[Patch 1.0.0.139: Spectator Mode] General Discussion - Pag…
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Sabin010
United States1892 Posts
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Slusher
United States19143 Posts
not counting mr: on an olaf that went warmog + Randuin + Frozen Mallet it translates to roughly 46dmg/stack or 138/dmg at a 3 stack per 100ap on a full dps build ad carry however (I used graves) it's more like 20 per stack, or 60 with 3 stacks. all things considered I still think hybrid/AP is a terrible idea but the damage numbers are not as bad as I had originally guessed they would be. IMO if people start maxing E in lane he will be serviceable in poke comps, possibly better than Cait but without the godmode lane phase. | ||
Inschato
Canada1349 Posts
On May 10 2012 07:59 Sabin010 wrote: To be fair I do get voidstaff as my 5th or 6th item as on-hit kogmaw. malady, witts, madreds, sorcs or attackspeed, voidstaff and then either a ga or that spark thingy to max out the attackspeed. I really don't see why you'd ever want to go on-hit kog'maw. AD or Full AP (Tear/Dcap/Void -> AA, etc) are both much much better. | ||
Alaric
France45622 Posts
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Praetorial
United States4241 Posts
On May 10 2012 07:42 JackDino wrote: Ignoring the sarcasm, lucky you, every varus in my game is batshit retarded, it's not the champ it's the player lol. It's like he attracts retards or something. My team has varus, carry big or lose. Enemy team has varus, lol free win. Just like every champion at release, yes. I absolutely hated Hecarim patch b/c people didn't know how to use his E and just ruined ganks every time they tried one. Lulu was okay. | ||
Sabin010
United States1892 Posts
On May 10 2012 08:12 Inschato wrote: I really don't see why you'd ever want to go on-hit kog'maw. AD or Full AP (Tear/Dcap/Void -> AA, etc) are both much much better. 11% health magic damage with 2.5 attackspeed and tons of mr shred? Why not? Edit: basically a 3 second taunt and the guy is dead. | ||
Slusher
United States19143 Posts
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Solaris.playgu
Sweden480 Posts
On May 10 2012 07:12 Doctorbeat wrote: Btw, has anyone tried Varus jungle yet? Can it work? I'm dying for an ranged AD champion that can jungle decently. I know Snoopeh used to jungle Vayne a bit but that wasn't really comparable to the average jungler. Isn't the obvious answer here Twitch? | ||
Sabin010
United States1892 Posts
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Treadmill
Canada2833 Posts
Also Ezreal. And then Kayle is actually good at jungling. | ||
Solaris.playgu
Sweden480 Posts
On May 10 2012 08:28 Treadmill wrote: Also Ezreal. And then Kayle is actually good at jungling. Kayle I've played against, never seen Ezreal though. I got severely outjungled by Kayle as Udyr, that hurt my jungler pride a bit lol ^_^ | ||
SpaceToaster
United States289 Posts
On May 10 2012 05:47 Node wrote: I'm still working on AP/hybrid Varus, tried going rageblade->zerker's->dcap, still dealt a pretty good amount of damage with autoattacks, did a surprisingly huge amount when coupled with triggering W with his R -- I could see it being legitimately scary in mid. The problem I ran into was that the build comepletely lacks the sustain of the traditional AD builds, which sucks. Gonna try going rageblade->gunblade later tonight. Triggering W charges should provide spell vamp, right? What about the bonus magic damage that W gives to autos? I've been doing a hybrid Varus that has seemed really strong, but definitely more on the AD side than yours. I've been going zerks -> triforce (normally phage first for HP) -> rageblade -> malady -> BT (usually picking up a vamp along the way). His W synergizes really well with malady, as your encouraged to stack up the MR shred at least three times before popping the blight stacks. I'm not 100% sold on triforce, but it solves some of your issues - movespeed and the phage proc help your escapeability tremendously. It gives good stats, but I'm not 100% convinced that its worth the money. Would really like to pick up hybrid pen runes but the IP cost is really high. The biggest benefit of hybrid Varus over AD varus is that your ult hits like a truck, otherwise you should do a lot less overall damage lategame (though you do slightly more midgame dps). Seems like the key is picking fights at chokepoints so your ult does full damage to 3+ targets. Probably not any better than AD Varus doing the same thing, but its a ton of fun so I'm going to keep doing it. | ||
Seuss
United States10536 Posts
On May 10 2012 08:22 Sabin010 wrote: 11% health magic damage with 2.5 attackspeed and tons of mr shred? Why not? Edit: basically a 3 second taunt and the guy is dead. On-hit Kog'maw does crap damage to towers and his ult does next to no poke damage. This is a problem because people count on their ranged AD to kill towers and pick Kog'maw in part because he has stupid poke. | ||
wei2coolman
United States60033 Posts
On May 10 2012 08:28 Treadmill wrote: Also Ezreal. And then Kayle is actually good at jungling. Jungle MF is a real threat as well. | ||
Inschato
Canada1349 Posts
On May 10 2012 08:22 Sabin010 wrote: 11% health magic damage with 2.5 attackspeed and tons of mr shred? Why not? Edit: basically a 3 second taunt and the guy is dead. AD Kog'maw kills just as quickly, or faster. He also kills towers far faster, and his ultimate hits much harder. The only thing he doesn't bring that On-hit kog brings is MR Shred from Malady, but that's fairly negligible. (He's also more mobile with PD) | ||
Praetorial
United States4241 Posts
Heck, jungle graves! Built in toughness, a slow, an AoE heavy damage spell, and a dash! Graves is the real deal for AD jungle carries! | ||
Bladeorade
United States1898 Posts
On May 10 2012 08:41 Praetorial wrote: Heck, jungle graves! Built in toughness, a slow, an AoE heavy damage spell, and a dash! Graves is the real deal for AD jungle carries! Sounds like a bad version of Kayle Jungle ![]() Massive AoE on every hit -> better slow -> speed boost that acts as a heal and can tower dive at will after 6! | ||
Sabin010
United States1892 Posts
On May 10 2012 08:28 Treadmill wrote: Also Ezreal. And then Kayle is actually good at jungling. Jungle ashe can work in a duo bruiser bot comp. My friends on skype run it once in a while in arranged 5s. They never see the arrow coming post six. It's really slow though. | ||
Gorsameth
Netherlands21668 Posts
I have been trying maxing E instead of Q first and i have to say i like it a lot. Your way stronger in trades tho it does leave you without your poke untill very late since i think E>W>Q is better then E>Q>W | ||
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TheYango
United States47024 Posts
On May 10 2012 08:22 Sabin010 wrote: 11% health magic damage with 2.5 attackspeed and tons of mr shred? Why not? Edit: basically a 3 second taunt and the guy is dead. People over-value % max HP damage because they think "herpderp I buy attack speed and win". Essentially, % max HP damage is only as good as the equivalent amount of AD (and not even that good because it doesn't scale multiplicatively with crit or crit damage). Kog's W is worth 120 damage vs. a 2k HP target, and 180 damage vs. a 3k HP target. These are good numbers, but don't make onhit/AS suddenly more appealing. The ability to scale with crit and do damage to towers are far more valuable lategame than adding mid-tier items that only scale alongside your onhit damage. Honestly the real value of Kog's W is the range steroid. That component is WAY more important than the % max HP damage. EDIT: also "11% health magic damage with 2.5 attackspeed and tons of mr shred?" is not a fucking argument. Stating the stats that a 6-item build gives is hardly justification for a build. I could just as easily say "IE PD LW. 1k damage crits on anybody with huge attack speed." That's not an argument at all though. It's just a statement. | ||
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