ezreal Essence Flux will now break spell shields
Garen Decisive Strike attack damage ratio decreased to 1.4 from 1.5 Judgment Damage per second reduced to 50/90/130/170/210 from 60/100/140/180/220 Bonus attack damage ratio increased to 1.4 from 1.2
Jarvan IV Added a targeting ring to Cataclysm Fixed a bug where Cataclysm was dealing less damage than intended at rank 2 and 3 Fixed an issue where certain skins had inconsistent model sizes
Karma Fixed a bug where using a summoner spell would sometimes consume Karma's mantra charge
Kassadin Void Stone magic damage reduction increased to 15% from 10% Null Sphere missile speed increased to 1400 from 1150 Nether Blade base damage increased to 30/45/60/75/90 from 20/30/40/50/60
Leona Recommended items updated to include Ionian Boots of Lucidity and Trinity Force
Malphite Fixed a bug where the armor value in the tooltip was not rounding
Mordekaiser Iron Man Shield regeneration adjusted to 30% at all levels from 25/27.5/30% Shield regeneration is now half effective versus minions Mace of Spades bonus damage reduced to 65% from 75% Siphon of destruction no longer adds additional shield for each unit hit
Nidalee Pounce cooldown reduced to 3.5 seconds from 4 seconds Aspect of the Cougar armor and magic resistance increased to 10/20/30 from 10/15/20
Nocturne Unspeakable Horror leash range reduced to 525 from 550
Nunu Basic attack range increased to 125 from 100 Consume range increased to 125 from 100
Olaf Base armor increased to 20 from 17 Reckless Swing Mana cost reduced to 0 from 50 (Health cost remains)
Orianna Basic attack range reduced to 500 from 550 Command: Attack Cast range reduced to 800 from 900 Mana cost increased to 50/55/60/65/70 from 40/45/50/55/60
Poppy Heroic Charge Fixed a bug where movement commands before the initial collision could prevent the second part of the spell from occurring Fixed a bug where Poppy would not attack the correct target after using Heroic Charge
Rammus Damage per level increased to 3.5 from 2.75 Rammus can now immediately switch between Defensive Ball Curl and Powerball Defensive Ball Curl Magic damage return adjusted to 20/30/40/50/60 from 22/26/32/38/46 Cast time removed Now correctly displays the armor amount in the tooltip when defensive ball curl is active
Shaco Jack-in-the-Box Boxes are now immune to damage while stealthed if the source cannot see them Jack in the Box trigger radius reduced to 325 from 400 to mitigate cases where it fears targets and they run out of range, rendering the Box unable to attack Fixed a bug where Jack in the Boxes could be seen by stealthed enemies Fixed a bug where Jack in the Boxes could be seen in brush or through fog of war while not stealthed if an enemy was nearby Fixed a bug where Jack in the Boxes would sometimes stop attacking targets if they both were in brush Fixed a bug where Jack in the Boxes could activate but fail to fear targets moving near the edge of its range Fixed a bug where turrets would always attack Jack in the Boxes first Improved Jack in the Box AI Boxes will hard lock onto the closest champion that has damaged Shaco recently, or that Shaco has damaged Boxes will soft lock onto other non-neutral-monsters they attack (they will prefer to keep attacking that target) We plan more Box AI improvements in the future!
Shen General Base damage increased to 57.875 from 56.875 Damage per level increased to 3.375 from 3.075 Base armor increased to 23 from 22 Vorpal Blade Base damage increased to 70/115/140/175/210 from 50/90/130/170/210 Heal increased to 18/26/34/42/50 from 10/20/30/40/50 (over 3 seconds) Damage ability power ratio increased to 0.75 from 0.65 Heal amount no longer increases with ability power Feint ability power ratio increased to 0.75 from 0.6 Shadow Dash taunt duration increased to 1/1.25/1.5/1.75/2 seconds from 0.8/1.1/1.4/1.7/2 seconds Stand United Ability power ratio increased to 1.5 from 1.0 Energy cost reduced to 0 from 50
Singed Attack range increased to 125 from 100 Fling range increased to 125 from 100
Sion General Base Mana increased to 240 from 200 Mana per level increased to 40 from 25 Base Attack Speed increased to .625 from .591 Base Movement Speed increased to 320 from 315 Now gains 1.25 Magic Resist per level Fixed a bug where Enrage’s Health cost was being subtracted at the wrong time, causing health drain from things like Sunfire Cape
Skarner Crystal Slash Physical Damage increased to 25/40/55/70/85 from 20/35/50/65/80 Magic Damage increased to 24/36/48/60/72 from 20/32/44/56/68 Fracture Missile Speed increased to 1800 from 1600
Sona Aria of Perseverance heal amount adjusted to 40/60/80/100/120 from 25/50/75/100/125
Taric Imbue Cast range increased to 750 from 625 Shatter Armor aura range increased to 1000 from 600 Taric now loses the passive armor bonus instead of the armor aura upon activation Cooldown reduced to 10 seconds from 16 seconds Damage reduced to 60/105/150/195/240 (+0.4 ability power) from 100/150/200/250/300 (+0.5 ability power) Dazzle Stun duration is now always 1.5 seconds from 1-2 seconds Cast range reduced to 625 from 650 Missile speed increased to 1400 from 1050 Minimum damage increased to 40/70/100/130/160 (+0.4 ability power) from 20/40/60/80/100 (+0.2 ability power) Maximum damage reduced to 80/140/200/260/320 (+0.8 ability power) from 80/160/240/320/400 (+1.0 ability power) Radiance (Remake) Taric slams the ground dealing 150/250/350 (+0.6 ability power) magic damage to nearby enemies. For the next 10 seconds, Taric gains 30/50/70 Attack Damage and Ability Power and grants nearby allies half the bonuses. 100/90/80 second cooldown.
Vladimir Transfusion now counts as a single target ability for items such as Rylai's Crystal Scepter
General Moonflair Spellblade, Cloak and Dagger, and Eleisa's Miracle now give 35 tenacity, up from 25 You can now use multiple Health or Mana Potions while you have one active which will queue them up to be used after the previous completes (maximum 5 stacks) You can now Smart Cast items (you have to manually bind the hotkeys) Clones now correctly show their own stats Clones that are meant to deceive now have a hero minimap icon Creep camp minimap icons are now more consistent; clairvoyance and wards will now properly update the map icons Lux, Malphite, Maokai, Kog'Maw, Gragas and Xin Zhao's tooltips properly display numbers in their passives as they update. Consumable items will not be removed from recommended item lists after being purchased Removed the word “sleeps” from Cleanse’s tooltip Traps (Teemo, Caitlyn, Nidalee) will now show the area they trigger in when cast Fixed a bug that caused “Can’t Move While Casting” to be displayed multiple times for one instance Fixed a bug where Akali and Wu-Kong could get stuck in their dash animations Fixed a bug where Guardian Angel's particle would sometimes persist Fixed a bug where you could Smite Baron from behind his den Fixed a bug that sometimes caused the edges of the screen to appear black when moving the camera Fixed a rare bug with teleport causing it to not function properly
http://na.leagueoflegends.com/board/showthread.php?t=1226662
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On September 14 2011 10:32 overt wrote: I am a horrible Orianna. I have probably never played any "good" Oriannas. But in lane I can confirm that Annie tends to punish Ori really fucking hard. Just my experiences while playing Annie or while playing Ori against Annie. Should be the opposite..... If both open boots then Annie pretty much cannot beat Ori.
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Olaf Reckless Swing Mana cost reduced to 0 from 50 (Health cost remains)
o_O
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Did Chaox just say "just a Mundo"?!
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Chaox is too nice to teach people.. I would yell shit at this student if he uses his jump to kill creeps at lvl 2..
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United States37500 Posts
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