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[Patch 1.0.0.129: Fizz] General Discussion - Page 11

Forum Index > LoL General
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Want to rage about your latest loss?
Use the QQ thread.
If you whine in GD, you'll get warned.
Vibes
Profile Joined November 2008
Germany144 Posts
November 15 2011 15:44 GMT
#201
How do you guys think about masteries for Akali? I believe standard 21-0-9 is not so good for her. In the utility tree there is only movement speed that seems to interesting. Buff duration has never been very important on her.

So would you put more point in the offense tree? I see myself almost putting 30 Points in that tree - just too good :>
Just another Jaedong fanboy <3
Craton
Profile Blog Joined December 2009
United States17281 Posts
November 15 2011 15:46 GMT
#202
chaox pentakill vs ehome in scrim
twitch.tv/cratonz
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
November 15 2011 15:49 GMT
#203
GIVE HIM THE PENTA GIVE HIM THE PENTA

Regi "Lol I coulda gotten it, I left it for you"
All spells on CD.
Hey! How you doin'?
Kyhron
Profile Blog Joined October 2011
United States945 Posts
November 15 2011 15:49 GMT
#204
On November 16 2011 00:44 Iplaythings wrote:
Show nested quote +
On November 16 2011 00:35 AsianEcksDragon wrote:
On November 16 2011 00:32 Iplaythings wrote:
On November 16 2011 00:28 AsianEcksDragon wrote:
What does everyone think of these Masteries setups?

Sustaining Top: 0/21/9 < - get everything that gives regen
AP Carry: 21/0/9 <- XD dat Annie burst! Get runic mastery on utility to extend the duration of blue.
Support: 8/0/22 <- Mental Force + Sorcery on Offense
AD Carry: 24/6/0
Sustaining Jungle: 0/21/9 <- Most Junglers should take this
Ganking Jungle: 21/0/9 <- Shaco must run this. Other junglers run this if the team is weak in the early game or the other team is super strong early.

Dont see why you'd run 0/21/9 on any jungler other than amumu tbh..

All benefit soo much from the old 21/0/9, doubt that's gonna change


I don't run it on any jungler. I said I run 21/0/9 if the team needs an early boost. 0/21/9 is ultimately better for late game because most junglers become tanky dps. I would never run defense on Shaco. In fact, I've been thinking of 30/0/0 for him. He was already deadly in the early game without any boost, now he can be really strong.


Well but you seem to have misunderstood something, unless my whole philosophy of jungling is wrong, jungling fast early game makes for a strong mid game and that makes for a strong late game.
The defensive masteries may be stronger in lategame but I doubt they are stronger in setting you up for a good position.. Idk though I haven't tried out the new masteries, but things such as the 3% lifesteal passively seems so strong (which is completely neglected after you've gotten wriggles as they removed 3% from wriggles).
To clear it off: in my experiences (with the old masteries, I admit) is: build your jungler as offensive and fast as possible without it making you riddicolously fragile, I've found a way to make longsword 1 potion, 21/0/9 and offensive runes barring the seals, which I probally would experiment with changing the armor runes I have to AS (I'd DEFINITLY do this on junglers such as WW or Udyr with a really strong sustain).

Show nested quote +
On November 16 2011 00:28 AsianEcksDragon wrote:
Sustaining Jungle: 0/21/9 <- Most Junglers should take this

As I said above, I don't know about the new masteries but this doesn't work with my philosophy at all

I think its gonna depend more on the jungler now. I can see more offensive junglers like Shaco/Noc/Trynd etc going 21/0/9 but i can see the tanky jungler like mumu/rammus/udyr going the 0/21/9 route just cuz of how they seem to be built that way normally anyways
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
November 15 2011 15:50 GMT
#205
Oh hell, now I have to update my guides with the new masteries.
Survival is winning, everything else is bullshit.
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
Last Edited: 2011-11-15 15:53:42
November 15 2011 15:53 GMT
#206
On November 16 2011 00:44 Iplaythings wrote:
Show nested quote +
On November 16 2011 00:35 AsianEcksDragon wrote:
On November 16 2011 00:32 Iplaythings wrote:
On November 16 2011 00:28 AsianEcksDragon wrote:
What does everyone think of these Masteries setups?

Sustaining Top: 0/21/9 < - get everything that gives regen
AP Carry: 21/0/9 <- XD dat Annie burst! Get runic mastery on utility to extend the duration of blue.
Support: 8/0/22 <- Mental Force + Sorcery on Offense
AD Carry: 24/6/0
Sustaining Jungle: 0/21/9 <- Most Junglers should take this
Ganking Jungle: 21/0/9 <- Shaco must run this. Other junglers run this if the team is weak in the early game or the other team is super strong early.

Dont see why you'd run 0/21/9 on any jungler other than amumu tbh..

All benefit soo much from the old 21/0/9, doubt that's gonna change


I don't run it on any jungler. I said I run 21/0/9 if the team needs an early boost. 0/21/9 is ultimately better for late game because most junglers become tanky dps. I would never run defense on Shaco. In fact, I've been thinking of 30/0/0 for him. He was already deadly in the early game without any boost, now he can be really strong.


Well but you seem to have misunderstood something, unless my whole philosophy of jungling is wrong, jungling fast early game makes for a strong mid game and that makes for a strong late game.
The defensive masteries may be stronger in lategame but I doubt they are stronger in setting you up for a good position.. Idk though I haven't tried out the new masteries, but things such as the 3% lifesteal passively seems so strong (which is completely neglected after you've gotten wriggles as they removed 3% from wriggles).
To clear it off: in my experiences (with the old masteries, I admit) is: build your jungler as offensive and fast as possible without it making you riddicolously fragile, I've found a way to make longsword 1 potion, 21/0/9 and offensive runes barring the seals, which I probally would experiment with changing the armor runes I have to AS (I'd DEFINITLY do this on junglers such as WW or Udyr with a really strong sustain).

Show nested quote +
On November 16 2011 00:28 AsianEcksDragon wrote:
Sustaining Jungle: 0/21/9 <- Most Junglers should take this

As I said above, I don't know about the new masteries but this doesn't work with my philosophy at all


Actually you're right. The early boost does make it much stronger and has the potential to snowball for your team. I'll reverse my belief and say that most jungler should take 21/0/9 with the exception of Amumu, Rammus, Warwick, Trundle and possibly Udyr (Wits end + Trinity Force).
神は乗り越えられる試練しか与えない
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
November 15 2011 15:57 GMT
#207
21/9/0 on junglers. Skip the 20% buff duration for faster clear times thanks to Bladed Armor, extra 10 gold per smite, and less defensive runes required.
If you have a good reason to disagree with the above, please tell me. Thank you.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
November 15 2011 15:58 GMT
#208
On November 16 2011 00:35 AsianEcksDragon wrote:
Show nested quote +
On November 16 2011 00:32 Iplaythings wrote:
On November 16 2011 00:28 AsianEcksDragon wrote:
What does everyone think of these Masteries setups?

Sustaining Top: 0/21/9 < - get everything that gives regen
AP Carry: 21/0/9 <- XD dat Annie burst! Get runic mastery on utility to extend the duration of blue.
Support: 8/0/22 <- Mental Force + Sorcery on Offense
AD Carry: 24/6/0
Sustaining Jungle: 0/21/9 <- Most Junglers should take this
Ganking Jungle: 21/0/9 <- Shaco must run this. Other junglers run this if the team is weak in the early game or the other team is super strong early.

Dont see why you'd run 0/21/9 on any jungler other than amumu tbh..

All benefit soo much from the old 21/0/9, doubt that's gonna change


I didn't say don't run it on any jungler. I said I run 21/0/9 if the team needs an early boost. 0/21/9 is ultimately better for late game because most junglers become tanky dps. I would never run defense on Shaco. In fact, I've been thinking of 30/0/0 for him. He was already deadly in the early game without any boost, now he can be really strong.


Junglers don't typically setup their runes and masteries for the late game; a jungler's primary concern is their ability to control the jungle and the early game. For that reason 0/21/9 isn't a likely setup for "most junglers" because there aren't many useful defense masteries for jungling past the first 9-12.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Hynda
Profile Blog Joined June 2010
Sweden2226 Posts
November 15 2011 16:03 GMT
#209
Surge makes Sivir a monster. My first AD carry pentakill \o/
Woony
Profile Blog Joined August 2010
Germany6657 Posts
November 15 2011 16:15 GMT
#210
On November 15 2011 22:29 arb wrote:
Always wanted a Bloodlust type spell, and now we have one!

(not counting bloodboil)


It's more like a trinket imo

Ima watch some oldschool PvP videos and then play AP carry. POP THAT TRINKET AND FUCK SHIT UP
Slaughter
Profile Blog Joined November 2003
United States20255 Posts
November 15 2011 16:18 GMT
#211
1st two games on this new patch and it seems like.....offense got a huge ass boost for like everyone.
Never Knows Best.
Woony
Profile Blog Joined August 2010
Germany6657 Posts
November 15 2011 16:20 GMT
#212
On November 16 2011 01:18 Slaughter wrote:
1st two games on this new patch and it seems like.....offense got a huge ass boost for like everyone.


Yeah, new masteries are a power buff to everyone. Biggest buffs to junglers and earlygame ad laners probably.
Slaughter
Profile Blog Joined November 2003
United States20255 Posts
November 15 2011 16:21 GMT
#213
I played as Renek and Cait and wrecked shit both games. I really noticed a surge on renek because while he has good dmg as a tanky dps he was doing a fair bit more. Although the jax i was laning vs was retarded.
Never Knows Best.
Shinshady
Profile Blog Joined January 2009
Canada1237 Posts
November 15 2011 16:24 GMT
#214
I think they meant for the huge dmg increase on everyone, since Riot doesn't like those "stale" games.... I think this will increase burst damage early and late way too much. Anyone noticing why you should pick exhaust/smite still over cleanse? Or is cleanse just the best, and get exhaust to pick off the support or something now @_@.... Anyone seeing problems with flashing into walls as well? Just wondering how much these nerfs are effecting people since I can't play for a long time D;....
BeSt[WHITE] Have a great retirement | "SKT is best KT." - Vortok | http://img214.imageshack.us/img214/7190/ep24hitcombo2small.gif
Hynda
Profile Blog Joined June 2010
Sweden2226 Posts
November 15 2011 16:26 GMT
#215
On November 16 2011 01:24 Shinshady wrote:
I think they meant for the huge dmg increase on everyone, since Riot doesn't like those "stale" games.... I think this will increase burst damage early and late way too much. Anyone noticing why you should pick exhaust/smite still over cleanse? Or is cleanse just the best, and get exhaust to pick off the support or something now @_@.... Anyone seeing problems with flashing into walls as well? Just wondering how much these nerfs are effecting people since I can't play for a long time D;....

Since cleanse removes exhaust I really see no reason to take it anymore.
Iplaythings
Profile Blog Joined August 2009
Denmark9110 Posts
November 15 2011 16:35 GMT
#216
On November 16 2011 00:49 Kyhron wrote:
Show nested quote +
On November 16 2011 00:44 Iplaythings wrote:
On November 16 2011 00:35 AsianEcksDragon wrote:
On November 16 2011 00:32 Iplaythings wrote:
On November 16 2011 00:28 AsianEcksDragon wrote:
What does everyone think of these Masteries setups?

Sustaining Top: 0/21/9 < - get everything that gives regen
AP Carry: 21/0/9 <- XD dat Annie burst! Get runic mastery on utility to extend the duration of blue.
Support: 8/0/22 <- Mental Force + Sorcery on Offense
AD Carry: 24/6/0
Sustaining Jungle: 0/21/9 <- Most Junglers should take this
Ganking Jungle: 21/0/9 <- Shaco must run this. Other junglers run this if the team is weak in the early game or the other team is super strong early.

Dont see why you'd run 0/21/9 on any jungler other than amumu tbh..

All benefit soo much from the old 21/0/9, doubt that's gonna change


I don't run it on any jungler. I said I run 21/0/9 if the team needs an early boost. 0/21/9 is ultimately better for late game because most junglers become tanky dps. I would never run defense on Shaco. In fact, I've been thinking of 30/0/0 for him. He was already deadly in the early game without any boost, now he can be really strong.


Well but you seem to have misunderstood something, unless my whole philosophy of jungling is wrong, jungling fast early game makes for a strong mid game and that makes for a strong late game.
The defensive masteries may be stronger in lategame but I doubt they are stronger in setting you up for a good position.. Idk though I haven't tried out the new masteries, but things such as the 3% lifesteal passively seems so strong (which is completely neglected after you've gotten wriggles as they removed 3% from wriggles).
To clear it off: in my experiences (with the old masteries, I admit) is: build your jungler as offensive and fast as possible without it making you riddicolously fragile, I've found a way to make longsword 1 potion, 21/0/9 and offensive runes barring the seals, which I probally would experiment with changing the armor runes I have to AS (I'd DEFINITLY do this on junglers such as WW or Udyr with a really strong sustain).

On November 16 2011 00:28 AsianEcksDragon wrote:
Sustaining Jungle: 0/21/9 <- Most Junglers should take this

As I said above, I don't know about the new masteries but this doesn't work with my philosophy at all

I think its gonna depend more on the jungler now. I can see more offensive junglers like Shaco/Noc/Trynd etc going 21/0/9 but i can see the tanky jungler like mumu/rammus/udyr going the 0/21/9 route just cuz of how they seem to be built that way normally anyways

Rammus and udyr are batshit crazy fast jungling if you take full offense masteries, they hit lvl 4 before mid lane does, even without the best leash since you can clear wolves BEFORE golem spawns and powerball around to wraiths in riddicolous speed and u kill wraiths so fast with DBC and at any time you can just power ball to a lane if needed
only take defensive masteries on amumu since his damage is somewhat static afaik
In the woods, there lurks..
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 15 2011 16:37 GMT
#217
Does Fizz's Playful/Trickster remove tower aggro? That's kinda amazing.
It's your boy Guzma!
Comprissent
Profile Joined September 2010
United States314 Posts
Last Edited: 2011-11-15 16:43:07
November 15 2011 16:42 GMT
#218
MALPHITE BUFFS FUCK YEAH

Odd to see riot would nerf akali/kass when they are mostly just problems at low ELO play
He's French-Canadian, so he's gonna do fast expand into stupid zealot timing into something else gay
Sandster
Profile Joined November 2006
United States4054 Posts
November 15 2011 16:46 GMT
#219
On November 16 2011 01:42 Comprissent wrote:
MALPHITE BUFFS FUCK YEAH

Odd to see riot would nerf akali/kass when they are mostly just problems at low ELO play


"Low ELO" as in below 1500, which constitutes the vast majority of players. I'd say it's pretty smart given how much grief those guys cause when they snowball.
phyvo
Profile Blog Joined April 2009
United States5635 Posts
November 15 2011 16:50 GMT
#220
On November 16 2011 01:37 Requizen wrote:
Does Fizz's Playful/Trickster remove tower aggro? That's kinda amazing.


Yes. So if you kill someone under tower you can E and it will still attack minions when you become targettable again.

Still have to be careful of your DoT since it applies with your Q.
"BE A MANGO TO SLEEP LIKE A SNORING TIGER" - Monte
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