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On July 11 2012 19:25 Shikyo wrote:Show nested quote +On July 11 2012 19:23 Amui wrote: Off Zyra(instabuy btw), it took a while, but I finally figured out the optimal opening for most melee's in proving grounds. HoG+boots+pots->aegis rush. Enjoy free wins because your whole team lives 10%+ longer, and you live like 30% longer. Pretty much the only successful opening I've found because it's pretty hard to do anything meaningful 5v5 until you get much tankier as a melee.
Did get one game though where it was 8 bruisers and vlad/apkog. Was fun, fights lasted so long that people had time to respawn and rejoin the fight because almost everybody was building insanely tanky, without too much damage. HoG is like the shittiest item in the entire planet to rush in aram. Hey you earn like 90 gold per 10 so lets make that 95 gold per 10 ~ Rather go either health + null/cloth or kindlegem I woud rather go 2 dorans sheilds, 2 pots and boots. If they aren't all ap.
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Does tiger form still deal its damage to towers?
and my thought with talon was his W clears a whole wave, then his Q helps push towers incredibly fast, though him being melee means his pushes have to be momentum based.
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On July 11 2012 19:34 PrinceXizor wrote: Hm, what would be a good 8 heroes to pick from for a push strat.
sivir carry, karma/janna support, ziggs/talon mid, jayce/rumble top, ??? jungle?
anyone else in any role? Janna, Karma, Soraka, Nunu, WW, Cait, Ashe, Taric, Alistar etc.
You farm up aura items on everyone, group, and push mid with auras + sustain. Nothing new here. if the game goes past 25 minutes you will most likely lose.
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On July 11 2012 19:49 Alaric wrote: Udyr jungle pushes well, Shyvana too, Mundo gets a bit slower. Graves pushes a lot better than any other AD carry except maybe Corki, if you push with abilities Soraka could be worth more than Janna. A mid like Anivia or Viktor is a much more potent pusher than Talon. Sivir's a good pick for pushing since her ulti applies to minions. If you have a big wave, the minion damage to towers adds up. I'd personally go soraka for the sustain since it's not like supports will be clearing much creep anyways. Almost any AP would work, but I'd go for Anivia to prevent potential initiates on your team with wall; either that or Malz since voidlings absolutely wreck towers. Jungle and top doesn't really matter, but having Shen in one of those positions would be ideal since that way you can threaten two lanes at once.
On July 11 2012 19:52 PrinceXizor wrote: Does tiger form still deal its damage to towers?
and my thought with talon was his W clears a whole wave, then his Q helps push towers incredibly fast, though him being melee means his pushes have to be momentum based. Tiger never did damage to towers iirc. It was just a visual bug when you would see the tiger animation on towers.
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On July 11 2012 19:34 PrinceXizor wrote: Hm, what would be a good 8 heroes to pick from for a push strat.
sivir carry, karma/janna support, ziggs/talon mid, jayce/rumble top, ??? jungle?
anyone else in any role? Jayce is the best pusher in the entire game.
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Tiger proc doesn't apply, but Phoenix Udyr wrecks minion waves and Tiger Udyr goes up to 1.6-1.7 AS with AS marks and without even wit's, some with some AD he wrecks towers.
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Jayce needs 1 second to get half hp off a tower with a 6000 gold investment and he clears minion waves instantly~ Oh yeah and he can attack the tower from afar
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On July 11 2012 20:08 Shikyo wrote: Jayce needs 1 second to get half hp off a tower with a 6000 gold investment and he clears minion waves instantly~ Oh yeah and he can attack the tower from afar 500 range isn't really much to write home about... His W does shred towers tho I'll give u that.
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On July 11 2012 20:01 Shikyo wrote:Show nested quote +On July 11 2012 19:34 PrinceXizor wrote: Hm, what would be a good 8 heroes to pick from for a push strat.
sivir carry, karma/janna support, ziggs/talon mid, jayce/rumble top, ??? jungle?
anyone else in any role? Jayce is the best pusher in the entire game.
Not really. Malzahar is much better. And among bruisers shyvanna seems faster than jayce to me.
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On July 11 2012 20:11 anmolsinghmzn2009 wrote:Show nested quote +On July 11 2012 20:01 Shikyo wrote:On July 11 2012 19:34 PrinceXizor wrote: Hm, what would be a good 8 heroes to pick from for a push strat.
sivir carry, karma/janna support, ziggs/talon mid, jayce/rumble top, ??? jungle?
anyone else in any role? Jayce is the best pusher in the entire game. Not really. Malzahar is much better. And among bruisers shyvanna seems faster than jayce to me. jayce's damage on hit from stance change works on towers, + his max attack speed for 3 hits, and his ability to use trinity make him among the best tops for pushing i'd think, regardless of the rest of his kit.
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Ok so this has been nagging me for a while now so I'll throw it out there: why don't we see teleport used more often in tournament play? To me it looks like ignite/exhaust/heal are most useful to punish mistakes (of which there should be few in pro play and indeed we often see low kill count games). On the other hand teleport gives you a ton of utility, especially in coordinated play. Besides the obvious (jumping to a ward to gank or being able to return to lane instantly after a blue pill) it lets your entire team threaten dragon or baron at any time. Lategame I could imagine pushing all three lanes, having the jungler drop a ward at baron and the whole team teleporting over, taking down baron before the enemy can react (assuming they don't run teleport themselves).
Given the power of other global spells and the strength of mobility/map presence in organized play I'm really surprised to see it barely used at all. Is the cooldown simply too long? Are ignite/heal/exhaust really that important even in high-level organized play? Or is it simply a holdover from soloque play?
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On July 11 2012 20:20 Goragoth wrote: Ok so this has been nagging me for a while now so I'll throw it out there: why don't we see teleport used more often in tournament play? To me it looks like ignite/exhaust/heal are most useful to punish mistakes (of which there should be few in pro play and indeed we often see low kill count games). On the other hand teleport gives you a ton of utility, especially in coordinated play. Besides the obvious (jumping to a ward to gank or being able to return to lane instantly after a blue pill) it lets your entire team threaten dragon or baron at any time. Lategame I could imagine pushing all three lanes, having the jungler drop a ward at baron and the whole team teleporting over, taking down baron before the enemy can react (assuming they don't run teleport themselves).
Given the power of other global spells and the strength of mobility/map presence in organized play I'm really surprised to see it barely used at all. Is the cooldown simply too long? Are ignite/heal/exhaust really that important even in high-level organized play? Or is it simply a holdover from soloque play? Ignite/Exhaust/ heal are fighting summoners which can make or break a lane. It really depends on the lane match-up and no team will allow you a favorable match-up. Sure you can threaten a dragon (which is equivalent to about 1k team gold (190 individual gold) and some exp) but in the mean time, have fun getting zoned from level 1 because the opponent already has an advantage over you. Worse case scenario, you get zoned so much and are so underleveled and underfarmed the opponent can actually 5v4 and treat you like an ATM machine.
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On July 11 2012 20:20 Goragoth wrote: Ok so this has been nagging me for a while now so I'll throw it out there: why don't we see teleport used more often in tournament play? To me it looks like ignite/exhaust/heal are most useful to punish mistakes (of which there should be few in pro play and indeed we often see low kill count games). On the other hand teleport gives you a ton of utility, especially in coordinated play. Besides the obvious (jumping to a ward to gank or being able to return to lane instantly after a blue pill) it lets your entire team threaten dragon or baron at any time. Lategame I could imagine pushing all three lanes, having the jungler drop a ward at baron and the whole team teleporting over, taking down baron before the enemy can react (assuming they don't run teleport themselves).
Given the power of other global spells and the strength of mobility/map presence in organized play I'm really surprised to see it barely used at all. Is the cooldown simply too long? Are ignite/heal/exhaust really that important even in high-level organized play? Or is it simply a holdover from soloque play? Teleport and CV are two summoners that give you really good mid/late game power and also more control over the game. The biggest reason why you don't see them very often atm is because win lane = win game is pretty much the dominant way to play right now. The (relative) lack of comeback mechanics means that the team that secures a significant enough early lead in LoL has an overwhelming statistical likelihood to win the game.
Laning and early/mid game strength is simply too central to the metagame right now. This is also why you don't see late-game oriented champions (like Riven to a certain extent or Nasus) nearly as much as early/mid game oriented champions; along with why gank-oriented junglers like Naut are so popular and why farming junglers like Udyr are less popular atm. Picks are more variable and you do see some turtle comps now and then (ex. Froggenivia), but by and large teams place a TON of emphasis on early/mid game control.
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On July 11 2012 20:20 Goragoth wrote: Ok so this has been nagging me for a while now so I'll throw it out there: why don't we see teleport used more often in tournament play? To me it looks like ignite/exhaust/heal are most useful to punish mistakes (of which there should be few in pro play and indeed we often see low kill count games). On the other hand teleport gives you a ton of utility, especially in coordinated play. Besides the obvious (jumping to a ward to gank or being able to return to lane instantly after a blue pill) it lets your entire team threaten dragon or baron at any time. Lategame I could imagine pushing all three lanes, having the jungler drop a ward at baron and the whole team teleporting over, taking down baron before the enemy can react (assuming they don't run teleport themselves).
Given the power of other global spells and the strength of mobility/map presence in organized play I'm really surprised to see it barely used at all. Is the cooldown simply too long? Are ignite/heal/exhaust really that important even in high-level organized play? Or is it simply a holdover from soloque play? It isn't used at tournament level because the teams are so even that an offensive/defensive summoner can win a lane. At the highest level of play 'win lane, win game' still applies and snowballing is the most commonly the deciding factor in games.
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never play on NA at 7:30 AM EDT. The community is bad enough as it is, but damn it gets terrible.
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On July 11 2012 20:11 anmolsinghmzn2009 wrote:Show nested quote +On July 11 2012 20:01 Shikyo wrote:On July 11 2012 19:34 PrinceXizor wrote: Hm, what would be a good 8 heroes to pick from for a push strat.
sivir carry, karma/janna support, ziggs/talon mid, jayce/rumble top, ??? jungle?
anyone else in any role? Jayce is the best pusher in the entire game. Not really. Malzahar is much better. And among bruisers shyvanna seems faster than jayce to me. No..
Both kill minions at the same speed and jayce is way better vs towers
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On July 11 2012 20:47 Shikyo wrote:Show nested quote +On July 11 2012 20:11 anmolsinghmzn2009 wrote:On July 11 2012 20:01 Shikyo wrote:On July 11 2012 19:34 PrinceXizor wrote: Hm, what would be a good 8 heroes to pick from for a push strat.
sivir carry, karma/janna support, ziggs/talon mid, jayce/rumble top, ??? jungle?
anyone else in any role? Jayce is the best pusher in the entire game. Not really. Malzahar is much better. And among bruisers shyvanna seems faster than jayce to me. No.. Both kill minions at the same speed and jayce is way better vs towers Pretty sure Malz can kill minions a lot faster with Q+E. I haven't played Malz in a looong time but iirc blue buff Malz can maintain 2 voidlings that absolutely melt towers. No idea if that would outdamage Jayce W tho; it probably won't.
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On July 11 2012 20:45 PrinceXizor wrote: never play on NA at 7:30 AM EDT. The community is bad enough as it is, but damn it gets terrible.
I noticed the same for europe. Playing between 4 AM and 7 AM is horrible. The players are really, really bad and rage even more than usual.
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On July 11 2012 20:53 Ryuu314 wrote:Show nested quote +On July 11 2012 20:47 Shikyo wrote:On July 11 2012 20:11 anmolsinghmzn2009 wrote:On July 11 2012 20:01 Shikyo wrote:On July 11 2012 19:34 PrinceXizor wrote: Hm, what would be a good 8 heroes to pick from for a push strat.
sivir carry, karma/janna support, ziggs/talon mid, jayce/rumble top, ??? jungle?
anyone else in any role? Jayce is the best pusher in the entire game. Not really. Malzahar is much better. And among bruisers shyvanna seems faster than jayce to me. No.. Both kill minions at the same speed and jayce is way better vs towers Pretty sure Malz can kill minions a lot faster with Q+E. I haven't played Malz in a looong time but iirc blue buff Malz can maintain 2 voidlings that absolutely melt towers. No idea if that would outdamage Jayce W tho; it probably won't. Q is only backline and E takes like 12 secs for melee, do you know how fast jayce clears
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On July 11 2012 20:54 Morfildur wrote:Show nested quote +On July 11 2012 20:45 PrinceXizor wrote: never play on NA at 7:30 AM EDT. The community is bad enough as it is, but damn it gets terrible. I noticed the same for europe. Playing between 4 AM and 7 AM is horrible. The players are really, really bad and rage even more than usual. I've never had to report 9 players before. but i did.
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