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Hello TL LoL'ers.
I have been playing LoL since the release but only casual (250'ish wins only).
Since the beginning i have played as Tank or Support/tank, and i think i do a good job but now i am starting to get tired of those roles and i am trying to play the heroes called "Attack Damage Carry".
Since 1 week ago, my scores with the heroes are terrible, no good damage and i am really squishy. I am following some good guides from solomid's website but i think its not enough, plus i dont have any runes for ADC, just my full pages for tank/support.
Any tips or what should i do?
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You really should have a page for AD's - it's flat AD red/quints, flat armor yellow, flat MR blues. It's a standard rune page that a lot of bruisers use, actually. If you prefer armor pen red's that OK too.
There's definitely different skills for the different roles. Jungle/support are a lot less mechanically demanding, and you don't need intimate knowledge of each lane matchup, but you need to have very good game sense and knowledge. As a jungler you need to understand which lane needs help, and when; which lane is vulnerable to an opposing gank and be in position to countergank; when to invade/counterjungle and when it's dangerous to do so; which objectives to prioritize; and how much farm to take. As a support your early warding and lane positioning will be the difference between a safely farmed carry and one that doesn't have a BF sword by 15 min. Late game your positioning, warding, and protection of your carry also decides games.
For AD, your objectives in descending order: 1) stay alive, and 2) last hit well and find ways to farm without hurting your team, and 3) maximize your damage. A dead carry deals 0 damage, so maximizing your damage is last priority, but you running around not attacking anything is not good either. Your goal for the first 15-20 min is to stay alive and farm. Your job in team fights is to hit the squishiest/highest priority target, without dying. This often means kiting the bruiser that's diving you, and then a little later in the teamfight coming back to go for the squishies. You have to have the mindset that, if you die, your team probably just lost half of your sustained damage (or more). Lane matchups are important, but as long as you know what to watch out for in a given lane you'll be alright (e.g. trist/ali at level 2, ashe/sona at 6, stay in creep wave when facing blitz, stay the hell away from taric+burst AD like corki/graves).
Compare this to the mindset of a bruiser - your job is to zone or kill the enemy carries, or to peel for your own (depending on the fight). It is NOT to soak damage, but to minimize deaths (often by minimizing damage to your team) by disabling or taking the damage, since you take less damage than everyone. You cannot say after a fight "I tanked vayne for my full health bar, the rest of my team did nothing!" if your positioning was terrible. Your job is, essentially, the complete opposite of an AD carry. I'm guessing this is why you are having trouble adapting to playing AD.
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Thank you very much Sandster to take some minutes to post all that info, that was a very good read and indeed, i am still having the mindset of being a Tank while i am playing as Vayne (this is my first AD hero im using). About the AD runes, i talked with a friend who knows how to build good pages of runes, he said that at least i need 10k of points to have a good rune list for AD, right now i have 4500k and trying to get some more.
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I think pretty much everything in his third paragraph is correct.
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It's slightly cheaper. Here's the standard AD rune page:
Flat AD reds: 205ip x 9 = 1845ip Flat Armor yellows: 205ip x 9 = 1845ip Flat MR blues: 205ip x 9 = 1845ip Flat AD quints: 1025ip x 3 = 3075ip Total: 8610 ip
But you probably already have armor yellows and MR blues (use scaling if you have them for now). Armor seals are the most important runes in the game, as every single champion benefits from them, so you definitely should have those anyway.
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Sandster pretty much nailed it. Let me see how I would define the skills and tasks of each role.
Mid/AP: generally need to be good with skill shots, last hitting, and map awareness
I would say the overall goals of mid lane are to 1) kill your opponent, 2) out farm your opponent, 3) keep the lane pushed hard so if he leaves for too long, he loses his tower, which opens up 4) gank other lanes as available. I would say that is the order I prioritize things, this may change slightly depending on character/MU though.
Of utmost importance is knowing when you can kill the other guy. blowing all your CD only to have the opponent walk away with 15hp is one of the worst things you can do as a mid laner. When you dive, you kill.
Top: good last hitting, map awareness, sustain
Similar to mid, but with the priorities shifted around. Sustain and farming take precedence over killing and pushing. While mid is "trying to kill the other guy", top is "trying to make sure the other guy doesn't kill me." Strong top lane characters are generally short ranged and have good movement. Movement speed is important for top lane, which is more exposed than mid, you also need to have a lot of sustain as it is not uncommon to go 5-10 minutes without returning to base. Leaving your lane without reason when you are top, can cost you the game, even if no kills come from it. This is very much so a farming race and the battles can be long and arduous. Beware of ganks from their jungler and be ready to be ignored by your own.
Jungle: map presence above all else
Jungling is perhaps the most interesting role IMO. By taking the jungle, you are accepting that your farm will be sub-par and there is nothing you can do about it. The jungle offers decent leveling speed and the freedom to wander the map at the cost of money. Going jungle, know that you will be poor, but often time one of the most influential people in the game. A good jungler can shut down the entire opposing team before the laning phase is over, a bad jungler can feed an already leaning lane into a lost game.
Jungling very much so requires one to understand the flow of the entire map. A jungler needs to see the patterns of when a lane will push in either direction, understand the ganking potential of every character, and be in position to take advantage of all these things all the time while still keeping his own farm up. I would call jungling the most intellectually challenging and least mechanically challenging role in the game.
Support: lane presence, teamwork, map vision
Support is a role that far too many people under-prepare for. 90% of a supports effectiveness comes from runes and masteries. Do not play support thinking you can go into things loaded down like any of the other roles, it really does require its own set, luckily the runes and stronger support characters are relatively cheap. One could get a full support set with multiple good characters for under 10k IP.
Assuming the loadout is in order, support does most of the work in bottom lane. Their job is to set up the carry for a successful game, protect them against ganks, while setting up ganks on the opposing team or zoning them out if no ganks are available without getting themselves or the carry killed. Ending the laning phase with more than 10 creep kills is utter failure. Your job is far more important than farming, you are a play-maker, setting up games for the easy win.
Wards need a particular mention here. While every member of the team should be buying a ward at least every other shop visit, the support should be buying 1-2 EVERY shop visit, especially in the mid-game stages and later. Far too many support players get caught up in the mid-game items and forget to ward properly. Vision wins games, and supports are the characters most enabled to facilitate superior map control through wards. Oracles is another item that is a game changer (by clearing out the opponents vision), unfortunately, it is generally a waste of money in the lower leagues.
Carry: Live, Farm, Kill
The primary job of the Carry is to simply not die. The Carry is interesting in the sense that their damage is their defense. A carry cannot afford to buy anything that does not directly increase their damage. They generally start the game out weaker than most other characters, and levels don't help much for their scaling. Damage items, on the other hand, work wonders. Above all, a Carry must live to farm and get more gold, last hit creeps well to maximize income, and know when to take advantage of opponents being out of position. This is probably the most technically demanding role as mouse clicks must be fast and precise, positioning is of the utmost importance, and still, 50% of your success is dependent on other people.
The Carry is both the best and worst position to play in League. They DO get all the glory at the end, but in order to make it there, you have to work your way through the drudges of early game. Fail then, and you will never come to glory.
This is just my take on the different positions, their roles, and the skills best suited to them. Hopefully it helps.
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