On November 12 2011 16:20 MoonBear wrote: Exp Quints going to be in fashion for junglers that don't want to spec so heavily into the Utility Tree. Time for some new funky stuff~!
Ufufufufufu... I wonder what other surprises are coming in Season 2...?
Actually junglers can just say screw Utility and go on Defense to get durability and kill jangle fast with "Everyone gets Defensive Ball Curl" mastery it looks like
Defense tree at first glance seems to be the strongest for a wide variety of heroes. For some of my common heroes id run 0/21/9 on swain, 21/0/9 karth, 0/21/9 ryze, no idea for jax too many routes would work D:, 0/21/9 on nasus, 21/0/9 annie.
Im pretty sure you only need to spec to 13 in the Utility tree to hit what you need to jungle with in terms of EXP. Not to mention all the points you want for offense and defense are low now anyway. I can easily see just going semideep into utility and then grabbing whatever else you want here and there.
Although speccing deep utility is going to make some jungles VERY strong. Lee sin with a dblade and a pot for a level 2 gank going to be very scary.
And Im not sure how good the new defense tree is going to be. All those points are cool, but they have VERY low %, so I cant see them actually being nearly as good as you would imagine.
Well, I'll miss evasion/nimbleness (riot really doesn't like evasion much do they?) and strength of spirit, but I really like the new setup. Life steal and spell vamp will be fun. Moving all the summoner spell masteries to the base of the tree is also really nice.
edit: expanded mind is flat mana now too... my ryze is sad. I wonder how much the starting gold mastery will revamp openings. At the very least it can give you an extra potion as you head into lane, which is pretty substantial.
I am really happy about the support buffs, I hope that the buff to heal and the skill tree will make bot lane supports that lack a heal like blitzcrank/lux will be able to help their carry sustain longer while opening up lots of new viable supports for the duo lane.
EDIT: Also someone call doublelift and tell him to find a way to fit Poppy/Blitz into a lane with the new summoners and masteries
I think the changes are cool and it's gonna be interesting to see how things pan out. I'm not too excited with having to re-learn all the masteries and plot out what would be best on specific characters though.
The AD changes sound interesting so long as the nerfs/buffs aren't too drastic.
On November 12 2011 16:20 MoonBear wrote: Exp Quints going to be in fashion for junglers that don't want to spec so heavily into the Utility Tree. Time for some new funky stuff~!
Ufufufufufu... I wonder what other surprises are coming in Season 2...?
Actually junglers can just say screw Utility and go on Defense to get durability and kill jangle fast with "Everyone gets Defensive Ball Curl" mastery it looks like
Except that red post misses the reason that +5% XP is required.
The issue isn't hitting 2 off blue/minis, though its nice that bug is fixed. You still need +5% XP gain in order to hit 3 off Blue+Wolves+Wraiths or Minis+Wolves+Wraiths.
On November 12 2011 16:56 benefluence wrote: Well, I'll miss evasion/nimbleness (riot really doesn't like evasion much do they?) and strength of spirit, but I really like the new setup. Life steal and spell vamp will be fun. Moving all the summoner spell masteries to the base of the tree is also really nice.
edit: expanded mind is flat mana now too... my ryze is sad. I wonder how much the starting gold mastery will revamp openings. At the very least it can give you an extra potion as you head into lane, which is pretty substantial.
Starting Gold mastery won't be a big deal because they completely fucked the gold value of Greed. Starting gold not that good when you have to dump 4 points into a mastery that now has terrible gold value per point.
Anyone notice the summoner spell masteries now are slightly different not just in where they are but in what they do? Revive mastery doesnt give health Ignite mastery gives 5 ad + 5 ap while on cooldown Only flash mastery now reduces cd - the other ones do more (like tp reduces cast time by 1sec rather than 0.5sec) but they dont reduce cd.
Obviously they're changing the spells too, but just in case people didn't notice this.
Some other cool masteries like the backdooring mastery (-10 armour to towers). Though the cdr/level seems a little odd to me.
wow, played cait for the first time today and she farms disgustingly easily. what a gay champion, current bot lane meta is like heaven for her.
edit: also i like the new masteries. utility tree looks waaay useful, i dunno when it'd be more beneficial to go 21/9/0 or 9/21/0, ever. or whatever new numbers are required to max each tree, if theyre changing that. and THANK GOD NEW ICONS
On November 12 2011 16:20 MoonBear wrote: Exp Quints going to be in fashion for junglers that don't want to spec so heavily into the Utility Tree. Time for some new funky stuff~!
Ufufufufufu... I wonder what other surprises are coming in Season 2...?
Actually junglers can just say screw Utility and go on Defense to get durability and kill jangle fast with "Everyone gets Defensive Ball Curl" mastery it looks like
Except that red post misses the reason that +5% XP is required.
The issue isn't hitting 2 off blue/minis, though its nice that bug is fixed. You still need +5% XP gain in order to hit 3 off Blue+Wolves+Wraiths or Minis+Wolves+Wraiths.
On November 12 2011 16:56 benefluence wrote: Well, I'll miss evasion/nimbleness (riot really doesn't like evasion much do they?) and strength of spirit, but I really like the new setup. Life steal and spell vamp will be fun. Moving all the summoner spell masteries to the base of the tree is also really nice.
edit: expanded mind is flat mana now too... my ryze is sad. I wonder how much the starting gold mastery will revamp openings. At the very least it can give you an extra potion as you head into lane, which is pretty substantial.
Starting Gold mastery won't be a big deal because they completely fucked the gold value of Greed. Starting gold not that good when you have to dump 4 points into a mastery that now has terrible gold value per point.
I'm still pretty sure the Awareness won't be necessary, every time someone freaks out about it on GD a new red pops up to say they tweaked the whole jungle around it:
I mean, I don't trust all the reds, but if Statikk says you don't need Awareness to be viable I assume he's played it enough to know you get levels at the right camps.