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[Patch 1.0.0.146: Late August] General Discussion - Page 33

Forum Index > LoL General
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Craton
Profile Blog Joined December 2009
United States17303 Posts
September 02 2012 08:26 GMT
#641
Double WotA is uncommon for most teams right now.

WotA is useful in general because even your non-mages get some heal out of it. Starks is quite nice because your AD is your biggest threat and it adds to their damage + makes them a touch safer.

Shurelya's + Aegis are the best two items for all situations.

Soul Shroud is a niche item for poke comps that can make use of aura CDR.

Locket is sort of a "well shit got nothing else worth getting." It helps a touch against AoE comps. It's not bad but there are just better choices in general.
twitch.tv/cratonz
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
September 02 2012 09:06 GMT
#642
its really like not very often you can get anything past shurelia and aegis as support, if you're debating about support items at lower elo then you 100% should've spent the money on wards and oracles instead. Every game I played where I had gold to buy other items after aegis/shurelia I've gotten mejas and dfg instead because it doesnt matter at that point.
Lmui
Profile Joined November 2010
Canada6223 Posts
September 02 2012 09:09 GMT
#643
Ugh Karthus is so much weaker now. His wall does literally nothing. I used to be able to hit level 8, level wall a second time and then W>QQQQ and truck someone for half their health easily. Now I do as much damage with wall +QQQQ as my regular QQQQ harass, doing a third of their health if I'm lucky. Karthus pretty much has 0 offensive power in lane now, just farm wraiths and wolves I guess with the extra strong defile. The offensive power of the wall beyond the slow is completely gone. Karthus just got neutered.

On the other hand it looks like diana snowballs around akali levels now. She's still pretty strong in lane but not the easy 100-0 champ she was before. I'll have to see her a few more times to be sure but she's close to being alright. She does have a better laning phase mid than akali IMO so she might still need some tweaks.

Graves, played against him. His early laning is exactly the same, there's no real difference but you can feel the sustained damage deterioration later. He'll still truck people with Q+R but after that, his sustained damage doesn't stand up to ezreal/corki any more.

Morde
It's going to be weird adjusting to this. His E range feels like it got longer in the game I played against morde, I don't know if it's a product of the model size change but it doesn't quite feel as short as it used to.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
September 02 2012 09:34 GMT
#644
On September 02 2012 18:06 zulu_nation8 wrote:
its really like not very often you can get anything past shurelia and aegis as support, if you're debating about support items at lower elo then you 100% should've spent the money on wards and oracles instead. Every game I played where I had gold to buy other items after aegis/shurelia I've gotten mejas and dfg instead because it doesnt matter at that point.


I don't like placing the burden of Aegis on supports in most cases. It's really hard for them to complete in time for the mid-game if they aren't getting assists or dragons. You practically have to rush it straight after Philo in order to be sure, and then you don't have Shurelya's or CDR.

It's generally a much better item for your jungler or, if you aren't worried about having it in the center of action before the mid-game, your top lane.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
September 02 2012 10:14 GMT
#645
i like 2 aegis and usually top and jungle get it
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
Last Edited: 2012-09-02 10:51:48
September 02 2012 10:51 GMT
#646
Normally I go hp/manareg gp10 -> boots -> aegis -> kindlegem -> zeke (if 2 ad)
for double AP I will try WotA for the next games.

Whats the purpose for two aegis? does the aura stack?
WriterFollow me @TL_Chexx
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
September 02 2012 11:05 GMT
#647
On September 02 2012 19:51 Chexx wrote:
Normally I go hp/manareg gp10 -> boots -> aegis -> kindlegem -> zeke (if 2 ad)
for double AP I will try WotA for the next games.

Whats the purpose for two aegis? does the aura stack?

Stacks for the carriers.
God Bless
AsnSensation
Profile Joined April 2011
Germany24009 Posts
September 02 2012 11:06 GMT
#648
+ when one of them dies, your team maintains the aura.
Sponkz
Profile Joined May 2011
Denmark4564 Posts
September 02 2012 11:07 GMT
#649
On September 02 2012 18:34 Seuss wrote:
Show nested quote +
On September 02 2012 18:06 zulu_nation8 wrote:
its really like not very often you can get anything past shurelia and aegis as support, if you're debating about support items at lower elo then you 100% should've spent the money on wards and oracles instead. Every game I played where I had gold to buy other items after aegis/shurelia I've gotten mejas and dfg instead because it doesnt matter at that point.


I don't like placing the burden of Aegis on supports in most cases. It's really hard for them to complete in time for the mid-game if they aren't getting assists or dragons. You practically have to rush it straight after Philo in order to be sure, and then you don't have Shurelya's or CDR.

It's generally a much better item for your jungler or, if you aren't worried about having it in the center of action before the mid-game, your top lane.



Aegis on melee supports seem like the way to go, because they need resists if they don't wanna get blown up. For ranged supports it seems more of a personal preference.
hi
Amui
Profile Blog Joined August 2010
Canada10567 Posts
September 02 2012 11:26 GMT
#650
Aegis is an item I feel is almost mandatory on most junglers. They are going to be in pretty much every single engagement on the map involving 3 or more people, and often need the extra survivability to make plays. Adding ~10-15% effective health onto everybody involved, and like 50-60% to yourself often turns fights into one sided slaughters. Most junglers that don't get shut down can generally afford one around the 15-20 minute mark(usually around time for second dragon).
Porouscloud - NA LoL
Lunek
Profile Joined October 2010
Poland164 Posts
September 02 2012 12:37 GMT
#651
Just checked efectiveness of aegis on lvl 11 shyvana, since i picked that as a point when you will be able to afford full aegis, was about 35% increase of effective hp
samthesaluki
Profile Joined November 2010
914 Posts
September 02 2012 13:00 GMT
#652
can someone explain lane freezing to me a bit more because my idea of lane freezing seems to be wrong i dont see how tanking creeps would freeze .....
Gorsameth
Profile Joined April 2010
Netherlands22683 Posts
September 02 2012 13:04 GMT
#653
By tanking the creeps outside of tower range you stop the lane from turning back towards the enemy. Since your tower cleans up so fast you dont want it shooting. Instead you stop the wave a bit away untill your own wave comes.(which should then lose the the enemy wave since its outnumbered at which point you tank a bit more ect)
It ignores such insignificant forces as time, entropy, and death
samthesaluki
Profile Joined November 2010
914 Posts
September 02 2012 13:15 GMT
#654
makes sense i guess but why would it outnumber surely if ur tanking creeps your minions get free shots on theres?
Slayer91
Profile Joined February 2006
Ireland23463 Posts
September 02 2012 13:16 GMT
#655
You let your wave die then tank the remaining minions until both minion waves return meaning it'll be say 9 vs 3 and you keep doing that so the lane stays wherever you tank the creeps, usually near your tower.
aka Teutonica
Gorsameth
Profile Joined April 2010
Netherlands22683 Posts
September 02 2012 13:17 GMT
#656
On September 02 2012 22:15 samthesaluki wrote:
makes sense i guess but why would it outnumber surely if ur tanking creeps your minions get free shots on theres?


Minion aggro is such that when they are hitting you and one of your minions comes into range they will switch from you to the minion (assuming the aggro isnt from hitting an enemy champion)
It ignores such insignificant forces as time, entropy, and death
SnK-Arcbound
Profile Joined March 2005
United States4423 Posts
September 02 2012 14:07 GMT
#657
On September 02 2012 22:15 samthesaluki wrote:
makes sense i guess but why would it outnumber surely if ur tanking creeps your minions get free shots on theres?

You don't tank the damage of the creeps when your creeps are fighting, you do it when there are still enemy creeps but yours are all dead. Normally the creeps would walk up to the turret and die. Instead you tank the creep damage outside of the turret range, that way your creep wave will meet with the wave you're holding right at your turret.
upperbound
Profile Joined September 2011
United States2300 Posts
Last Edited: 2012-09-02 14:49:41
September 02 2012 14:49 GMT
#658
Also a lot of bad players freeze the wave wrong in that they tank the minions correctly, but then auto-attack and aoe clear the wave when their minions do get there, at which point you've basically accomplished nothing except pushing the lane slowly toward your opponent. Remember that freezing the lane is only helpful if you keep it pushing toward you, which means that you only want to kill minions at roughly the same speed that your opponent/the other, larger minion wave kills yours -- try to stop your opponent from shoving the lane into your tower right away, forcing you to tank an even larger minion wave for a longer period of time, but don't just go on an auto attack spree now that you see a meaty wave in front of you.
Cloud9157
Profile Joined December 2010
United States2968 Posts
September 02 2012 16:24 GMT
#659
On September 02 2012 23:49 upperbound wrote:
Also a lot of bad players freeze the wave wrong in that they tank the minions correctly, but then auto-attack and aoe clear the wave when their minions do get there, at which point you've basically accomplished nothing except pushing the lane slowly toward your opponent. Remember that freezing the lane is only helpful if you keep it pushing toward you, which means that you only want to kill minions at roughly the same speed that your opponent/the other, larger minion wave kills yours -- try to stop your opponent from shoving the lane into your tower right away, forcing you to tank an even larger minion wave for a longer period of time, but don't just go on an auto attack spree now that you see a meaty wave in front of you.


I was always under the impression that if there is something like a 11-6 advantage for enemy creeps that you wanted to knock a few of them down instantly. So if you knock them down to say 8 or 9, the wave should still push toward you due to their superior numbers, right? That way you don't have to tank nearly as many minions than when you just tank the 7 or 8 minions that are still alive because all 11 murdered your creeps really hard.

Dunno, been trying to learn how to freeze my lane+lane control in general for a bit. Just what it seems like to me.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
Chiharu Harukaze
Profile Joined September 2011
12112 Posts
September 02 2012 16:27 GMT
#660
On September 03 2012 01:24 Cloud9157 wrote:
Show nested quote +
On September 02 2012 23:49 upperbound wrote:
Also a lot of bad players freeze the wave wrong in that they tank the minions correctly, but then auto-attack and aoe clear the wave when their minions do get there, at which point you've basically accomplished nothing except pushing the lane slowly toward your opponent. Remember that freezing the lane is only helpful if you keep it pushing toward you, which means that you only want to kill minions at roughly the same speed that your opponent/the other, larger minion wave kills yours -- try to stop your opponent from shoving the lane into your tower right away, forcing you to tank an even larger minion wave for a longer period of time, but don't just go on an auto attack spree now that you see a meaty wave in front of you.


I was always under the impression that if there is something like a 11-6 advantage for enemy creeps that you wanted to knock a few of them down instantly. So if you knock them down to say 8 or 9, the wave should still push toward you due to their superior numbers, right? That way you don't have to tank nearly as many minions than when you just tank the 7 or 8 minions that are still alive because all 11 murdered your creeps really hard.

Dunno, been trying to learn how to freeze my lane+lane control in general for a bit. Just what it seems like to me.

Even if there are only 6 minions, you can get the other side to push if you stand a bit in front of your own minion wave which causes the enemy minion wave to focus you first forming a concave. When your own minion wave arrives, they'll arrive in a conga line and walk right into the concave you've set up and die faster since the enemy wave will focus fire better.

Of course, you're exposed to harass doing this. But in an empty lane (say, the other guy just backed) it's a neat thing to sometimes do.
It's like, "Is the Federation's Mobile Suit some kind of monster?"
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