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I assume his E is really good once you down an outer tower and are ahead, eg. in terms of tempo: it makes it really easy to make rotations and dives once you get control of their jungle, so the enemy team has to hide at the t2 with whatever wards they can put there, which in turn threaten the nearby lanes.
About Warmogs, I'm really not sold on building it 2nd. Sure if they have split damage it can help, but you'd invest your money into some temporary better EHP at that timing, and then it skews your item choices if you want to keep being tanky. It'll help a lot vs burst so, say, if they have Graves, but if it's a good dps champion like Jinx or Kog I feel like you're worse off.
Volibear's passive is also %maxHP, so it's better to balance HP and resistances than build one over the other (same with Mundo, Vi, Maokai), it doesn't make Warmog's better in terms of EHP. With Nautilus I usually build cinderhulk -> tabi -> locket (or mercs if I really need it, but in that case it usually waits until after aegis, and sometimes even locket+shroud because I need armour too dammit). Not sure what I'd build on Vi, I've seen people go warmog's second but... meh. I've got to play some Olaf too decide if I go Cinderhulk or Warrior too. I haven't touched him since before its release...
Warmog's is a pain to deal with against champion with huge-ass base damage like Gragas or Sejuani, but that's not the case of everyone.
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something very important about bard is you need to realize his w is useless after lane so you should max e second so it can be used as an escape
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Bearded Elder29903 Posts
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You had insider knowledge. Nepotism!
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Slayer, if you read this, what do you think of smite instead of ignite on Garen? Tabzz is trying it on stream, and it looks really fun
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I asked him over the weekend and he said he'd never tried it and that ignite is super important to Garen because he doesn't do enough damage to 100-0 someone without it
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On April 16 2015 06:07 Slusher wrote: I asked him over the weekend and he said he'd never tried it and that ignite is super important to Garen because he doesn't do enough damage to 100-0 someone without it why not ignite + smite?
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I can't really say much other than what he said to me I've played the hero once in the last two years and that was yesterday
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On April 16 2015 06:12 wei2coolman wrote:Show nested quote +On April 16 2015 06:07 Slusher wrote: I asked him over the weekend and he said he'd never tried it and that ignite is super important to Garen because he doesn't do enough damage to 100-0 someone without it why not ignite + smite?
because you really really need flash to get onto a target in later teamfights and land QE
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On April 15 2015 23:16 739 wrote: dibs on Bard icon !!!!!!
that is bullshit i asked for it in website feedback a month ago
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On April 15 2015 15:41 ticklishmusic wrote: Bard's heal is far from weak, you jsut put down a couple shrines behind your turret and boom you're good
Honestly I think he ranges from a decent to insanely good support depending on chime spawns. If you can get a decent number to appear in your bottom jungle/ lane, you basically have no mana issues and do a ton of damage. He snowballs insanely hard too.
Putting down three shrines is 300 mana which is obscene early unless you have sick chime luck
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On April 16 2015 08:35 ShaLLoW[baY] wrote:Show nested quote +On April 15 2015 15:41 ticklishmusic wrote: Bard's heal is far from weak, you jsut put down a couple shrines behind your turret and boom you're good
Honestly I think he ranges from a decent to insanely good support depending on chime spawns. If you can get a decent number to appear in your bottom jungle/ lane, you basically have no mana issues and do a ton of damage. He snowballs insanely hard too. Putting down three shrines is 300 mana which is obscene early unless you have sick chime luck
You can do it before minions spawn if you're willing to take W first, not that I recommend this but some people do it for junglers already.
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ARAM Annie. Do I hold onto my stun or no?
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On April 16 2015 09:05 TheHumanSensation wrote:Show nested quote +On April 16 2015 08:35 ShaLLoW[baY] wrote:On April 15 2015 15:41 ticklishmusic wrote: Bard's heal is far from weak, you jsut put down a couple shrines behind your turret and boom you're good
Honestly I think he ranges from a decent to insanely good support depending on chime spawns. If you can get a decent number to appear in your bottom jungle/ lane, you basically have no mana issues and do a ton of damage. He snowballs insanely hard too. Putting down three shrines is 300 mana which is obscene early unless you have sick chime luck You can do it before minions spawn if you're willing to take W first, not that I recommend this but some people do it for junglers already.
yeah, i do it every game before minions spawn but usually for junglers or maybe one for midlane, once you're actually laning you will never get three shrines out without going oom if you're trading at all
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On April 16 2015 12:58 ShaLLoW[baY] wrote:Show nested quote +On April 16 2015 09:05 TheHumanSensation wrote:On April 16 2015 08:35 ShaLLoW[baY] wrote:On April 15 2015 15:41 ticklishmusic wrote: Bard's heal is far from weak, you jsut put down a couple shrines behind your turret and boom you're good
Honestly I think he ranges from a decent to insanely good support depending on chime spawns. If you can get a decent number to appear in your bottom jungle/ lane, you basically have no mana issues and do a ton of damage. He snowballs insanely hard too. Putting down three shrines is 300 mana which is obscene early unless you have sick chime luck You can do it before minions spawn if you're willing to take W first, not that I recommend this but some people do it for junglers already. yeah, i do it every game before minions spawn but usually for junglers or maybe one for midlane, once you're actually laning you will never get three shrines out without going oom if you're trading at all
The way I play Bard, his heals are just a bonus really. With Bard, you shouldn't even really be trading since your Q has such stupid range. It shoots farther than a full charged Xerath Q for goodness sakes.
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Are you confusing the range with the projectile speed? It's a 950-range projectile with speed 1500, and Xerath's Q range ranges from 750 to 1400.
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On April 16 2015 13:37 MidnightGladius wrote: Are you confusing the range with the projectile speed? It's a 950-range projectile with speed 1500, and Xerath's Q range ranges from 750 to 1400.
yeah
but unless im mistaken, the pass through adds some range? either that, or bard's fat model makes it go farther than it should look. im basing this off of seeing some dumb shit happen in a game where my team's xerath would miss a q but somehow i'd hit.
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On April 16 2015 13:41 ticklishmusic wrote:Show nested quote +On April 16 2015 13:37 MidnightGladius wrote: Are you confusing the range with the projectile speed? It's a 950-range projectile with speed 1500, and Xerath's Q range ranges from 750 to 1400. yeah but unless im mistaken, the pass through adds some range? either that, or bard's fat model makes it go farther than it should look. im basing this off of seeing some dumb shit happen in a game where my team's xerath would miss a q but somehow i'd hit.
If you max range a Bard Q the passthrough will extend a bit past max range to look for targets in my experience.
I also find that if you try to hit someone through a minion (hit the minion first) the passthrough is so short that they basically have to be in melee range of the minion, but if you hit a champ first it almost doubles the range searching for enemies/walls to bind them to
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On April 16 2015 13:44 ShaLLoW[baY] wrote:Show nested quote +On April 16 2015 13:41 ticklishmusic wrote:On April 16 2015 13:37 MidnightGladius wrote: Are you confusing the range with the projectile speed? It's a 950-range projectile with speed 1500, and Xerath's Q range ranges from 750 to 1400. yeah but unless im mistaken, the pass through adds some range? either that, or bard's fat model makes it go farther than it should look. im basing this off of seeing some dumb shit happen in a game where my team's xerath would miss a q but somehow i'd hit. If you max range a Bard Q the passthrough will extend a bit past max range to look for targets in my experience. I also find that if you try to hit someone through a minion (hit the minion first) the passthrough is so short that they basically have to be in melee range of the minion, but if you hit a champ first it almost doubles the range searching for enemies/walls to bind them to
My experience also suggests this, but I assumed I just didn't know how it worked and was making some error.
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