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[Champion] Nasus - Page 11

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Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
February 16 2013 09:43 GMT
#201
Merc Treads, Shurelia's and a DShield in the early game would be pretty strong I imagine
NeedsmoreCELLTECH
Profile Blog Joined November 2011
Netherlands1242 Posts
February 16 2013 14:29 GMT
#202
On February 16 2013 18:43 Eishi_Ki wrote:
Merc Treads, Shurelia's and a DShield in the early game would be pretty strong I imagine

Can't seem to make Nasus work; the kiting and awful early game are really hard to deal with in soloQ.
Get huge or die mirin | Diamond on LoL
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
February 16 2013 16:05 GMT
#203
Which is why you don't lane him anymore, unless you have the patience and awareness
Requizen
Profile Blog Joined March 2011
United States33802 Posts
February 20 2013 16:18 GMT
#204
So I think I'm going to jump on the jungle Nasus train. I got builds/masteries/runes and what not, but I do have a question. When you're jungling, how are you prioritizing Q farm over jungle speed? Are you hanging around to Q every minion in a camp (I'm assuming pretty time consuming on Wraiths), or is it just one of the little ones and then the big one for the extra bonus, and just kill the rest as they come?
It's your boy Guzma!
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-20 16:49:54
February 20 2013 16:41 GMT
#205
Honestly, after the Zeke's buff, I feel like Zeke's is a preferable source of lategame CDR than either Glacial item.

Locket->Bulwark core, then some combination of Abyssal, Randuin, Zeke's, Golem Spirit. Triforce as a 6th item.

Abyssal is actually quite a good MR source for him. The AP is a little bit awkward, but he has high baseline magic damage, which benefits heavily from MPen.

On February 16 2013 18:17 Eishi_Ki wrote:
If anything, the Q buff gives you more incentive to max it first. Need that CDR

Q max has the disadvantage of being absolute garbage as a midgame teamfight skill. W and E are crushingly strong midgame (Spirit Fire is one of the strongest flat armor shreds in the game--it instantly shreds the same amount of armor as a Gatling Gun that is constantly applied for full duration, while also applying a high amount of baseline magic damage).

Q is basically there for having the inevitability of a strong lategame. It's not core to your midgame execution.
Moderator
sylverfyre
Profile Joined May 2010
United States8298 Posts
February 20 2013 16:54 GMT
#206
What about a couple points in Q to bring the CDR down a bit, but prioritizing W/E?

Also, why don't you like Glacial items anymore? Inefficiency of resists?
Do you really need EVEN MORE lifesteal? (Zekes)

While I do see Zekes as being well-worth it now, I'm just not sure about it on Nasus, especially with both glacial items working well on him.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-20 17:09:10
February 20 2013 17:03 GMT
#207
On February 21 2013 01:54 sylverfyre wrote:
What about a couple points in Q to bring the CDR down a bit, but prioritizing W/E?

If you're in the jungle, first rank Q is enough to let you always Q the first and last creep of each camp, which gives you the majority of Q stacks you can get per run (IIRC Monte showed that you get 3/4 of possible Q stacks on your first clear). The marginal gain of additional Q ranks is low because unlike in lane, you're still generally trying to kill things as fast as possible.

Part of the value in Frozen before was the necessity for max mana items to help handle Nasus' high mana usage in extended teamfight scenarios, which is drastically reduced with the Q mana cost buff.

I should amend what I said slightly. Frozen is still situationally good (Zeke's is bought with the express purpose of making your AD stronger, Frozen with the purpose of making theirs weaker, so one may be better than the other based on their comparative development), but I think Zeke's higher on-paper cost-efficiency makes it generally the preferable buy. Also, at the point where you'd buy it, Frozen's stats are somewhat awkward, as a pure armor item is not generally what you need at that point (Locket+Bulwark+Golem Spirit/Randuin/Abyssal--if you got Golem Spirit or Randuin you don't need an immediate armor item, and if you got Abyssal you need an HP item).

I still don't think IBG provides enough practical value in comparison to either aura to make up its poor stats-based cost-efficiency.
Moderator
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2013-02-20 17:21:24
February 20 2013 17:20 GMT
#208
I agree with glacial items being pretty meh now. Not sold on zeke's but if you're going full suppotr mode for your ad with e + zekes and wing their ad it might work pretty well. Spirit visage and locket is enough usually for cdr.

the reason not to buy glacial is you're paying for mana which hopefully you shouldn't need after laning phase at least and possibly not even then if you get flask early
Seuss
Profile Blog Joined May 2010
United States10536 Posts
February 20 2013 18:42 GMT
#209
On February 21 2013 01:54 sylverfyre wrote:
What about a couple points in Q to bring the CDR down a bit, but prioritizing W/E?

Also, why don't you like Glacial items anymore? Inefficiency of resists?
Do you really need EVEN MORE lifesteal? (Zekes)

While I do see Zekes as being well-worth it now, I'm just not sure about it on Nasus, especially with both glacial items working well on him.


I take a second point in Q at level 3 because it makes last-hitting easier (you haven't had much chance to really stack it) but doesn't stop you from maxing W by level 9. Maxing Q first was fun when the crit glitch was around, but it's not really worth it now (especially if you're running the 20% CDR opening). Maxing Q second is fine, as doubling your Q rate helps make you scary in team fights (provided you've been farming it well). Maxing E second is situational, typically when your team has a lot of physical AoE.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Mondeezy
Profile Joined August 2011
United States1938 Posts
February 20 2013 23:11 GMT
#210
Can somebody link me to a post or provide me a short and sweet guide for jungle Nasus?

I hear all the rage about him in GD, currently posting from mobile and looking to try it out once I get home.
LoL NA: Mondeezy - TL - Riven <3
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-02-21 07:58:32
February 21 2013 07:32 GMT
#211
On February 21 2013 03:42 Seuss wrote:Maxing E second is situational, typically when your team has a lot of physical AoE.

I don't even think it needs that. E has very high base damage that matches most up-front nukes after 1-2 ticks of over-time damage. It's quite practical as a teamfight damage skill even without needing an exceptional amount of AoE physical damage and just standard right-click damage from 3 physical damage dealers.

I also don't feel like maxing W first is necessarily the way to go. The attack speed slow component suffers no diminishing returns, and so is very practical in fights, but in gank scenarios, you're bumping up against diminishing returns on slows below 220 MS. It seems most practical for one to level W to a certain point, then start leveling E, opting to finish off W later, when the teamfight AS slow is more relevant and enemy champs have higher MS.

If we assume a typical Boots 2 champ has ~380 MS, then we're looking at a 45% slow to take the target to the soft-cap on slows. Which means it takes 4.17/2.08/1.39/1.04/0.83 second (by rank) for the target to be slowed to the MS soft-cap. The obvious point here being how the marginal gain on the further ranks shrinks, and stopping W at 2-3 ranks seeming like the most practical option.

I'm not 100% sure whether the Wither slow is continuous or whether it's applied per-second (or perhaps an even smaller interval than that). If it's applied per-second then it means that depending on enemy champ MS, the early-midgame place to stop W is either 2, 3, or 4 ranks, as on one of those ranks, the next rank will fail to slow the enemy champ to the MS softcap 1 second sooner, making that rank practically less useful than the previous ones.
Moderator
Seuss
Profile Blog Joined May 2010
United States10536 Posts
February 21 2013 09:02 GMT
#212
For reference, Wither updates four times, once per second after the initial cast (no Tenacity). So the slow increases by 3/6/9/12/15% per tick.

Thus at rank 1 a 380 MS champion reaches 224.2 MS after 2 seconds, leaving 3 more where they bump up or pass the soft cap. Rank 2 reaches this point after 1 second. So if your concern is the movement speed soft cap, then rank 2 should be sufficient.

I was actually maxing Wither for the lower cooldown more than the slow, as reaching rank 5 with 40% cooldown reduction shrinks the cooldown to 6.6 seconds, leaving a mere 1.6 second window where an opponent isn't slowed. That's brutal for ganking and chasing. With only two ranks the window is more than twice that, 3.4 seconds. It's still strong, but not quite so brutal.

You are right that E has high base damage, even if they only take the initial blast and a single tick. I'll have to experiment with that when I have the chance, though the increased mana cost for clearing the jungle concerns me.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
mordek
Profile Blog Joined December 2010
United States12704 Posts
February 21 2013 14:42 GMT
#213
Supported with Nasus in a normal game. I know it's terrible but everyone seemed to be feeling a little trollish in champ select (ap trynd, ap trist, trundle, ez, nasus)

We faced lulu ashe which was kind of brutal for support dog, especially when Ez ate every glitterlance without fail. However! When Trundle showed up it was a guaranteed kill every time. He would ping, I withered, he would pillar, and ashe was dead I'm not even sure if Ez helped most of the time lol.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
Sermokala
Profile Blog Joined November 2010
United States13931 Posts
February 21 2013 15:13 GMT
#214
We don't think its terrible we think its srs op with people who do a lot of physical damage and could use someone to just sit in a spot for a while so he can get his full combo off.

every ez I get can't hit skill shots and always get hit by skill shots idk what to do about them.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
Last Edited: 2013-02-21 15:30:16
February 21 2013 15:22 GMT
#215
On February 21 2013 18:02 Seuss wrote:
For reference, Wither updates four times, once per second after the initial cast (no Tenacity). So the slow increases by 3/6/9/12/15% per tick.

Thus at rank 1 a 380 MS champion reaches 224.2 MS after 2 seconds, leaving 3 more where they bump up or pass the soft cap. Rank 2 reaches this point after 1 second. So if your concern is the movement speed soft cap, then rank 2 should be sufficient.

I was actually maxing Wither for the lower cooldown more than the slow, as reaching rank 5 with 40% cooldown reduction shrinks the cooldown to 6.6 seconds, leaving a mere 1.6 second window where an opponent isn't slowed. That's brutal for ganking and chasing. With only two ranks the window is more than twice that, 3.4 seconds. It's still strong, but not quite so brutal.

You are right that E has high base damage, even if they only take the initial blast and a single tick. I'll have to experiment with that when I have the chance, though the increased mana cost for clearing the jungle concerns me.

The reason I never considered wither first Nasus is because the amount of movement speed interrupted is less than either a rammus taunt or a Fiddle fear. I know they are different champions but wouldn't they feel the same up until level 6-9 ish? Significantly less than most knockbacks too I presume, also you reach the movement speed hard floor, it slows your clears, and worsens your dueling/laning potential, and mid game Q damage, while doing nothing against dashes meaning your opponent can walk a bit while not significantly slowed, and then eat up the latter part of the slow with spells like Jayce's knockback, Nidalee pounce, Several dashes, etc...

I just think you'd be a rammus with no movement speed slow, no speed buff, and half the levels in E for too long.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Sermokala
Profile Blog Joined November 2010
United States13931 Posts
February 21 2013 15:32 GMT
#216
a fiddle fear makes them run any direction at all and a rammus taunt requires melle range to get off. Wither has parts of both these skills to make one really good one in its own way.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
mordek
Profile Blog Joined December 2010
United States12704 Posts
February 21 2013 15:39 GMT
#217
On February 22 2013 00:13 Sermokala wrote:
We don't think its terrible we think its srs op with people who do a lot of physical damage and could use someone to just sit in a spot for a while so he can get his full combo off.

every ez I get can't hit skill shots and always get hit by skill shots idk what to do about them.

Honestly, if lulu and ashe had warded better they wouldn't have died to trundle ganks. Before that we were getting absolutely pooped on by the poke and they were pushing wave hard.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2013-02-21 16:30:06
February 21 2013 16:28 GMT
#218
The movement speed interruption of Wither is less, but not by much. Assuming 380 MS the 3 seconds of Taunt/Fear interrupt 1140 movement. If you calculate out Wither and all the diminishing returns, you get 1004 movement interrupted, 88.1% as much as Taunt/Fear. Obviously that's not equal, but it's extremely close.

Nasus doesn't feel the same as Rammus and Fiddle for several important reasons:
  • Wither has much greater range than either Fear or Taunt.
  • Nasus' damage increases even while he levels Wither.
  • Wither's 5 second duration makes sticking to your target significantly easier.

That's not to say that maxing Wither is incontrovertibly the best option. The odd thing about Nasus is that he may be the only jungler in the game whose skill order is largely contextual. Q, W, and E all have significant merits which alter their importance depending on the circumstances and/or playstyle preferences. The key is to figure out what works for you and why without blindly dismissing the other options (hence my intent to experiment with E at TheYango's behest).
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
February 21 2013 16:58 GMT
#219
On February 22 2013 01:28 Seuss wrote:
The movement speed interruption of Wither is less, but not by much. Assuming 380 MS the 3 seconds of Taunt/Fear interrupt 1140 movement. If you calculate out Wither and all the diminishing returns, you get 1004 movement interrupted, 88.1% as much as Taunt/Fear. Obviously that's not equal, but it's extremely close.

Nasus doesn't feel the same as Rammus and Fiddle for several important reasons:
  • Wither has much greater range than either Fear or Taunt.
  • Nasus' damage increases even while he levels Wither.
  • Wither's 5 second duration makes sticking to your target significantly easier.

That's not to say that maxing Wither is incontrovertibly the best option. The odd thing about Nasus is that he may be the only jungler in the game whose skill order is largely contextual. Q, W, and E all have significant merits which alter their importance depending on the circumstances and/or playstyle preferences. The key is to figure out what works for you and why without blindly dismissing the other options (hence my intent to experiment with E at TheYango's behest).

What champion has 380 ms? In this no boots meta?

Also the first level in wither is worth a lot more than the next few levels compared to how well fear and taunt scale.

And slows stack horribly with each other and don't do as well at interrupting escapes. In my experience stun junglers have much better ganks than slow junglers. I'd have to try Nasus max W, but I don't think it would work.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
February 21 2013 17:54 GMT
#220
On February 22 2013 01:58 obesechicken13 wrote:
Show nested quote +
On February 22 2013 01:28 Seuss wrote:
The movement speed interruption of Wither is less, but not by much. Assuming 380 MS the 3 seconds of Taunt/Fear interrupt 1140 movement. If you calculate out Wither and all the diminishing returns, you get 1004 movement interrupted, 88.1% as much as Taunt/Fear. Obviously that's not equal, but it's extremely close.

Nasus doesn't feel the same as Rammus and Fiddle for several important reasons:
  • Wither has much greater range than either Fear or Taunt.
  • Nasus' damage increases even while he levels Wither.
  • Wither's 5 second duration makes sticking to your target significantly easier.

That's not to say that maxing Wither is incontrovertibly the best option. The odd thing about Nasus is that he may be the only jungler in the game whose skill order is largely contextual. Q, W, and E all have significant merits which alter their importance depending on the circumstances and/or playstyle preferences. The key is to figure out what works for you and why without blindly dismissing the other options (hence my intent to experiment with E at TheYango's behest).

What champion has 380 ms? In this no boots meta?

Also the first level in wither is worth a lot more than the next few levels compared to how well fear and taunt scale.

And slows stack horribly with each other and don't do as well at interrupting escapes. In my experience stun junglers have much better ganks than slow junglers. I'd have to try Nasus max W, but I don't think it would work.


By the time junglers start hitting level 9 it's fairly safe to assume that your opponents will average around 380 MS.

Fear/Taunt's scaling per rank is irrelevant. We already know how Wither compares to them at maximum rank, and Nasus isn't choosing between Wither, Fear, and Taunt when deciding his skill order. What matters is the value per rank of Soul Siphon and Spirit Fire. Incidentally, all three of Nasus normal abilities get a lot more out of their first rank than those that come after, which is why there isn't a clear best option to max first.

We're long past the point where asking, "Does this work?" is relevant. Right now we're trying to discern which of the three working options is best.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
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