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That's not the original sivir, this is: http://i.imgur.com/gRmT8.jpg
I have a feeling rengar is going to get the ezreal treatment and he will lose "things he can do" and buff the remaining things he can do : see ezreal W
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On December 19 2012 11:46 Phrost wrote:That's not the original sivir, this is: http://i.imgur.com/gRmT8.jpgI have a feeling rengar is going to get the ezreal treatment and he will lose "things he can do" and buff the remaining things he can do : see ezreal W
oh thats the shitty beta Sivir, didn't know you were talking about that lol. everything was a joke, not just sivir in terms of artwork at that point. But people really hated on the sivir I posted when I dont really see why its that bad.
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United States23745 Posts
Playing ARAMs and I get this smug satisfaction when people dodge because I know they are going to be caught in the login queue time. Nice consolation.
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On December 19 2012 11:51 onlywonderboy wrote: Playing ARAMs and I get this smug satisfaction when people dodge because I know they are going to be caught in the login queue time. Nice consolation.
I hate ARAM's because I get kicked from lobbies for being too good at the game, and I'm only 1600's QQ.
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On December 19 2012 04:36 Seuss wrote:Show nested quote +On December 19 2012 04:02 sylverfyre wrote:On December 19 2012 02:59 mordek wrote:He just posted linkies a couple pages ago  I literally just updated my guide today, published a video, and posted about it on my blog. A few important pointers: - Wriggle's is terrible on Akali.
- Maxing E first is worthless the moment you leave the jungle.
- Full AD is utter nonsense.
- Spell Vamp Quints are bliss. Get them if you can (otherwise Diamond's Runes are fine, just not as safe).
Also, when your team has 2+ tanky champions there's no need to build tanky. Just go Gunblade -> DFG -> Lich Bane, be a little patient about how you enter fights, and shock yourself giddy when the enemy carries disappear in a puff of smoke. There's some factual errors, however, made in the guide though... + Show Spoiler [Spoilered for length.] +Errors: You claim that scaling AP glyphs allow you to reach the AP you need at level 2 for bonus magic damage. (you need 19.5 AP to activate the autoattack magic damage passive on akali, not 9.5) Math time! 0.17 * 9 * 2 (level 2) is 3.06 AP. 1AP/level (mastery) is 2 AP. 6 flat AP from mastery. I'm only counting 11.06 AP, +5% is 11.613. You aren't activating this passive until level 6 with scaling AP glyphs.
If you use flat AP glyphs, you're looking at 17.8 * 1.05 AP at level 1, 18.8*1.05 at level 2 - attaining the passive at level 2. 18.8*1.0375 (3 out of 4 points in archmage) lets you reach it at level 2. Barely. Without Archmage, you can have it at level 3.
It's worth noting that contrary to what you wrote, Ignite CAN be used on jungle monsters, just not lane minions (At least according to the patch that modified ignite like this. I've ignited baron since then, but not normal or buff camps) - so it CAN speed up your jungle if you're willing to blow it.
If you ignite a mob at level 1, that's 5 free AP, granting you early access to the autoattack magic damage buff. (but it does neuter your ability to duel/gank someone with summoners up, and requires you to run ignite-smite, which can make it hard to survive later in the game)
My opinions: 1 - I may be too worried about getting Discipline of Force (the AP passive) early. Level 6 might be OK - it's worth like 8-9 damage then (depending on if you're hitting a person or a machete-10%applicable monster)
2- I don't like Archmage that much on Akali - you're not really stacking THAT much AP (no deathcap in sight, for example), 5% AP isn't doing a whole lot for you, especially in the early/midgame where you're busy building a gunblade / have ONLY a gunblade, and I think you do want to be activating the AP passive earlier than you are. Maybe I'm overvaluing it, though - it's worth ~6 autoattack damage at those early levels.
3 - What do you think about running 7 AD marks (all you need for the passive) and 2 hybrid pen marks? It's a really minor optimization though, and probably doesn't even help your clear speed, only your damage on champions. Furthermore in the penetration front, how do you feel about an early-ish Haunting Guise (Let's say... after the revolver?) Is the Gunblade too important to stall for some efficient earlygame stats?
4 - I feel like you may undervalue the utility Zhonya's and GA on assassins - (You recommend Zhonya only against AD heavy teams? Just cause it has a chainmail doesn't mean it's not good against AP!) Either form of invulnerability can allow you to stall for cooldowns - which, when you have all that spell vamp, can allow you to fight your way through intense situations.
Edit: wow, I took so long to write this that I got mega-ninja'd. Still, I want to try out Akali jungle, and I've been looking for an excuse to pick up vamp quints!
One more thing - I get the feeling 2% damage from havoc is better overall output than 3% CDR (going from 1/4 CDR to 4% CDR) Thanks for the catches, the AP error is an artifact of the recent updates. It should have read "Flat AP Glyphs", not "AP/Level Glyphs", but I somehow overlooked that (probably because I was working hastily over my lunch break). The moment I or someone else confirms that you're right about Ignite I'll fix it and be extremely excited (I love running Ignite on Jungle Akali, it works with her Spell Vamp). Points #1-#2: Archmage was what allowed the AP passive to activate at level 2. You're right to want the passive ASAP because it makes a significant difference in the jungle, especially early on. With Ignite, however, it's not necessary, so you could pick up both Havoc and Sorcery if that's your preference. #3: Why stop at 7? With Ignite you can get away with 2, or even 1 if you invest in the Deadliness mastery. Heck, you could go all MPen or Hybrid Marks and run 2 AD Seals for true shenanigans (In fact, I think I'll do just that if Ignite works as you say). #4: My experience with Akali post-Season 3 has been that building for survival is a circular feedback loop. You build survivability because you can't insta-kill the enemy carries, and you can't insta-kill the enemy carries because you built survivability. So far the only non-tanks that have outright survived my burst with Gunblade + DFG + Lich Bane have been BC stacking bruisers and Ryze, the former of which no longer exist. It's not bad to build some of these tankier items eventually, but first and foremost your objective is the quick elimination of the enemy carries. Finally, I like the CDR because it puts you at 39% with DFG and blue buff. Akali with 2.4 second Qs is craaaazy. Edit: The patch notes from v151 claim it is only usable on Champions, so unless it's outright wrong my reverie regarding Ignite may be for naught.
Do you have any thoughts on any of the machete items or do you just tend to leave it as be.
Been following your Jungle akali guide since S1 and my very first ranked game was Akali jungle, keep up the awesome work
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United States23745 Posts
On December 19 2012 11:53 Amui wrote:Show nested quote +On December 19 2012 11:51 onlywonderboy wrote: Playing ARAMs and I get this smug satisfaction when people dodge because I know they are going to be caught in the login queue time. Nice consolation. I hate ARAM's because I get kicked from lobbies for being too good at the game, and I'm only 1600's QQ. That's lame, there are plenty of high Elo players that are trash at ARAM haha.
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On December 19 2012 11:46 Phrost wrote:That's not the original sivir, this is: http://i.imgur.com/gRmT8.jpgI have a feeling rengar is going to get the ezreal treatment and he will lose "things he can do" and buff the remaining things he can do : see ezreal W Female Taric o/
... Holy shit that's ugly. o_o
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Watching MLG LoL reminds me of one thing :
#1 rule of playing CLG is DO NOT 1v1 DOUBLELIFT.
EDIT : Crumbz dying with ulti on mumu... that's just sad :/
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On December 19 2012 10:11 Two_DoWn wrote:Show nested quote +On December 19 2012 09:42 Seuss wrote:On December 19 2012 09:15 Two_DoWn wrote:On December 19 2012 08:49 Seuss wrote:On December 19 2012 08:34 Two_DoWn wrote:On December 19 2012 07:52 Requizen wrote:How's Sejuani nowadays? She is a decent amumu alternative, but they still are too scared to actually make the changes she needs in order to be a top pick because of how deadly she could be simply based on her kit. The main problem is you need to max BOTH Q and E as soon as possible (Q for the CD, E for the damage and slow %), while her W scales pretty badly with levels, but awesomely with health, which you cant actually stack early on. I've found that since release the best way to go about building her is to grab a point in everything by level 3, then maxing her E for ganks, then her Q for the CD. Ideally, you dont want to actually get W until level 3, because it doesnt help at all in a level 2 gank, and if you grab blue spamming E is actually about as effective as using W.The benefit she does have is the new items are all boss for her. Grabbing health and resists is so easy with the new items. But what she really needs is a massive slice off the CD on her level 1 Q, and to adjust her W to make it more reasonable as the 1 point wonder that it really is. I challenge the bolded assertion. I will examine two scenarios. First I will examine a first clear scenario (e.g. only Rank 1 in each ability). Then, I will examine clearing at Level 9. For the purposes of this exercise I will ignore any factors which affect both abilities equally (e.g. Machete's damage amplification). At level 1 with nothing other than Durability and Veteran's Scars, Sejuani will have 571 Health. With Frost on her primary target, this will deal 18(+1.5% Maximum Health) damage every second for 6 seconds. This totals 159 damage. This is more than two and a half times the damage that Permafrost does. Given that Permafrost's cooldown is actually one second longer, it is mathematically impossible for it to be "about as effective". At level 9 with no health items whatsoever, Sejuani will have 1267 Health. Rank 1 Northern Winds will deal 222 damage to a target with Frost, and Rank 5 Permafrost will deal 260 damage every 11 seconds. Rank 5 Northern Winds will deal 624 damage to a target with Frost. Again, it's mathematically impossible for Permafrost to be "about as effective", even if you're also using rank 1 Northern Winds. The fact of the matter is that maxing anything other than W first will result in slower clearing. That's not to say you should max W first, but that it's inaccurate to claim that there's no significant different between W and E when it comes to clearing. Damage and speed is less, but spaming E isnt gonna get you killed by red, which is what I meant by about as effective. Its gonna still let you jungle. Plus you can spam off 2 E's, which you cant do with W (standing for a full 12 seconds vs standing still for .5) That's kind of like comparing a Model T and a Lamborghini and saying they're "about as effective" because both will get you to the grocery store down the street. You're omitting some very important information and if you were a car salesman in my employ I'd fire you on the spot. In a discussion of effective methods of jungling (or any facet of LoL for that matter) being so vague and wishy-washy is a cardinal sin. Also, even if a creep lasts exactly 11 seconds so you only get 1 W off you still do more damage, and it's all done 5 seconds sooner (that's the more than two and a half times the damage part). The point is that they WILL get you down the street though. If the only goal is to get you to the grocery store, it doesnt matter what kind of car it is, so long as it gets you there. The goal on Sej is to get through the jungle so she can gank. It doesnt matter if she uses E or W, she can get through the jungle and gank. Maxing W first is a non starter because it is useless in a gank scenario. If getting to the grocery store is all I care about, why does it matter that a Lambo can go 120 miles an hour when I cant actually ever make use of it effectively. Max W Sej is still gonna be slower than other junglers, and will be pretty useless in a gank. In discussing effective methods of jungling (or any facet of LoL for that matter) realizing the overall reason you pick a champion is the most important thing when discussing how to build or play that champion. It isnt being vague OR wishy washy to say that E will get you through the jungle, because it will. Who cares that Annie has a really sick autoattack range. You aint gonna use her as an AD carry. Who cares that maxing W can deal a little bit more damage to creeps. You aint gonna use her as a farming jungler.
Who cares that Sejuani can go QE? You aint gonna use her as a level 2 ganker.
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On December 19 2012 12:18 Tooplark wrote:Show nested quote +On December 19 2012 10:11 Two_DoWn wrote:On December 19 2012 09:42 Seuss wrote:On December 19 2012 09:15 Two_DoWn wrote:On December 19 2012 08:49 Seuss wrote:On December 19 2012 08:34 Two_DoWn wrote:On December 19 2012 07:52 Requizen wrote:How's Sejuani nowadays? She is a decent amumu alternative, but they still are too scared to actually make the changes she needs in order to be a top pick because of how deadly she could be simply based on her kit. The main problem is you need to max BOTH Q and E as soon as possible (Q for the CD, E for the damage and slow %), while her W scales pretty badly with levels, but awesomely with health, which you cant actually stack early on. I've found that since release the best way to go about building her is to grab a point in everything by level 3, then maxing her E for ganks, then her Q for the CD. Ideally, you dont want to actually get W until level 3, because it doesnt help at all in a level 2 gank, and if you grab blue spamming E is actually about as effective as using W.The benefit she does have is the new items are all boss for her. Grabbing health and resists is so easy with the new items. But what she really needs is a massive slice off the CD on her level 1 Q, and to adjust her W to make it more reasonable as the 1 point wonder that it really is. I challenge the bolded assertion. I will examine two scenarios. First I will examine a first clear scenario (e.g. only Rank 1 in each ability). Then, I will examine clearing at Level 9. For the purposes of this exercise I will ignore any factors which affect both abilities equally (e.g. Machete's damage amplification). At level 1 with nothing other than Durability and Veteran's Scars, Sejuani will have 571 Health. With Frost on her primary target, this will deal 18(+1.5% Maximum Health) damage every second for 6 seconds. This totals 159 damage. This is more than two and a half times the damage that Permafrost does. Given that Permafrost's cooldown is actually one second longer, it is mathematically impossible for it to be "about as effective". At level 9 with no health items whatsoever, Sejuani will have 1267 Health. Rank 1 Northern Winds will deal 222 damage to a target with Frost, and Rank 5 Permafrost will deal 260 damage every 11 seconds. Rank 5 Northern Winds will deal 624 damage to a target with Frost. Again, it's mathematically impossible for Permafrost to be "about as effective", even if you're also using rank 1 Northern Winds. The fact of the matter is that maxing anything other than W first will result in slower clearing. That's not to say you should max W first, but that it's inaccurate to claim that there's no significant different between W and E when it comes to clearing. Damage and speed is less, but spaming E isnt gonna get you killed by red, which is what I meant by about as effective. Its gonna still let you jungle. Plus you can spam off 2 E's, which you cant do with W (standing for a full 12 seconds vs standing still for .5) That's kind of like comparing a Model T and a Lamborghini and saying they're "about as effective" because both will get you to the grocery store down the street. You're omitting some very important information and if you were a car salesman in my employ I'd fire you on the spot. In a discussion of effective methods of jungling (or any facet of LoL for that matter) being so vague and wishy-washy is a cardinal sin. Also, even if a creep lasts exactly 11 seconds so you only get 1 W off you still do more damage, and it's all done 5 seconds sooner (that's the more than two and a half times the damage part). The point is that they WILL get you down the street though. If the only goal is to get you to the grocery store, it doesnt matter what kind of car it is, so long as it gets you there. The goal on Sej is to get through the jungle so she can gank. It doesnt matter if she uses E or W, she can get through the jungle and gank. Maxing W first is a non starter because it is useless in a gank scenario. If getting to the grocery store is all I care about, why does it matter that a Lambo can go 120 miles an hour when I cant actually ever make use of it effectively. Max W Sej is still gonna be slower than other junglers, and will be pretty useless in a gank. In discussing effective methods of jungling (or any facet of LoL for that matter) realizing the overall reason you pick a champion is the most important thing when discussing how to build or play that champion. It isnt being vague OR wishy washy to say that E will get you through the jungle, because it will. Who cares that Annie has a really sick autoattack range. You aint gonna use her as an AD carry. Who cares that maxing W can deal a little bit more damage to creeps. You aint gonna use her as a farming jungler. Who cares that Sejuani can go QE? You aint gonna use her as a level 2 ganker. I did in testing =(
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On December 19 2012 11:51 onlywonderboy wrote: Playing ARAMs and I get this smug satisfaction when people dodge because I know they are going to be caught in the login queue time. Nice consolation.
You know you can just click the quit button bottom left on sreen right? No need to log out of client at all.
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I still do. Level 2 ganks is mad strong, especially on anyone who can get a quick reposition (Voli or Singed), gap closer, or a decent enough amount of CC to allow for a good chunking.
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On December 19 2012 11:08 onlywonderboy wrote:At least they aren't reneging on the Teemo nerfs haha. Interested to see if they are able to fix both of these characters without making them OP again ha. In other news, apparently sOAZ get a time ban. Wonder if this will have any affect on his pro career hue. rofl every single game is reported by 1 guy, lol and somebody earlier said riot ignores cases reported by single person
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Sick now everytime I play Shen and I land a taunt, in my mind I'm yelling "Get Over Here!"
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On December 19 2012 12:27 Two_DoWn wrote: I still do. Level 2 ganks is mad strong, especially on anyone who can get a quick reposition (Voli or Singed), gap closer, or a decent enough amount of CC to allow for a good chunking.
The problem with level 2 ganks as sejuani (and this was discussed a lot in the Mumu thread too) is that if your gank fails you're in a really bad position to continue jungling and even if it succeeds you'll still be in a much worse position than if you just went WQE and ganked at 3.
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On December 19 2012 11:54 Skithiryx wrote:Show nested quote +On December 19 2012 04:36 Seuss wrote:On December 19 2012 04:02 sylverfyre wrote:On December 19 2012 02:59 mordek wrote:He just posted linkies a couple pages ago  I literally just updated my guide today, published a video, and posted about it on my blog. A few important pointers: - Wriggle's is terrible on Akali.
- Maxing E first is worthless the moment you leave the jungle.
- Full AD is utter nonsense.
- Spell Vamp Quints are bliss. Get them if you can (otherwise Diamond's Runes are fine, just not as safe).
Also, when your team has 2+ tanky champions there's no need to build tanky. Just go Gunblade -> DFG -> Lich Bane, be a little patient about how you enter fights, and shock yourself giddy when the enemy carries disappear in a puff of smoke. There's some factual errors, however, made in the guide though... + Show Spoiler [Spoilered for length.] +Errors: You claim that scaling AP glyphs allow you to reach the AP you need at level 2 for bonus magic damage. (you need 19.5 AP to activate the autoattack magic damage passive on akali, not 9.5) Math time! 0.17 * 9 * 2 (level 2) is 3.06 AP. 1AP/level (mastery) is 2 AP. 6 flat AP from mastery. I'm only counting 11.06 AP, +5% is 11.613. You aren't activating this passive until level 6 with scaling AP glyphs.
If you use flat AP glyphs, you're looking at 17.8 * 1.05 AP at level 1, 18.8*1.05 at level 2 - attaining the passive at level 2. 18.8*1.0375 (3 out of 4 points in archmage) lets you reach it at level 2. Barely. Without Archmage, you can have it at level 3.
It's worth noting that contrary to what you wrote, Ignite CAN be used on jungle monsters, just not lane minions (At least according to the patch that modified ignite like this. I've ignited baron since then, but not normal or buff camps) - so it CAN speed up your jungle if you're willing to blow it.
If you ignite a mob at level 1, that's 5 free AP, granting you early access to the autoattack magic damage buff. (but it does neuter your ability to duel/gank someone with summoners up, and requires you to run ignite-smite, which can make it hard to survive later in the game)
My opinions: 1 - I may be too worried about getting Discipline of Force (the AP passive) early. Level 6 might be OK - it's worth like 8-9 damage then (depending on if you're hitting a person or a machete-10%applicable monster)
2- I don't like Archmage that much on Akali - you're not really stacking THAT much AP (no deathcap in sight, for example), 5% AP isn't doing a whole lot for you, especially in the early/midgame where you're busy building a gunblade / have ONLY a gunblade, and I think you do want to be activating the AP passive earlier than you are. Maybe I'm overvaluing it, though - it's worth ~6 autoattack damage at those early levels.
3 - What do you think about running 7 AD marks (all you need for the passive) and 2 hybrid pen marks? It's a really minor optimization though, and probably doesn't even help your clear speed, only your damage on champions. Furthermore in the penetration front, how do you feel about an early-ish Haunting Guise (Let's say... after the revolver?) Is the Gunblade too important to stall for some efficient earlygame stats?
4 - I feel like you may undervalue the utility Zhonya's and GA on assassins - (You recommend Zhonya only against AD heavy teams? Just cause it has a chainmail doesn't mean it's not good against AP!) Either form of invulnerability can allow you to stall for cooldowns - which, when you have all that spell vamp, can allow you to fight your way through intense situations.
Edit: wow, I took so long to write this that I got mega-ninja'd. Still, I want to try out Akali jungle, and I've been looking for an excuse to pick up vamp quints!
One more thing - I get the feeling 2% damage from havoc is better overall output than 3% CDR (going from 1/4 CDR to 4% CDR) Thanks for the catches, the AP error is an artifact of the recent updates. It should have read "Flat AP Glyphs", not "AP/Level Glyphs", but I somehow overlooked that (probably because I was working hastily over my lunch break). The moment I or someone else confirms that you're right about Ignite I'll fix it and be extremely excited (I love running Ignite on Jungle Akali, it works with her Spell Vamp). Points #1-#2: Archmage was what allowed the AP passive to activate at level 2. You're right to want the passive ASAP because it makes a significant difference in the jungle, especially early on. With Ignite, however, it's not necessary, so you could pick up both Havoc and Sorcery if that's your preference. #3: Why stop at 7? With Ignite you can get away with 2, or even 1 if you invest in the Deadliness mastery. Heck, you could go all MPen or Hybrid Marks and run 2 AD Seals for true shenanigans (In fact, I think I'll do just that if Ignite works as you say). #4: My experience with Akali post-Season 3 has been that building for survival is a circular feedback loop. You build survivability because you can't insta-kill the enemy carries, and you can't insta-kill the enemy carries because you built survivability. So far the only non-tanks that have outright survived my burst with Gunblade + DFG + Lich Bane have been BC stacking bruisers and Ryze, the former of which no longer exist. It's not bad to build some of these tankier items eventually, but first and foremost your objective is the quick elimination of the enemy carries. Finally, I like the CDR because it puts you at 39% with DFG and blue buff. Akali with 2.4 second Qs is craaaazy. Edit: The patch notes from v151 claim it is only usable on Champions, so unless it's outright wrong my reverie regarding Ignite may be for naught. Do you have any thoughts on any of the machete items or do you just tend to leave it as be. Been following your Jungle akali guide since S1 and my very first ranked game was Akali jungle, keep up the awesome work 
I just sit on Machete until I need the slot for something else. It's pretty much unnecessary once you get Gunblade because at that point your sustain and damage are such that you can solo Dragon and exit at full health.
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On December 19 2012 12:27 Two_DoWn wrote: I still do. Level 2 ganks is mad strong, especially on anyone who can get a quick reposition (Voli or Singed), gap closer, or a decent enough amount of CC to allow for a good chunking. Just go Shaco and level 3 gank at 2 minutes by doing both buffs at the same time.
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On December 19 2012 12:38 Tooplark wrote:Show nested quote +On December 19 2012 12:27 Two_DoWn wrote: I still do. Level 2 ganks is mad strong, especially on anyone who can get a quick reposition (Voli or Singed), gap closer, or a decent enough amount of CC to allow for a good chunking. The problem with level 2 ganks as sejuani (and this was discussed a lot in the Mumu thread too) is that if your gank fails you're in a really bad position to continue jungling and even if it succeeds you'll still be in a much worse position than if you just went WQE and ganked at 3. Im not exactly sure why this would be the case.
First, level 3 requires much more time than a level 2 gank, and puts you on the other side of the map (assuming blue side) by the time you hit level 3.
Also, I dont think Ive ever been in a position where a level 2 gank has made it impossible for me to continue jungling. Assuming e-q on Sej, with either blue or red, you have enough damage to kill the 2 camps that lets you hit 3 anyway.
Plus, as Smash would no doubt tell you, a level 2 gank destroys a top lane much harder than it hurts the jungler, especially now that you probably werent going to be carrying out of the jungle anyway.
So ya, if you care to elaborate on your reasoning Im curious why you dont like level 2 ganks, especially given how strong they can be and the devastating effect it can have on the opponent, even if you dont get a kill.
On December 19 2012 12:46 HazMat wrote:Show nested quote +On December 19 2012 12:27 Two_DoWn wrote: I still do. Level 2 ganks is mad strong, especially on anyone who can get a quick reposition (Voli or Singed), gap closer, or a decent enough amount of CC to allow for a good chunking. Just go Shaco and level 3 gank at 2 minutes by doing both buffs at the same time. Thought they got rid of this a while ago.
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On December 19 2012 12:41 Seuss wrote:Show nested quote +On December 19 2012 11:54 Skithiryx wrote:On December 19 2012 04:36 Seuss wrote:On December 19 2012 04:02 sylverfyre wrote:On December 19 2012 02:59 mordek wrote:He just posted linkies a couple pages ago  I literally just updated my guide today, published a video, and posted about it on my blog. A few important pointers: - Wriggle's is terrible on Akali.
- Maxing E first is worthless the moment you leave the jungle.
- Full AD is utter nonsense.
- Spell Vamp Quints are bliss. Get them if you can (otherwise Diamond's Runes are fine, just not as safe).
Also, when your team has 2+ tanky champions there's no need to build tanky. Just go Gunblade -> DFG -> Lich Bane, be a little patient about how you enter fights, and shock yourself giddy when the enemy carries disappear in a puff of smoke. There's some factual errors, however, made in the guide though... + Show Spoiler [Spoilered for length.] +Errors: You claim that scaling AP glyphs allow you to reach the AP you need at level 2 for bonus magic damage. (you need 19.5 AP to activate the autoattack magic damage passive on akali, not 9.5) Math time! 0.17 * 9 * 2 (level 2) is 3.06 AP. 1AP/level (mastery) is 2 AP. 6 flat AP from mastery. I'm only counting 11.06 AP, +5% is 11.613. You aren't activating this passive until level 6 with scaling AP glyphs.
If you use flat AP glyphs, you're looking at 17.8 * 1.05 AP at level 1, 18.8*1.05 at level 2 - attaining the passive at level 2. 18.8*1.0375 (3 out of 4 points in archmage) lets you reach it at level 2. Barely. Without Archmage, you can have it at level 3.
It's worth noting that contrary to what you wrote, Ignite CAN be used on jungle monsters, just not lane minions (At least according to the patch that modified ignite like this. I've ignited baron since then, but not normal or buff camps) - so it CAN speed up your jungle if you're willing to blow it.
If you ignite a mob at level 1, that's 5 free AP, granting you early access to the autoattack magic damage buff. (but it does neuter your ability to duel/gank someone with summoners up, and requires you to run ignite-smite, which can make it hard to survive later in the game)
My opinions: 1 - I may be too worried about getting Discipline of Force (the AP passive) early. Level 6 might be OK - it's worth like 8-9 damage then (depending on if you're hitting a person or a machete-10%applicable monster)
2- I don't like Archmage that much on Akali - you're not really stacking THAT much AP (no deathcap in sight, for example), 5% AP isn't doing a whole lot for you, especially in the early/midgame where you're busy building a gunblade / have ONLY a gunblade, and I think you do want to be activating the AP passive earlier than you are. Maybe I'm overvaluing it, though - it's worth ~6 autoattack damage at those early levels.
3 - What do you think about running 7 AD marks (all you need for the passive) and 2 hybrid pen marks? It's a really minor optimization though, and probably doesn't even help your clear speed, only your damage on champions. Furthermore in the penetration front, how do you feel about an early-ish Haunting Guise (Let's say... after the revolver?) Is the Gunblade too important to stall for some efficient earlygame stats?
4 - I feel like you may undervalue the utility Zhonya's and GA on assassins - (You recommend Zhonya only against AD heavy teams? Just cause it has a chainmail doesn't mean it's not good against AP!) Either form of invulnerability can allow you to stall for cooldowns - which, when you have all that spell vamp, can allow you to fight your way through intense situations.
Edit: wow, I took so long to write this that I got mega-ninja'd. Still, I want to try out Akali jungle, and I've been looking for an excuse to pick up vamp quints!
One more thing - I get the feeling 2% damage from havoc is better overall output than 3% CDR (going from 1/4 CDR to 4% CDR) Thanks for the catches, the AP error is an artifact of the recent updates. It should have read "Flat AP Glyphs", not "AP/Level Glyphs", but I somehow overlooked that (probably because I was working hastily over my lunch break). The moment I or someone else confirms that you're right about Ignite I'll fix it and be extremely excited (I love running Ignite on Jungle Akali, it works with her Spell Vamp). Points #1-#2: Archmage was what allowed the AP passive to activate at level 2. You're right to want the passive ASAP because it makes a significant difference in the jungle, especially early on. With Ignite, however, it's not necessary, so you could pick up both Havoc and Sorcery if that's your preference. #3: Why stop at 7? With Ignite you can get away with 2, or even 1 if you invest in the Deadliness mastery. Heck, you could go all MPen or Hybrid Marks and run 2 AD Seals for true shenanigans (In fact, I think I'll do just that if Ignite works as you say). #4: My experience with Akali post-Season 3 has been that building for survival is a circular feedback loop. You build survivability because you can't insta-kill the enemy carries, and you can't insta-kill the enemy carries because you built survivability. So far the only non-tanks that have outright survived my burst with Gunblade + DFG + Lich Bane have been BC stacking bruisers and Ryze, the former of which no longer exist. It's not bad to build some of these tankier items eventually, but first and foremost your objective is the quick elimination of the enemy carries. Finally, I like the CDR because it puts you at 39% with DFG and blue buff. Akali with 2.4 second Qs is craaaazy. Edit: The patch notes from v151 claim it is only usable on Champions, so unless it's outright wrong my reverie regarding Ignite may be for naught. Do you have any thoughts on any of the machete items or do you just tend to leave it as be. Been following your Jungle akali guide since S1 and my very first ranked game was Akali jungle, keep up the awesome work  I just sit on Machete until I need the slot for something else. It's pretty much unnecessary once you get Gunblade because at that point your sustain and damage are such that you can solo Dragon and exit at full health.
I thought that might've been the case, just wanted to confirm, cheers.
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