Simple Questions, Simple Answers - Page 60
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General_Winter
United States719 Posts
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SwizzY
United States1549 Posts
I don't know how many times I leveled up during a trade and as soon as I hit gravesQ I used the keyboard shortcut to level it up and wonder if the trade damage was the new lvl or the previous lvl.. | ||
Sonnington
United States1107 Posts
On May 19 2015 01:44 General_Winter wrote: If you are on the east coast of the US, how do you set up an account to play on the Lat Am server? I was playing on Sunday morning and the lag was just unbearable. Even on a good day ping is never less than 100. Yeah, there's been some packet loss on the East coast lately. Just switch to Latin America North server > hit Launch button > underneath the login there'll be three hyperlinks, click the top one to create a new account. Here's a guide for setting LAN to English: http://boards.na.leagueoflegends.com/en/c/GD/RAKfE3cr-how-to-have-english-in-your-lan-client-patch-421-12112014 | ||
General_Winter
United States719 Posts
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chalice
United States1945 Posts
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Slayer91
Ireland23335 Posts
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Fildun
Netherlands4122 Posts
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Alaric
France45622 Posts
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Ente
Germany1795 Posts
Lets say you are using a channeled skill or a skill that requires wind-up like caitlynQ or teemo shroom DoT - does leveling up a skill during the windup or channel affect dps or is it that as soon as you use the skill, that is the damage of it? I don't know how many times I leveled up during a trade and as soon as I hit gravesQ I used the keyboard shortcut to level it up and wonder if the trade damage was the new lvl or the previous lvl.. pretty sure it doesnt help/work one thing with teemo ult is that they level up if they are placed, so if you have 5 shrooms on the ground and lvl to lvl 11 after all of them will get treated as level 2 shrooms, considering thats something they added in later I believe thats not the case for cait/nida traps but im not sure | ||
HewTheTitan
Canada331 Posts
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Alaric
France45622 Posts
- you win by destroying the nexus, hence you gotta kill these towers. The whole farming, buffs, etc. is basically gaining enough of an advantage to kill structures quickly, or be able to fight the enemy team so there's noone to defend the towers from you. - hence why not dying is very important, as it reduces the gold and exp your opponent gets, and you don't lose out on these while you're dead either. Dealing the killing blow to minions is also important as you don't receive the gold otherwise. - the stats improving the values on your abilities are colour-coded as follows: green for AP, orange for AD (some work on your total AD, some only on your AD from items, buffs, etc.), red for HP (either total or bonus, same). When in doubt, the wiki has a bunch of information for you, and the "champions" tab in your ingame profile can show you which champions are playable for free currently. - When an inhibitor is destroyed, for the next few minutes you get an improved minion in each wave on that inhibitor's lane, so you naturally push and your opponents have to defend somehow. You usually wants to push another lane then, since this one will do it by itself! - The jungle is another source of gold, but with only 10 games I don't think you have access to the summoner spell Smite which is necessary for this. You can see it as more stuff to farm once you get strong enough, for the moment. With enough experience/levels (for masteries), the jungle is somewhat like a 4th lane of farm, 'cept the enemy doesn't see you so you can easily sweep by a lane and ambush/"gank" an enemy. Kill him, or force him to recall and heal, and he won't be able to farm/you can take an objective while he's away! - There are various benefits associated with most neutral camps. Baron gives temporary stats, including an aura buffing minions near you, making pushes much easier. It hits hard so taking it on when the enemy team is likely to react and come fight you is a recipe for disaster. Dragon gives permanent buffs, stacking with each kill of the dragon. It's easier to take on but still dangerous early. The crabs in the river give vision around the area to the team killing them, and the "big camps" in the jungle give a buff to the one killing the big monster (blue improves mana regen greatly, red lets you damage+slow enemies with autoattacks, useful to chase/gank). They're not as important as basic mechanics (reactivity, last hitting, skillshot precision, etc.) so you're in no hurry about these. | ||
HewTheTitan
Canada331 Posts
Are there replays in league? I want to check out a few pro games to get a better idea of game flow. ps: last hitting is surprisingly hard, esp with someone like Garen with crappy damage. | ||
Alaric
France45622 Posts
Garen actually has decent base AD, if you wanna suffer try with someone like Orianna or Ashe. ![]() | ||
MidnightGladius
China1214 Posts
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GolemMadness
Canada11044 Posts
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MidnightGladius
China1214 Posts
Your mileage may vary, I main support and jungle, and when I have to lane I just try to get every CS safely. Practicing with left click in custom games and at level one helped me a lot. | ||
Dalguno
United States2446 Posts
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Frudgey
Canada3367 Posts
On May 22 2015 19:24 Alaric wrote: There are VoDs readily available, both on youtube and Twitch, but there are no replays. Well, there are 3rd party mods/softwares for it, but not official replays so no dice for competitive games. Garen actually has decent base AD, if you wanna suffer try with someone like Orianna or Ashe. ![]() Last hitting as Darius is even easier though, hemorrhage is too good at fixing my sloppy cs'ing. On May 24 2015 08:45 Dalguno wrote: I've never understood too well what makes a good team comp, and what to look for. The things I think of are amount of CC, AoE damage, strength of individual champs, but what else makes a team comp superior to another? Well I can't claim to be a master on this topic, one thing to note is that certain compositions are just different. For example, there are compositions built around siegeing objectives, but then there are also compositions that excel in team fights. Both are good compositions, but they do different roles. As for one composition beating another, sometimes it's rock paper scissors. One composition can beat composition X, but has a hard time against composition Y. As for why that is the case however, you'll have to ask someone else! | ||
Sonnington
United States1107 Posts
On May 24 2015 08:45 Dalguno wrote: I've never understood too well what makes a good team comp, and what to look for. The things I think of are amount of CC, AoE damage, strength of individual champs, but what else makes a team comp superior to another? It's a tough question to answer. For instance, a poke comp is good at taking towers, but very bad at taking Baron or Dragon. A team comp or hard engage comp is good at takes Dragon and Baron but is usually bad at sieging towers. A good team comp has champions that either compliment each other's abilities or cover up weaknesses. For instance, Lee Sin and Orianna are good together because Lee Sin provides a reliable ball delivery system. Whereas Zac wouldn't be as good since his abilities knock enemies back. Janna and Thresh are good with immobile ADCs because they offer strong disengage options in the form of lantern and Janna ult. | ||
sob3k
United States7572 Posts
On May 25 2015 14:59 Sonnington wrote: It's a tough question to answer. For instance, a poke comp is good at taking towers, but very bad at taking Baron or Dragon. A team comp or hard engage comp is good at takes Dragon and Baron but is usually bad at sieging towers. A good team comp has champions that either compliment each other's abilities or cover up weaknesses. For instance, Lee Sin and Orianna are good together because Lee Sin provides a reliable ball delivery system. Whereas Zac wouldn't be as good since his abilities knock enemies back. Janna and Thresh are good with immobile ADCs because they offer strong disengage options in the form of lantern and Janna ult. bad example, Zac is actually a fantastic ball delivery | ||
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