[Champion] Gangplank - Page 12
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BlueBird.
United States3889 Posts
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LaNague
Germany9118 Posts
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arb
Noobville17920 Posts
Yes i get wriggles, i figured it was a given so i didnt include it, lol. | ||
Lightswarm
Canada966 Posts
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739
Bearded Elder29903 Posts
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ZERG_RUSSIAN
10417 Posts
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arnath
United States1317 Posts
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Blitzkrieg0
United States13132 Posts
On June 30 2011 05:36 Crucifix wrote: Tanky GP no fun. 1 crit = half hp is fun ! Killing them with your passive and them not doing any damage to you is even funner. Tankplank is awesome :0 Leviathan is always a stupid choice imo and never worth purchasing. Even when you get it to 20 stacks it isn't even that great of an item since it's just pure hitpoints. Better off just saving up for a warmogs. A giant belt is cheaper and will give you a lot more hp initially. | ||
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IntoTheWow
is awesome32269 Posts
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mr_tolkien
France8631 Posts
And what do I see ? They changed this ability and nerfed him to the ground ? :'( How would you play GangPlank now with all those nerfs ? | ||
Dgiese
United States2687 Posts
On August 16 2011 16:21 mr_tolkien wrote: Just beginning to play this game and wanted to pick GP as I had heard he could deny. And what do I see ? They changed this ability and nerfed him to the ground ? :'( How would you play GangPlank now with all those nerfs ? not sure if serious... | ||
Ryuu314
United States12679 Posts
GP is probably one of the most OP champs in the game. The changes to his passive made him really really strong. He's an amazing jungler with really powerful gank potential. Not only that, but his global ult gives you good map presence and his old deny ability now basically gives your team free +damage and movespeed stats, which is amazing. | ||
mr_tolkien
France8631 Posts
On August 16 2011 17:46 Ryuu314 wrote: heh. TL LoL goes mainstream and we get this x]]] GP is probably one of the most OP champs in the game. The changes to his passive made him really really strong. He's an amazing jungler with really powerful gank potential. Not only that, but his global ult gives you good map presence and his old deny ability now basically gives your team free +damage and movespeed stats, which is amazing. Well, I had read everywhere he was a good char on 5 months old topics and when I read the changelogs I just saw nerfs to him. You know, we aren't all obliged to be aware of this game's tier list, especially since it changes every day week it seems. Where can I find up to date information on this char and his builds ? | ||
Doctorbeat
Netherlands13241 Posts
On August 16 2011 17:56 mr_tolkien wrote: Well, I had read everywhere he was a good char on 5 months old topics and when I read the changelogs I just saw nerfs to him. You know, we aren't all obliged to be aware of this game's tier list, especially since it changes every day week it seems. Where can I find up to date information on this char and his builds ? He wasn't nerfed, he was changed. His ulti was reduced in size and intensified at the same time, his passive was improved because he lost deny. His attack speed, attack range and armor/lvl were all improved aswell. Because he was the only one who could deny, it was very hard to balance him. They had to make him a worse champion than others, because deny is such a powerful mechanic. So it was way easier to just remove that mechanic and balance him like every other champ, and thus removing the only deny in the whole game. | ||
Ryuu314
United States12679 Posts
On August 16 2011 17:56 mr_tolkien wrote: Well, I had read everywhere he was a good char on 5 months old topics and when I read the changelogs I just saw nerfs to him. You know, we aren't all obliged to be aware of this game's tier list, especially since it changes every day week it seems. Where can I find up to date information on this char and his builds ? The last couple pages have some pretty good information/builds. While the last patches do seem like nerfs, the reality of gangplank is that he was always secretly overpowered, but people didn't really realize it. Then when Riot changed his passive to the stacking slow/DoT, his power went over the top and became a top tier champion. Generally, you want to build Gangplank with either Q or E max, with one level of W at 2 or 4. R whenever you can. Good items on gangplank are Triforce, Wriggle's Lantern, Force of Atmogs ( Force of Nature+Warmogs+Atmas). Sometimes people may get Infinite Edge or Ghostblade, but generally, melee champions should be built rather tanky with only 1-2 dps items, which will usually be a Triforce/Gunblade, basically dps items with well-rounded stats that provide great utility. | ||
BarneyEX
Malaysia98 Posts
Anybody saw this before? I feel that remove scurvy needs to be nerfed a tiny little bit. | ||
isleyofthenorth
Austria894 Posts
On June 30 2011 11:21 IntoTheWow wrote: 20 charges gives 15% dmg reduction :O you can never retain them. very very rarely do you ever see occult/mejais/levi in a high level game, and if its most certainly a mejais | ||
Ziemson
Poland20 Posts
Especially with glyphs and seals. In League of Legends, champions don't need high mana regeneration from runes at the later stages of the game, because they have high mana even without any items and also a pretty good mana regeneration. And you can also take a blue buff. With 9 seals of clarity you get about 9-10 mana regen on 18 level, and with glyphs you get 9-10 mana regen too. That is definitely too many, so that means that they are useless in the late game unless your mana management is very bad. 0.4 mana regen/5 seals are very good, because they give you 3.7, almost 4 mana regen per 5 right after start of the game and additionally with meki pendant which one the best options for a starting item on Gangplank you have very high mana regen that you need in the beginning. Thanks to them you can easily spam your spells and last-hit creeps with Parrley on level 1. Armor penetration quints are very good, I think that you don't need health runes. Magic resistance glyphs are tremendously good, because they give you 13 magic resist so that you are not a piece of paper to casters, very useful. Cooldown reduction glyphs are pretty good too, especially for Gangplank's Parrley, which is the main source of damage. Lastly, Marks. You can either armor pen. marks or damage marks. Both are pretty good. I go 21/0/9 on Gangplank, because I get 3% cooldown reduction, 10% more damage from crits, more damage, more experience and 15% higher duration of buffs, etc. I start with: 1. Meki Pendant + 2HP Potions 2. Then I get boots of speed and tear of the goddes, and maybe a ward if I'm solo and a hp pot (it depends) 3. I finish my boots (Ionian Boots of Lucidity) and my Manamune, which gives me nice dmg boost. 4. Then I go straight into Infinity Edge, then Bloodthirster (you can get Vampiric Scepter sooner for a nice lifesteal) 5. And then I get other items such as Banshee's, Phantom Dancer (it is great not because it gives him attack speed, but 30% crit chance!!!), etc. With his Infinity Edge, Manamune and boots finished, Gangplank can start to do a LOT of damage. I max Parrley and Raise Morale for maximum amount of damage, and on fourth level I get Remove Scurvy for anti CC (of course if I'm being raped and I have a lot of CC on my lane I prefer maxing Remove Scurvy and Parrley to keep distance with farming and to heal myself easily). That's how I play Gangplank ![]() | ||
r.Evo
Germany14079 Posts
On August 16 2011 21:02 Ziemson wrote: I wouldn't agree with your masteries and runes Lunek. Especially with glyphs and seals. In League of Legends, champions don't need high mana regeneration from runes at the later stages of the game, because they have high mana even without any items and also a pretty good mana regeneration. And you can also take a blue buff. With 9 seals of clarity you get about 9-10 mana regen on 18 level, and with glyphs you get 9-10 mana regen too. That is definitely too many, so that means that they are useless in the late game unless your mana management is very bad. 0.4 mana regen/5 seals are very good, because they give you 3.7, almost 4 mana regen per 5 right after start of the game and additionally with meki pendant which one the best options for a starting item on Gangplank you have very high mana regen that you need in the beginning. Thanks to them you can easily spam your spells and last-hit creeps with Parrley on level 1. Armor penetration quints are very good, I think that you don't need health runes. Magic resistance glyphs are tremendously good, because they give you 13 magic resist so that you are not a piece of paper to casters, very useful. Cooldown reduction glyphs are pretty good too, especially for Gangplank's Parrley, which is the main source of damage. Lastly, Marks. You can either armor pen. marks or damage marks. Both are pretty good. I go 21/0/9 on Gangplank, because I get 3% cooldown reduction, 10% more damage from crits, more damage, more experience and 15% higher duration of buffs, etc. I start with: 1. Meki Pendant + 2HP Potions 2. Then I get boots of speed and tear of the goddes, and maybe a ward if I'm solo and a hp pot (it depends) 3. I finish my boots (Ionian Boots of Lucidity) and my Manamune, which gives me nice dmg boost. 4. Then I go straight into Infinity Edge, then Bloodthirster (you can get Vampiric Scepter sooner for a nice lifesteal) 5. And then I get other items such as Banshee's, Phantom Dancer (it is great not because it gives him attack speed, but 30% crit chance!!!), etc. With his Infinity Edge, Manamune and boots finished, Gangplank can start to do a LOT of damage. I max Parrley and Raise Morale for maximum amount of damage, and on fourth level I get Remove Scurvy for anti CC (of course if I'm being raped and I have a lot of CC on my lane I prefer maxing Remove Scurvy and Parrley to keep distance with farming and to heal myself easily). That's how I play Gangplank ![]() Please make sure to read the full OP before posting... cause...: Last edit: 2010-11-05 21:29:18 OP is one of the older ones and no one bothered to make one to the updated guidelines yet. On your comments: -Blue buff shouldnt be on GP, it should be on your AP carry -AD runes on GP are bad because they dont really help you buttrape lane. ArPen (lane) or AS (jungle) much better. -Tear is a horrible item on GP. Why? You don't need the manapool, you cant get it charged quickly and it does not offer any kind of sustain which is almost neccessary for top lane. -Manamune into CDR Boots into IE into PD is a horrible build. Why? 'cause you're a melee dps, and melee dps is in (hurrdurr) MELEE RANGE aka they need to be beefy to deal out their damage. The cookie-cutter standard GP solo top atm is: 21 0 9 or 0 9 21 (I prefer the first for easy lanes I can bully (e.g. Nasus) and the latter for closer lanes (e.g. Lee Sin)) Arpen / Armor / Mres/lvl / ArpPen Open Boots+3 or Regrowth+1 Philo Boots (CDR/serkers if possible, Mercs if needed) Warmogs -> (Negatron if neeed) -> Atmas. ----> FoN --------------> Ghostblade/Triforce/Whatever you need. Triforce into tanky items is viable when you're snowballing and don't need to be as tanky. Your burst will be higher and you do more damage quicker but it's not that great if they can just focus you down. Personally I recommend Triforce over Warmogs in "fast-paced games" where kills happen and towers drop all day. Please make sure your posts in this area aren't what works in random normal games but on a medium to high ranked level. No one cares about pubstomp builds. (which yours clearly is) | ||
Ziemson
Poland20 Posts
On August 17 2011 07:46 r.Evo wrote: Please make sure to read the full OP before posting... cause...: Last edit: 2010-11-05 21:29:18 OP is one of the older ones and no one bothered to make one to the updated guidelines yet. On your comments: -Blue buff shouldnt be on GP, it should be on your AP carry -AD runes on GP are bad because they dont really help you buttrape lane. ArPen (lane) or AS (jungle) much better. -Tear is a horrible item on GP. Why? You don't need the manapool, you cant get it charged quickly and it does not offer any kind of sustain which is almost neccessary for top lane. -Manamune into CDR Boots into IE into PD is a horrible build. Why? 'cause you're a melee dps, and melee dps is in (hurrdurr) MELEE RANGE aka they need to be beefy to deal out their damage. The cookie-cutter standard GP solo top atm is: 21 0 9 or 0 9 21 (I prefer the first for easy lanes I can bully (e.g. Nasus) and the latter for closer lanes (e.g. Lee Sin)) Arpen / Armor / Mres/lvl / ArpPen Open Boots+3 or Regrowth+1 Philo Boots (CDR/serkers if possible, Mercs if needed) Warmogs -> (Negatron if neeed) -> Atmas. ----> FoN --------------> Ghostblade/Triforce/Whatever you need. Triforce into tanky items is viable when you're snowballing and don't need to be as tanky. Your burst will be higher and you do more damage quicker but it's not that great if they can just focus you down. Personally I recommend Triforce over Warmogs in "fast-paced games" where kills happen and towers drop all day. Please make sure your posts in this area aren't what works in random normal games but on a medium to high ranked level. No one cares about pubstomp builds. (which yours clearly is) I know, that AP should always get a blue buff, but I mentioned that you can also take a blue buff, not that you have to. Armor penetration marks are better, I agree. I wouldn't agree that Tear is a bad item. Thanks to this you can spam your Parrley all the time, and that means you get more gold from killing minons. And you CHARGE it pretty quickly. I hardly ever get Phantom Dancer and I said it was only for crit chance and movement speed. Gangplank is not a meele dps. What gives him ability to be meele dps? His 'e' ability? With Parrley he can keep the distance and crit with IE for 1000+ damage. Seriously, I don't know, how he can be meele dps with his devastating Parrley. | ||
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