So would you put more point in the offense tree? I see myself almost putting 30 Points in that tree - just too good :>
[Patch 1.0.0.129: Fizz] General Discussion - Page 11
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Vibes
Germany144 Posts
So would you put more point in the offense tree? I see myself almost putting 30 Points in that tree - just too good :> | ||
Craton
United States17232 Posts
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Zdrastochye
Ivory Coast6262 Posts
Regi "Lol I coulda gotten it, I left it for you" All spells on CD. | ||
Kyhron
United States945 Posts
On November 16 2011 00:44 Iplaythings wrote: 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). 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
Canada5941 Posts
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AsianEcksDragon
United States1036 Posts
On November 16 2011 00:44 Iplaythings wrote: 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). 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). | ||
spinesheath
Germany8679 Posts
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Seuss
United States10536 Posts
On November 16 2011 00:35 AsianEcksDragon wrote: 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. | ||
Hynda
Sweden2226 Posts
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Woony
Germany6657 Posts
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
United States20254 Posts
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Woony
Germany6657 Posts
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
United States20254 Posts
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Shinshady
Canada1237 Posts
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Hynda
Sweden2226 Posts
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
Denmark9110 Posts
On November 16 2011 00:49 Kyhron wrote: 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 | ||
Requizen
United States33802 Posts
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Comprissent
United States314 Posts
Odd to see riot would nerf akali/kass when they are mostly just problems at low ELO play | ||
Sandster
United States4054 Posts
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
United States5635 Posts
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. | ||
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