On December 11 2014 02:40 Lost My Will To Live wrote: Devourer got hit, but I can't imagine it being that bad. Sure 40 -> 25 damage on hit is pretty hard of a hit, but it still gains stacks and the damage still goes up. You still get 25 damage on hit without having to stack it, which is better than the old Feral Flare.
If anything, Rangers got hit much harder because what's the incentive now of getting the enchantment if you don't get the reduced Smite CD?
yeah i think devourer was plenty strong enough that losing 15 damage isn't going to turn it into a bad item.
the ranger's nerf might be a temporary thing to bring it in line with the other smites while they see if the 2 charges thing on the PBE works out. while ranger's doesn't give much with the hp/mana + aoe stun/damage, at least it's something when you smite the birds/dragon/whatever (which you often can't afford not to), whereas the others give you literally nothing.
Sweet, I'll be testing the Sejuani changes. Per Sufficiency's advice earlier, I've been buying RoA even before the patch, and I quite liked the sequencing of RoA -> some combination of Juggernaut/Locket/Frozen Heart -> Abyssal. The trickiest part has been farming up the Blasting Wand and RoA combine cost, everything else builds up very smoothly and flexibly.
On December 11 2014 04:45 MidnightGladius wrote: Sweet, I'll be testing the Sejuani changes. Per Sufficiency's advice earlier, I've been buying RoA even before the patch, and I quite liked the sequencing of RoA -> some combination of Juggernaut/Locket/Frozen Heart -> Abyssal. The trickiest part has been farming up the Blasting Wand and RoA combine cost, everything else builds up very smoothly and flexibly.
That's right. I've been aiming for a 6-camp clear, backing for Ranger's, Ruby Crystal, and 2 health potions, then farming from 4 to 6, and then ganking with ult. Even without a kill, that's enough for the Catalyst and wards. It's touch and go from there, and there's definitely an awkward period where I'm not sure if I want to finish RoA ASAP or get boots of some sort.
I'm by no means claiming that this is optimal, only that I've had these experiences consistently and that I've been satisfied with the result.
EDIT: The other thing of note is the minor buff to starting the Gromp and the minor nerf to starting the Krugs. I'll try to compare different routes as well.
EDIT: I realized the the reduced Gromp damage change is still only on the PBE and is not live. It still does 90 base damage
Also, I was reading through the new SR promo website when I stumbled across this nugget of dubiously phrased advice:
The Raptors might not hit the hardest of the Rift’s monsters, but killing them is a great way to pass the time when you’re mid and trying to catch up in farm.
On December 11 2014 05:02 MidnightGladius wrote: Also, I was reading through the new SR promo website when I stumbled across this nugget of dubiously phrased advice:
The Raptors might not hit the hardest of the Rift’s monsters, but killing them is a great way to pass the time when you’re mid and trying to catch up in farm.
No, please don't. T_T
i don't know about casually farming wraiths they hit fucking hard
They're also the one camp I would like to have consistently available to smite after the first couple of clears. Midlaners should thank us junglers for doing them a favor by sweeping enemy wards in the river brushes
Well the fact that varus missed ulti, and doublelift has an IE vs a BF sword kinda means that he SHOULD win the duel. The only reason it was so close is that soraka healed varus for over 50% of his health. Varus had 2x soraka W's, Soraka R and summoner heal.
I have a couple things to report from my first few Sejuani custom game tests:
1. I have to be missing something at this point, because I still can't get a 6 camp clear starting Gromp. I'm running 9/21/0 and AS/ARM/sCDR/ARM (I know that my build ends up with way too much CDR, but my only other blues are MR and that seems strictly worse in this context). I've tried both WEW and WEE, and I barely die at Krugs regardless. A bit of a leash or some damage mitigation through kiting would probably make this work, but I don't like a route whose default implementation runs the risk of dying to camps :/. I defaulted to my Krugs->Raptors->Red->Wolves->Blue->Gromp route, which finished at 4:12.
2. The reduced CDR on E is actually slightly awkward with low levels of W, because you either spend 1-2 seconds waiting for W to come back up, auto the small monsters to apply Frost, or only E the big monster. That said, WEE still took less damage and finished the clear marginally faster. I had no mana trouble with either approach. I'm going to test WEQ next, though I expect that to have mana constraints with a red-side start.
EDIT: The nice thing about having WEQ from a blue start is that you can kill all of the small Raptors in a single rotation. Unfortunately, I just take so much damage from the Gromp at level 1 that I don't have enough health to finish the 6th camp. I'll try WEQ from the red side, but that will have mana constraints for sure around Wolves/Blue.
EDIT: WEQ from red side also works, just don't Q/E Wolves twice (QWEW is enough). It finished at 4:18. I'd be really interested if someone could demonstrate a 6 camp clear starting Gromp, or a faster clear overall.
On December 11 2014 05:54 MidnightGladius wrote: I have a couple things to report from my first few Sejuani custom game tests:
1. I have to be missing something at this point, because I still can't get a 6 camp clear starting Gromp. I'm running 9/21/0 and AS/ARM/sCDR/ARM (I know that my build ends up with way too much CDR, but my only other blues are MR and that seems strictly worse in this context). I've tried both WEW and WEE, and I barely die at Krugs regardless. A bit of a leash or some damage mitigation through kiting would probably make this work, but I don't like a route whose default implementation runs the risk of dying to camps :/. I defaulted to my Krugs->Raptors->Red->Wolves->Blue->Gromp route, which finished at 4:12.
2. The reduced CDR on E is actually slightly awkward with low levels of W, because you either spend 1-2 seconds waiting for W to come back up, auto the small monsters to apply Frost, or only E the big monster. That said, WEE still took less damage and finished the clear marginally faster. I had no mana trouble with either approach. I'm going to test WEQ next, though I expect that to have mana constraints with a red-side start.
EDIT: The nice thing about having WEQ from a blue start is that you can kill all of the small Raptors in a single rotation. Unfortunately, I just take so much damage from the Gromp at level 1 that I don't have enough health to finish the 6th camp. I'll try WEQ from the red side, but that will have mana constraints for sure around Wolves/Blue.
EDIT: WEQ from red side also works, just don't Q/E Wolves twice (QWEW is enough). It finished at 4:18. I'd be really interested if someone could demonstrate a 6 camp clear starting Gromp, or a faster clear overall.
I don't like AS in the new jungle on champions that don't have any synergy with it, especially as IIRC it doesn't increase Machete's damage at all. Sejuani has an attack reset (W) so AD is generally better.
I take Q second on Sejuani, it may not seem like much but properly timed Q increases your survivability significatly. Walk up to the camp, auto -> W (resets auto) -> Q to interrupt the big creep's auto. This ensures you get Machete's regen going before you interrupt damage.
E does more damage than Q, but only after 10 seconds (and in a lot of cases you're mopping up at that point anyway). Take E at level 3 (or 4 if you're not maxing it first). Against large camps you're probably getting 2 Qs off to 3 Es so the damage difference is extremely minimal there.
On December 11 2014 04:45 MidnightGladius wrote: Sweet, I'll be testing the Sejuani changes. Per Sufficiency's advice earlier, I've been buying RoA even before the patch, and I quite liked the sequencing of RoA -> some combination of Juggernaut/Locket/Frozen Heart -> Abyssal. The trickiest part has been farming up the Blasting Wand and RoA combine cost, everything else builds up very smoothly and flexibly.
OK I want to note that it was merely a hypothesis from my part that Sej needs RoA. Additionally, that was before her base mana was buffed.
On December 11 2014 05:36 Lmui wrote: Well the fact that varus missed ulti, and doublelift has an IE vs a BF sword kinda means that he SHOULD win the duel. The only reason it was so close is that soraka healed varus for over 50% of his health. Varus had 2x soraka W's, Soraka R and summoner heal.
He missed one ability, but auto attacked first with a champion that has higher base attack speed (and scaling iirc) and bonus damage on auto attack and hit all his other abilites (which have higher base and bonus damage than Caits). Using the summoners should also tip the scales (as does the power of Roka heal). Janna didn't do anything that fight except maybe split Varus and Soraka. No CC on the damage, and no heal for lift. I think lift is right he should have lost that fight.
edit: Looking at the video closely doublelift attacked Varus 6 times and procced headshot once(second to last attack). He crit 3 of those attacks
Cait with 30 more AD and 25% crit chance combined with increased criticals should mostly lose that, however her "25%" was more like 75% in that short span. It was VERY lucky. And totally calculated.