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[Champion] Warwick - Page 4

Forum Index > LoL Strategy
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Mogwai
Profile Blog Joined January 2009
United States13274 Posts
September 27 2011 17:45 GMT
#61
Sunfire would pretty much never get built at this point if there were better build paths from giant's belt, but basically every thing that builds from giant's belt is super-niche.
mogwaismusings.wordpress.com
Therapist.
Profile Joined January 2009
United States207 Posts
September 27 2011 18:17 GMT
#62
On September 28 2011 00:12 Mogwai wrote:
Show nested quote +
On September 28 2011 00:04 Therapist. wrote:
Just dropping in to say that I am a fan of Lane Warwick (solo top) and prefer a more Q spammy build maxing R > Q > E > W

Generally I go Chalice of Harmony to deal with all mana issues, followed by Spirit Visage and Glacial Shroud for cooldown reduction and defensive stats. Then I'll either finish Frozen Heart or make a Guardian Angel depending on what's going on/what's needed.

The advantage of building this way over a more auto attack oriented style is that you get higher defensive stats. Warwick, when built this way, becomes nearly unkillable as his Q will heal him for massive amounts while he has very high armor/magic resist to absorb tons of damage. His Q on a short cooldown of about 3 seconds will also cause very consistent damage pretty rapidly. In team fights, you can't be ignored, yet can't be focused - the foundation of any great tank.

The main disadvantage of building WW this way is the lack of pushing power. Clearing creep waves like this takes a long time as he has low attack speed and low auto attack damage. This is generally fine on a solo top as you really need your team to break you out of afk-farm mode into the actual game anyway, but it really is one of the things that makes a character like Singed so great as he instantly clears a wave, then goes to cause mayhem about the map.

Even so, in many games as Warwick, this build has yielded the most consistent performance. I can see where building expensive auto attack items would be better in situations where you are getting FED perhaps, but in general, you can't go wrong or get shut down building a Q-spam oriented build.

ლ(ಠ益ಠლ) poster, y u no read OP?


Just giving my own viewpoint, ordering, and explanations.
Slayer91
Profile Joined February 2006
Ireland23460 Posts
September 27 2011 18:24 GMT
#63
Why? Especially when the guide covers it. I thought the point of having 1 guide thread is that people can discuss or contribute something, not just post your 2 cents despite the guide covering it already?
aka Teutonica
Therapist.
Profile Joined January 2009
United States207 Posts
September 27 2011 18:46 GMT
#64
On September 28 2011 03:24 Slayer91 wrote:
Why? Especially when the guide covers it. I thought the point of having 1 guide thread is that people can discuss or contribute something, not just post your 2 cents despite the guide covering it already?


Apparently the point of this thread is for everyone to rail me for contributing.
Brees
Profile Joined January 2010
Marshall Islands3404 Posts
Last Edited: 2011-09-27 18:50:29
September 27 2011 18:49 GMT
#65
well yea that is generally what happens when you give bad advice.

The point of guide threads are for people to get a basic sense of how to play a new character, so you can see why people are quick to shoot down something that isn't very good so people are not confused.
Brees on in
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
September 27 2011 18:52 GMT
#66
On August 25 2011 03:17 Mogwai wrote:
Sunfire efficiency numbers:
45 Armor = 750 gold
450 HP = 1187.5 gold
Toal = 1937.5 gold for 2610 gold

So you're paying about 662.5 gold for 35 magic damage per second in an aura.

GA efficiency numbers
68 Armor = 1133.3 gold
38 MRes = 633.3 gold
Total = 1766.6 gold for 2600 gold

So you're paying 833.3 gold for 750 HP, 375 Mana resurrection every 5 minutes.

Frankly, on WW, where you have so much natural healing that favors resists over straight up HP , I just think GA is better.


subtopic... I now build hp without a care on self healers. realized that if your heals are repeated, they multiply off raw hp as well as armor/mr, because taking more hits means your cooldown refreshes more before you die = more heals.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
Slayer91
Profile Joined February 2006
Ireland23460 Posts
September 27 2011 18:55 GMT
#67
On September 28 2011 03:49 Brees wrote:
well yea that is generally what happens when you give bad advice.

The point of guide threads are for people to get a basic sense of how to play a new character, so you can see why people are quick to shoot down something that isn't very good so people are not confused.


It's more like the exact build he suggests is in the guide (except wits end and bloodrazors are in there as well) so all he did was add some flowery language.
aka Teutonica
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
September 27 2011 18:58 GMT
#68
On September 28 2011 03:17 Therapist. wrote:
Show nested quote +
On September 28 2011 00:12 Mogwai wrote:
On September 28 2011 00:04 Therapist. wrote:
Just dropping in to say that I am a fan of Lane Warwick (solo top) and prefer a more Q spammy build maxing R > Q > E > W

Generally I go Chalice of Harmony to deal with all mana issues, followed by Spirit Visage and Glacial Shroud for cooldown reduction and defensive stats. Then I'll either finish Frozen Heart or make a Guardian Angel depending on what's going on/what's needed.

The advantage of building this way over a more auto attack oriented style is that you get higher defensive stats. Warwick, when built this way, becomes nearly unkillable as his Q will heal him for massive amounts while he has very high armor/magic resist to absorb tons of damage. His Q on a short cooldown of about 3 seconds will also cause very consistent damage pretty rapidly. In team fights, you can't be ignored, yet can't be focused - the foundation of any great tank.

The main disadvantage of building WW this way is the lack of pushing power. Clearing creep waves like this takes a long time as he has low attack speed and low auto attack damage. This is generally fine on a solo top as you really need your team to break you out of afk-farm mode into the actual game anyway, but it really is one of the things that makes a character like Singed so great as he instantly clears a wave, then goes to cause mayhem about the map.

Even so, in many games as Warwick, this build has yielded the most consistent performance. I can see where building expensive auto attack items would be better in situations where you are getting FED perhaps, but in general, you can't go wrong or get shut down building a Q-spam oriented build.

ლ(ಠ益ಠლ) poster, y u no read OP?


Just giving my own viewpoint, ordering, and explanations.

I mean, you do realize that the OP discusses roughly the exact same Lanewick build you described? Your post literally contributed nothing new and only served to make me question why I even bother writing anything when apparently no one is fucking reading it.

On September 28 2011 03:52 UniversalSnip wrote:
Show nested quote +
On August 25 2011 03:17 Mogwai wrote:
Sunfire efficiency numbers:
45 Armor = 750 gold
450 HP = 1187.5 gold
Toal = 1937.5 gold for 2610 gold

So you're paying about 662.5 gold for 35 magic damage per second in an aura.

GA efficiency numbers
68 Armor = 1133.3 gold
38 MRes = 633.3 gold
Total = 1766.6 gold for 2600 gold

So you're paying 833.3 gold for 750 HP, 375 Mana resurrection every 5 minutes.

Frankly, on WW, where you have so much natural healing that favors resists over straight up HP , I just think GA is better.


subtopic... I now build hp without a care on self healers. realized that if your heals are repeated, they multiply off raw hp as well as armor/mr, because taking more hits means your cooldown refreshes more before you die = more heals.

Uhhhh, nope. They don't multiply off raw hp. Raw hp serves as a buffer to make sure you don't die before you can heal. Resists serve as multipliers. I know what you're trying to say, but multiply is the wrong word. Try building Warmog's on Warwick, then come back here and tell me that you don't think you would've been better off just buying 2 chain vests and 2 negatron cloaks.
mogwaismusings.wordpress.com
Brees
Profile Joined January 2010
Marshall Islands3404 Posts
September 27 2011 19:00 GMT
#69
I hope you all stay bad thats why I dont write guides hururhurhurur
Brees on in
rwrzr
Profile Joined February 2010
United States1980 Posts
September 27 2011 19:09 GMT
#70
On September 28 2011 04:00 Brees wrote:
I hope you all stay bad thats why I dont write guides hururhurhurur


Brees #1
FADC
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2011-09-27 19:18:51
September 27 2011 19:17 GMT
#71
On September 28 2011 03:58 Mogwai wrote:
Show nested quote +
On September 28 2011 03:17 Therapist. wrote:
On September 28 2011 00:12 Mogwai wrote:
On September 28 2011 00:04 Therapist. wrote:
Just dropping in to say that I am a fan of Lane Warwick (solo top) and prefer a more Q spammy build maxing R > Q > E > W

Generally I go Chalice of Harmony to deal with all mana issues, followed by Spirit Visage and Glacial Shroud for cooldown reduction and defensive stats. Then I'll either finish Frozen Heart or make a Guardian Angel depending on what's going on/what's needed.

The advantage of building this way over a more auto attack oriented style is that you get higher defensive stats. Warwick, when built this way, becomes nearly unkillable as his Q will heal him for massive amounts while he has very high armor/magic resist to absorb tons of damage. His Q on a short cooldown of about 3 seconds will also cause very consistent damage pretty rapidly. In team fights, you can't be ignored, yet can't be focused - the foundation of any great tank.

The main disadvantage of building WW this way is the lack of pushing power. Clearing creep waves like this takes a long time as he has low attack speed and low auto attack damage. This is generally fine on a solo top as you really need your team to break you out of afk-farm mode into the actual game anyway, but it really is one of the things that makes a character like Singed so great as he instantly clears a wave, then goes to cause mayhem about the map.

Even so, in many games as Warwick, this build has yielded the most consistent performance. I can see where building expensive auto attack items would be better in situations where you are getting FED perhaps, but in general, you can't go wrong or get shut down building a Q-spam oriented build.

ლ(ಠ益ಠლ) poster, y u no read OP?


Just giving my own viewpoint, ordering, and explanations.

I mean, you do realize that the OP discusses roughly the exact same Lanewick build you described? Your post literally contributed nothing new and only served to make me question why I even bother writing anything when apparently no one is fucking reading it.

Show nested quote +
On September 28 2011 03:52 UniversalSnip wrote:
On August 25 2011 03:17 Mogwai wrote:
Sunfire efficiency numbers:
45 Armor = 750 gold
450 HP = 1187.5 gold
Toal = 1937.5 gold for 2610 gold

So you're paying about 662.5 gold for 35 magic damage per second in an aura.

GA efficiency numbers
68 Armor = 1133.3 gold
38 MRes = 633.3 gold
Total = 1766.6 gold for 2600 gold

So you're paying 833.3 gold for 750 HP, 375 Mana resurrection every 5 minutes.

Frankly, on WW, where you have so much natural healing that favors resists over straight up HP , I just think GA is better.


subtopic... I now build hp without a care on self healers. realized that if your heals are repeated, they multiply off raw hp as well as armor/mr, because taking more hits means your cooldown refreshes more before you die = more heals.

Uhhhh, nope. They don't multiply off raw hp. Raw hp serves as a buffer to make sure you don't die before you can heal. Resists serve as multipliers. I know what you're trying to say, but multiply is the wrong word. Try building Warmog's on Warwick, then come back here and tell me that you don't think you would've been better off just buying 2 chain vests and 2 negatron cloaks.


I assume it doesn't multiply at the same efficiency, but yeah... it does multiply over the course of a fight. If you are going at somebody and you have twice as much hp, you'll get twice as many Q cooldowns before you die and you get to heal more. Like... I wouldn't buy warmogs, but if an item favors hp over resists, I'm totally fine with that.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-09-27 19:24:25
September 27 2011 19:19 GMT
#72
On September 28 2011 03:52 UniversalSnip wrote:
subtopic... I now build hp without a care on self healers. realized that if your heals are repeated, they multiply off raw hp as well as armor/mr, because taking more hits means your cooldown refreshes more before you die = more heals.

While this is true, your survivability scaling is still better buying resists over HP.

Some math-crafting:

EHP = K * (HP + Healing) * Resists -- that is, your EHP is related to the product of your HP and healing and your resists-fairly straightforward
Healing = C * EHP -- again straightforward, this is simply putting an equation to "the longer you live, the more healing you get to do".

Throw the 2nd equation into the first, and you get:
EHP = K * HP * Resists/(1- C * Resists)

This means that EHP scales linearly off of HP, and grows asymptotically in a manner similar to x/(1-x) off of resists--with the asymptote representing the point where your resists make it so that you outheal the rate of damage dealt to you (and hence where you have infinite EHP).

At lower points on the curve, where your rate of healing is comparatively low, the EHP scaling approximates the normal growth where balancing HP and resists is better. As the rate of healing becomes more significant, resist stacking becomes far, far better.
Moderator
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2011-09-27 19:30:38
September 27 2011 19:29 GMT
#73
^--- this is pretty much exactly what I thought, thank you. Just a lower breakpoint for armor/mr on self healers
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
September 27 2011 19:49 GMT
#74
On September 28 2011 04:29 UniversalSnip wrote:
^--- this is pretty much exactly what I thought, thank you. Just a lower breakpoint for armor/mr on self healers

considering how much self healing WW has and how much base HP he has, his breaking point for resists vs. HP is really absurdly low.
mogwaismusings.wordpress.com
TheYango
Profile Joined September 2008
United States47024 Posts
September 27 2011 19:58 GMT
#75
On September 28 2011 04:49 Mogwai wrote:
Show nested quote +
On September 28 2011 04:29 UniversalSnip wrote:
^--- this is pretty much exactly what I thought, thank you. Just a lower breakpoint for armor/mr on self healers

considering how much self healing WW has and how much base HP he has, his breaking point for resists vs. HP is really absurdly low.

There's also the fact that CDR arguably supercedes both resists and HP because it scales both your survivability (through healing rate) AND damage dealt. And by the time you've capped CDR you have high enough resists and healing rate to make resist stacking beyond that point better than buying HP.
Moderator
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
September 28 2011 15:06 GMT
#76
CDR more or less directly translates into HP. CDR is something that needs to be balanced with resists to maximize survivability.
mogwaismusings.wordpress.com
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
September 28 2011 18:52 GMT
#77
frozen heart geegee
GANDHISAUCE
Sandster
Profile Joined November 2006
United States4054 Posts
November 08 2011 20:25 GMT
#78
Can someone please post some jungle matchups for WW? Specifically, Udyr/Rammus being so popular these days, where they can constantly steal your jungle while keeping their side entirely clear. The simple answer would be wards, but in solo queues most supports don't know to ward the jungle entrance properly.
Mogwai
Profile Blog Joined January 2009
United States13274 Posts
November 08 2011 20:30 GMT
#79
On November 09 2011 05:25 Sandster wrote:
Can someone please post some jungle matchups for WW? Specifically, Udyr/Rammus being so popular these days, where they can constantly steal your jungle while keeping their side entirely clear. The simple answer would be wards, but in solo queues most supports don't know to ward the jungle entrance properly.

if you start small gols, and have your team protect an immediate wraith jack, rammus and udyr can't really fuck with your early path much. Start blue is pretty much a guarantee way to get yourself counterjungled into oblivion.
mogwaismusings.wordpress.com
ZERG_RUSSIAN
Profile Blog Joined November 2008
10417 Posts
November 08 2011 22:54 GMT
#80
The best defense against counterjungling is a solid counter-counterjungle path. Warwick's a little hard to play early but if you can master the art of reading your opponent's paths by items and starting point you'll do fine. I love to counterjungle, but I think it takes a lot of experience to know when you can safely get away with it and if it will actually set you ahead. My two favorites are wolf with help -> blue with leash -> their twin golems -> evaluate and blue with leash -> wraith jack -> your wolves.

Well, my two non-cho favorites, at least...
I'm on GOLD CHAIN
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