On January 01 2013 02:54 Slayer91 wrote:
You should all be getting locket it's op as fuck
You should all be getting locket it's op as fuck
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TheYango
United States47024 Posts
On January 01 2013 02:54 Slayer91 wrote: You should all be getting locket it's op as fuck | ||
Scip
Czech Republic11293 Posts
On January 01 2013 07:20 ZERG_RUSSIAN wrote: What does slot efficiency matter when your combine cost is under 1000 gold and you've got literally two other items? Spirit Stone, Boots, Sightstone, Flask. That's 4. You might not always want a sightstone, but sometimes you want a pink ward in your inventory. | ||
Scip
Czech Republic11293 Posts
Boots1 or finish Spirit Stone first? Haven't done the math yet+it's not something that can be fully expressed by maths. Needs testing. Rune setups. Haven't experimented there, just went with the attackspeed reds, armor yellows and quints, MR18 blues. Maybe Mspeed quints would be better here. We talked about masteries, don't know how much more we can theorycraft out of that. For itembuilds, I think boots1, Spirit Stone and Flask is completely core, can't see how you could possibly jungle without that. Don't think anyone disputes it, just posting for clarity :p Obviously build is very simple, take some of Randuins, Locket, SotAG, Mercs, Ninja Tabi and you'll have a good build. What I want to draw attention to is the relatively farmy style that Rammus I think should be played with. There's the trap new players might fall into (i. e. I did) that just because you have hard CC and a massive movement speed boost you gank a lot early game. Nowadays I usually restrict myself to ganking mostly 1 lane, preferably middle lane if possible, because you just don't have the time to gank them all. So I invite everyone to try a more farmy playstyle and hopefully reap the benefits. One of the things related to that, while I was a very large fan of the Sightstone originally, I now think that it is worth it only if your support doesn't get one (for example because they are Zyra and want to build some AP. qq.) One thing that should not be underestimated is Rammus' straightup combat strenght, which while not really equal to the likes of Mundo or Olaf, is still pretty comparable and even-numbers fight can still work out in your advantage. That is obviously not true if you get a Sightstone, which is the exact reason why I avoid buying it as often as possible. Any thoughts/comments/new ideas? Also Craton how is your guide draft going? | ||
xDaunt
United States17988 Posts
On January 12 2013 01:16 Scip wrote: Double posting in order to revive discussion, after a lot more games I have some new opinions and hopefully the experience to defend them. But first things that need to still be done. Boots1 or finish Spirit Stone first? Haven't done the math yet+it's not something that can be fully expressed by maths. Needs testing. You should almost always finish spirit stone before getting boots regardless of who you're jungling. The sustain is too good, plus it generally allows you to give every blue buff after the first one to your mid. Rune setups. Haven't experimented there, just went with the attackspeed reds, armor yellows and quints, MR18 blues. Maybe Mspeed quints would be better here. We talked about masteries, don't know how much more we can theorycraft out of that. Given how the machete works, I think AS reds are mandatory for most any jungler. For Rammus (and most everyone else), I've been doing AS red, armor yellow, MR18 blue, and MS quints. It works just fine. For itembuilds, I think boots1, Spirit Stone and Flask is completely core, can't see how you could possibly jungle without that. Don't think anyone disputes it, just posting for clarity :p Obviously build is very simple, take some of Randuins, Locket, SotAG, Mercs, Ninja Tabi and you'll have a good build. I never bother with flask on my junglers -- even Rammus. I find that the sustain from creeps and spirit stone is enough. Anyway, my preferred build is machete + 5hp => spirit stone => boots1 => golem spirit => tabis => aegis as a core (throw a sightstone in there, too, if needed). It's not expensive, the progression is really smooth, and it gives Rammus basically everything that he needs. From there, I do in some order thornmail (always get this at some point), locket, Bulwark, and one of the negatron cloak items (usually SV). What I want to draw attention to is the relatively farmy style that Rammus I think should be played with. There's the trap new players might fall into (i. e. I did) that just because you have hard CC and a massive movement speed boost you gank a lot early game. Nowadays I usually restrict myself to ganking mostly 1 lane, preferably middle lane if possible, because you just don't have the time to gank them all. So I invite everyone to try a more farmy playstyle and hopefully reap the benefits. Rammus is fast enough to gank a lot and farm fairly well in the jungle. One of the things related to that, while I was a very large fan of the Sightstone originally, I now think that it is worth it only if your support doesn't get one (for example because they are Zyra and want to build some AP. qq.) One thing that should not be underestimated is Rammus' straightup combat strenght, which while not really equal to the likes of Mundo or Olaf, is still pretty comparable and even-numbers fight can still work out in your advantage. That is obviously not true if you get a Sightstone, which is the exact reason why I avoid buying it as often as possible. Rammus isn't going successfully 1v1 many people. However, he's very problematic for the opposition in larger engagements because he can nullify the primary damage dealer. | ||
Craton
United States17233 Posts
Would you guys prefer I post a mostly complete guide and update as time permits or wait until it's finished before posting it at all? Done Patch Notes Base Stats & Stats Per Level Skill Overview Masteries (0/29/1) Runes Skill Leveling Order Items Choices Not done Ganking (Need to cut current video (only shows angles with no other players present) or reshoot some clips with example players). Alternatively can just mspaint some graphics. Teamfights Jungle Clearing Tips & Tricks I think the ganking and teamfight sections are really the most important sections. Poll: Post Rammus Guide? Right now (12) Only when completely done (8) 20 total votes Your vote: Post Rammus Guide? | ||
zulu_nation8
China26351 Posts
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Terranasaur
United States2085 Posts
On January 21 2013 13:55 Craton wrote: OK, let me ask this here: Would you guys prefer I post a mostly complete guide and update as time permits or wait until it's finished before posting it at all? Done Patch Notes Base Stats & Stats Per Level Skill Overview Masteries (0/29/1) Runes Skill Leveling Order Items Choices Not done Ganking (Need to cut current video (only shows angles with no other players present) or reshoot some clips with example players). Alternatively can just mspaint some graphics. Teamfights Jungle Clearing Tips & Tricks I think the ganking and teamfight sections are really the most important sections. Poll: Post Rammus Guide? Right now (12) Only when completely done (8) 20 total votes Your vote: Post Rammus Guide? Do it now. If you need help with the videos, let me know. | ||
obesechicken13
United States10467 Posts
On January 12 2013 01:16 Scip wrote: What I want to draw attention to is the relatively farmy style that Rammus I think should be played with. There's the trap new players might fall into (i. e. I did) that just because you have hard CC and a massive movement speed boost you gank a lot early game. Nowadays I usually restrict myself to ganking mostly 1 lane, preferably middle lane if possible, because you just don't have the time to gank them all. So I invite everyone to try a more farmy playstyle and hopefully reap the benefits. I think madreds razor is much better than spirit stone if you want to be more farmy. He clears a lot faster with a razor than with spirit stone. I feel like he definitely has more sustain issues with mana, but I don't think spirit stone's health regen can match razors damage for health sustain. So I usually clear camps with just W to conserve mana. With the added clear speed I feel like I can gank a lot more but I'm still leaving a lot of camps uncleared. I've been having a lot of success getting my lanes fed as Rammus and taunting people so they can't get out of fights that are in our favor whereas if a fight is in their favor they won't have a 3s taunt. Really happy that I've found another way to play Rammus to a viable degree. | ||
Alaric
France45622 Posts
On the other hand, they are as you said the most important parts of a guide (esp. a TL guide, since we don't hold slapping a skill order, x/y/z masteries and cookie-cutter runes as sufficient while it can be easily found elsewhere) and it'd be easier to spark a discussion with initial opinions. | ||
Craton
United States17233 Posts
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nyxnyxnyx
Indonesia2978 Posts
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GhandiEAGLE
United States20754 Posts
It is so very op | ||
UniversalSnip
9871 Posts
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UniversalSnip
9871 Posts
On January 22 2013 05:13 GhandiEAGLE wrote: Please add bruiser top rammus to your guide xD It is so very op I just won a game where our bot lane was something like 4-19 with tp top rammus. I'm not sure what constitutes 'bruiser' rammus exactly, I played him as a straight tank with sunfire mogs, but it felt really strong. | ||
IamPryda
United States1186 Posts
Rammus isn't going successfully 1v1 many people. However, he's very problematic for the opposition in larger engagements because he can nullify the primary damage dealer. [/QUOTE] I agree he isn't great in 1v1 but he is a great counter ganker early and really good at shouting down/cleaning up tower divers trying to kill your carry | ||
Kuja900
United States3564 Posts
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Alaric
France45622 Posts
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Juicyfruit
Canada5484 Posts
I've seen rammuses do very well with a fast homeguard. It just synergizes so nicely on him and solves some of his sustain issue while at the same time helping him get to lanes that need ganks faster. It's particularly helpful once mid-game kicks in and rammus can't do shit in a fair fight, so he'll be relying on splitpushing to be useful; you split-push -> recall safely when they respond-> abuse homeguard to get somewhere else. | ||
rhs408
United States904 Posts
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sylverfyre
United States8298 Posts
Runes: AS Armor MR and option of MS or AS on quints. You want 2-3 points in W for your clear speed, then max E. Taunt duration goes up SO FAST when you rank it up (1sec -> 3 sec) Build wise, get your razors ASAP because you aren't super reliant on movespeed to make your ganks work. Mana costs: Don't go overboard on Qing to each camp, do it only when you have blue buff or are planning on recalling before your next gank, or if you really have plenty of mana. W is the "clear faster" skill, and it's only 40 mana. Most jungle creeps will hit you 4 times while you have ball curl up, meaning it does 60 + 40% of armor + 40/level damage to every creep, PLUS increases your AD by a modest amount. It's not the fastest clear in the world, but it's ok. | ||
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