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On December 13 2014 19:19 Frolossus wrote:Show nested quote +On December 13 2014 17:10 wei2coolman wrote:On December 13 2014 17:08 TheHumanSensation wrote:On December 13 2014 16:58 wei2coolman wrote:On December 13 2014 16:48 GolemMadness wrote: On Jarvan I'm just doing 3 camps, backing, and getting rangers + 3 pots. I can usually eek out 4 camps most of hte time, but I get dangerously low trying to do so. The rengar vid scip posted really impressed me, but I'm not even sure if there's that big of a difference between 3 camp clear and a 6 camp clear tbh. At most you're still only going to be able to get is smite upgrade + couple pots + a ward, and not enough gold for anything else I think... But I'm not too sure though. @scip if you could upload a couple short clips of first clear with some of the popular melee junglers I would love you long time. 6 camps gets you jungle + boots, sometimes a pot depending on how long it took you. I'm mostly getting 6+ camp clears, which I suppose means I'm playing champs that don't need the extra pots. Scip's Olaf vid is the most impressive, imo, but they certainly all demonstrate mechnics far beyond my level. If you haven't watched them yet I do highly recommend them. What champs are you playing that's allowing you to do 6+ clears? WW need not apply. udyr, fiddle, nunu and probably trundle come to mind
master yi, xin zhao, tryndamere. Master yi and xin zhao i can sometimes end up with 1 or 2 pots remaining.
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Rek sai can easily do it. as well.
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On December 13 2014 22:30 Gahlo wrote:Show nested quote +On December 13 2014 16:38 wei2coolman wrote: The more I play the new jungle, the more I'm finding out that I know absolutely have no idea how to do a full 6 camp clear on first go (except with ww, cuz fuck ww). I also having issues figuring out camp timings, like my rhythm is all fucked up now with new jungle.
What I do is this cheap as fuck trick. Ward out opposite jungle with one of their buffs to figure out which buff they start. Start opposite side of that. So if they start blue, you start blue. Then you rush to their red and camp it. Requires asking someone else to trinket another buff, but I found that since camps do quite a bit of damage, you can usually fuck them over pretty hard doing that. This was a thing last season too.  Shen will always be able to clear any jungle Riot devises. He'll just be slow as balls doing it. If only Ionic spark was still in the game.. #1 shen item
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On December 14 2014 03:22 PrinceXizor wrote: Rek sai can easily do it. as well.
Any videos?
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How can Tryndamere infinitely jungle? Maxing Q and using it after every camp since you'll max out your fury on every one of them? Or maxing E and trying to AoE clear them using a full fury bar 35% crit?
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On December 14 2014 03:42 KaoReal wrote:Show nested quote +On December 14 2014 03:22 PrinceXizor wrote: Rek sai can easily do it. as well. Any videos? Oh no. i don't. sorry. but krugs red birds wolves blue gromp, killing the little birds and wolves first. QWEQ. i've done it with 21/9/0 and 9/21/0 and an AD rune page and a tanky rune page with atk speed. she's just pretty good at clearing if you are making sure to weave your knock up and burrowed Q into the camps.
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On December 14 2014 03:43 Alaric wrote: How can Tryndamere infinitely jungle? Maxing Q and using it after every camp since you'll max out your fury on every one of them? Or maxing E and trying to AoE clear them using a full fury bar 35% crit? I just tried. 21/9, AS red, 2xLS quint, 1x AS, armor yellows and blues. Past first clear is completely infinite(probably after first too, you're healthy enough to gank after full clear, cept you need items). Not quite sure armor blues is necessary, maybe going AS blues or MR/lvl could be better, dunno. Armor blues lets him finish first clear ridiculously healthy though(like could be full health with a bit of kiting healthy).
Food for thought though, some champs may be able to hit HP-neutral in the jungle by running some armor blues. Couldn't tell you which ones, but definitely are some.
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WTF.
I just got a warning for AFKing in my own custom game where I was doing a test jungle clear alone.
EDIT: Also, I'm really bad at melee kiting red. It always resets with like 300 HP. lol.
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After trying AS/armour/MR (I think?)/armour and 0-21-9 with Nautilus, he can indeed jungle indefinitely until blue runs out if he kites the buffs (and kills the small wolves first at level 2, once he's 3 he can kill the little raptors quickly enough by focusing the big though). Prob more to do with the kiting than anything else though, and it doesn't really address how painfully slow he is until then, he also drops very low at times (when I did red, despite the smite).
I was purple side so I did gromp (with a small leash, it was Braum, any leash is still extremely valuable to Nautilus and the stun further reduces damage taken) (smite) -> blue -> wolves -> red (smite) -> raptors -> krugs, then I did wolves or gromp (can't remember which) to use my smite and I backed.
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Or you can just run a full Armor page on Nautilus and profit!
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I don't have a whole slew of applicable jungle runes (I only jungle if I have to and Naut is the person I play), so my setup for Naut is currently AD marks/armour/scaling MR/2 armour quints/1 AS quint. Most probably not optimal at all, but just working with what I have. Masteries: 4-17-9. Wasn't all that hard to full clear and keep clearing exactly like you said Alaric, generally backing when blue ran out. Very vulnerable to being invaded (hasn't this always been the case with Naut though?) and killed prior to smiting red, but if you are safe you can farm pretty easily. Helps too if you can grab a second point in W if no gank opportunities are afoot when you hit 3.
People don't like him though direct quote from my last game with him: "Nautilus? Did you want to at least ask us if that's alright?". Still played well and he was the perfect fit for out team comp (had a Riven top, needed a proper tank/CC). Won handily
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What runes and masteries for jungle GP? He can jungle forever but his clears seem hilariously slow
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RekSai is just such a strange champion.
I dunno, she just feels like she's missing something. I hate the rage bar, really dumb mechanic. Shoulda had like bonus stealth damage or something. Or you had like a bar that built up as you were underground that made you tankier / faster the more you were underground, and then instead of being Nidalee version 0.1, you were able to just fight on your terms.
I also dont get where his damage is supposed to come from. Its like "Well, I auto attacked the three times I could... and then I ran away and shot them from afar..."
The Ult also just feels meh. Her special move set defining ability is getting a crappy version of Teleport? lol. What the hell is that... Only long range mobility spell in the game that can be countered by those getting teleported on right clicking, and only long range mobility spell in the game that requires you to have physically been where you are going within tyhe last minute. lol. What is that? I know the tunnels last forever, but as soon as someone steps on one they are useless
Instead of being this awesome hunter that kicks your as in 1v1's and you are forced to fight on his terms or not at all, you basically get to hide and be cute while totally ignoring the enemy team and splitpushing. Thats not awesome prey stalking landshark, thats Shaco without the outplay potential of Decieve and Jack in the Box or the ability to kill towers quickly.
Compared to some of the other new champions I just dont feel it.
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On December 14 2014 06:14 Seuss wrote: Or you can just run a full Armor page on Nautilus and profit! Red/blue prob not worth it, remember that half of his W is an on-hit effect, so if you have to kite camps and in general the AS marks help a bunch.  Not sure if CDR or MR for blues though. Having the shield hold is pretty important for ganks, and Naut can't ever run away, so being a bit tankier never hurts.
On December 14 2014 07:08 JazzVortical wrote:People don't like him though  direct quote from my last game with him: "Nautilus? Did you want to at least ask us if that's alright?". Still played well and he was the perfect fit for out team comp (had a Riven top, needed a proper tank/CC). Won handily Nautilus won't do shit to Xerath/Ziggs/Cait/Trist/etc. (nor Vayne if she can ever get in range of a target but that's because her stealth tends to cancels his autos so you've got no passive, and it's easy to dodge E by tumbling, in other situations you can still play the wall), but when Lucian was the rage after the range changes and before the nerfs, I found him to work fairly well. It's not about catching the people, it's about them being low-ranged enough that you'll catch them if they try to ignore you, but tanky enough to not straight-up die. I tend to pick him when our comp needs protection and the enemy team lacks range, otherwise I won't provide survivability (like Maokai's ult) nor be able to peel (like a "true" diver who can reach Xerath before he 100-0s your carries).
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On December 14 2014 08:33 Alaric wrote:Show nested quote +On December 14 2014 06:14 Seuss wrote: Or you can just run a full Armor page on Nautilus and profit! Red/blue prob not worth it, remember that half of his W is an on-hit effect, so if you have to kite camps and in general the AS marks help a bunch.  Not sure if CDR or MR for blues though. Having the shield hold is pretty important for ganks, and Naut can't ever run away, so being a bit tankier never hurts. I really dislike running MR on most junglers though~ it's useful such a small % of the time, while cdr helps in every gank and every clear, while also scaling better into the mid/lategame.
Having the shield hold is pretty important for ganks,
12 mr on that little health is a pretty tiny difference, if they commit to bursting down your shield most laners will do it in one combo regardless of whether you have the extra mr or not. Besides (note I'm not a naut player) I thought you didn't use the shield til you were on them anyway? (For the AA reset.)
Naut can't ever run away, so being a bit tankier never hurts.
12 mr is again a pretty small difference, and you shoulnd't even be getting in situations where it's the difference between life and death~ Besides, cdr would get your shield up again faster, + give you your hook to escape with 1-2 seconds faster as well.
It just feels like a waste to rune for 1-2 times you mess up in the early game, when you could rune for something that helps every gank, every jungle camp, and scales well
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On December 14 2014 07:23 DrunkenOne wrote:What runes and masteries for jungle GP? He can jungle forever but his clears seem hilariously slow  I go full damage, after rangers clear is fine and if you get sheen after that its pretty fast.
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Anybody play some sej yet? Maxing W or E with new changes...?
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On December 14 2014 09:55 Complete wrote: Anybody play some sej yet? Maxing W or E with new changes...? Now that they fucked her CC in ganks, you're better off going W first due to burst most likely.
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i go w-e-w-q-e then max e. worked fine. on sej that is.
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On December 14 2014 03:43 Alaric wrote: How can Tryndamere infinitely jungle? Maxing Q and using it after every camp since you'll max out your fury on every one of them? Or maxing E and trying to AoE clear them using a full fury bar 35% crit?
AS reds, AS quints, armor yellows, flat CD blues (this probably isnt optimal, but its the only rune page i have)
Max Q, start golems (smite), go small wraith camp, do red (smite), go wolves, go blue, then frog (smite)
always kill the big monsters first, then use Q to heal, and charge up fury on the small monsters
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