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Simple Questions, Simple Answers - Page 71

Forum Index > LoL Strategy
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Jek
Profile Blog Joined July 2011
Denmark2771 Posts
July 03 2016 20:57 GMT
#1401
On July 04 2016 04:55 NpG)Explosive wrote:
Show nested quote +
On July 03 2016 07:41 Goumindong wrote:
On July 02 2016 06:11 Ansibled wrote:
On July 01 2016 17:31 GolemMadness wrote:
Does anyone know if the shield/heal increase from windspeaker's/ardent censer/mikael's stack additively? With all three, do you get 40% bonus shield/heal?


Well I mean he can say that but 350 x 1.7 is not how much I was shielding.

You trust him or your own lying eyes?


Too tired to figure it out myself, where is that 1.7 coming from (since you're quoting a 40% bonus)?

If I understood him correct he was testing with 4 Censers, for some reason the passive is not listed as unique I guess? With Windspeakers it'd wound up at 70%. Could very easily be it's not flagged as a unique passive and it all being from the same source that makes it stack up multiplicative, lazy coding hwaiting.

If it's the case it'll almost surely be patched.
It's Elo not ELO - Every statiscian playing League
evilfatsh1t
Profile Joined October 2010
Australia8797 Posts
Last Edited: 2016-08-18 07:08:28
August 18 2016 07:05 GMT
#1402
are there item timings in lol which players should try to stick to?
one of my biggest problems atm is i havent played enough games to get a grasp on whether x champion is stronger than y champion at mm:ss time assuming both have progressed fairly evenly. im almost at plat now in my first season in and yet against some champions im not familiar with fully (i still havent even tried like 30% of the champion pool), i dont know whether im strong enough to outright kill them, especially if they werent in my lane and we werent trading hits before. i usually have to poke first and notice how much damage i do before i commit in these situations, which makes it too late since the opponent is probably already running

in dota there are general rule of thumbs for when a hero should have a big item ready for their game to be progressing smoothly.
~15min bfury boots am
~23mins treads linkens morph etc
they act as general indicators of how well your game is going if you can reach those benchmarks, and if you cant then at least you know youre probably a little behind youre supposed to be.

in lol the only indicator i have of that without looking at KDA is whether i have 80cs at 10mins, but given that cs is far less important than kills in lol than in dota, it doesnt act as a good indicator to me whether or not im strong enough to 1v1 people, whether im ahead or behind where i should be etc.
so are there any other timings people/pros use or does everyone look at it game by game and say "as long as im ahead of my opposing laner i dont care"
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
Last Edited: 2016-08-18 15:08:55
August 18 2016 15:06 GMT
#1403
There are some items that are very strong timings for certain champions. Trinity Force and a fully upgraded Tear item being the most impactful, generally if the lane have went even and either of the two have been completed it means that side can really fuck with their opponent since said items synergize so well with their kit. Likewise a Gnar completing Frozen Mallet against a melee champion turns into a monster you cannot really mess with since he can kite and chase so easily.

You cannot really use a general timing since every game's items usually begs for different builds and most champions have different items they spike from (a Trinity Force user reaching it in an even lane is almost always going to be stronger since their kit benefit so massively from it) . A good rule of thumb is that a completed item beat base parts, easily seen if you compare a Serrated Dirk vs 2 longswords they both give the same AD but the armor pen is a colossal advantage.

Another really important timing you should look at, you probably already do but just in case but going to mention it anyway, is level advantage if either side hit a level before the opponent they are generally much stronger most profound at level 2/3/6, the ability advantage is massive if either side hit one of those spikes they can or will usually just straight up all-in or zone very aggressively this is why you especially want to rush 2/3 in botlane since it's even more extreme there as you sort of double up on the unlocked abilities and addtional raw stats.
It's Elo not ELO - Every statiscian playing League
Complete
Profile Joined October 2009
United States1864 Posts
October 08 2016 00:09 GMT
#1404
Does baron still give AD/AP? or just buff minions?
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
October 08 2016 00:21 GMT
#1405
On October 08 2016 09:09 Complete wrote:
Does baron still give AD/AP? or just buff minions?
According to wiki, it does both. (in addition to empowered recall)
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
October 11 2016 23:08 GMT
#1406
Normally i main support, but for the first time in ages I got to jungle. The game lasted for 41 minutes, and I ended up having 140 farm. Which far too low imo. I noticed I had the tendency to go to the places where things were happening, neglecting my farm. (acting more like a support, which im used to)

Does anyone have any tips on this? What amounts of farm are 'normal', how stubbornly do I need to be farming?
dsyxelic
Profile Joined May 2010
United States1417 Posts
October 12 2016 16:01 GMT
#1407
Depends on champ / situation / matchup

Depending on context 140 in 41min as jg is not bad.

Generally if you arent doing something useful (ganking, vision, covering lane, etc) you want to be farming. This isnt always possible but good jgs are productive most of the time. And most err on the side of farming too much than wandering on the map because at least you get something despite a suboptimal decision instead of nothing. So if you err more on the side of wandering around, might want to farm more and keep adjusting as you gain more experience in decision making/pathing
TL/SKT
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
October 12 2016 16:18 GMT
#1408
On October 13 2016 01:01 dsyxelic wrote:
Depends on champ / situation / matchup

Depending on context 140 in 41min as jg is not bad.

Generally if you arent doing something useful (ganking, vision, covering lane, etc) you want to be farming. This isnt always possible but good jgs are productive most of the time. And most err on the side of farming too much than wandering on the map because at least you get something despite a suboptimal decision instead of nothing. So if you err more on the side of wandering around, might want to farm more and keep adjusting as you gain more experience in decision making/pathing

Thanks for the reply! I'll keep that in mind.

For some context, I was Trundle vs xin zhao. Overall our team had pressure most of the game, but our support (trolling lulu) had no sightstone. So there was little vision and my team was relatively far away from my own jungle. On the other hand, I wasn't comfortable enough to start taking their jungle, mostly because of the lack of vision. So I kind of stayed grouped most of the time, to prevent my team from getting caught with inferior numbers.

Sent.
Profile Joined June 2012
Poland9275 Posts
October 12 2016 16:18 GMT
#1409
It also depends on your jungler, if you played something supportive like Nunu it's still fine to have low farm as long as you get your team ahead. If you're behind in farm and kills as Nidalee you're pretty much useless.
You're now breathing manually
natsu37
Profile Joined October 2016
United Kingdom3 Posts
October 22 2016 04:14 GMT
#1410
how to get rid of the last moves zed
Complete
Profile Joined October 2009
United States1864 Posts
November 27 2016 06:45 GMT
#1411
does blue smite remove sivir spell shield?
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
November 27 2016 10:08 GMT
#1412
^ I'm not sure. Theoretically I'd say yes, but I heard Sivir's spell shield is pretty buggy, so I'd recommend testing it with a friend tbh.


Has anyone else noticed a blitz hook sometimes displaces an enemy only about half the distance to you? (out of AA range). Am I doing some stupid things, or is it a bug?
Ansibled
Profile Joined November 2014
United Kingdom9872 Posts
Last Edited: 2016-11-27 17:30:45
November 27 2016 17:30 GMT
#1413
Smite does yes
'StarCraft is just a fairy tale told to scare children actually.'
TL+ Member
Complete
Profile Joined October 2009
United States1864 Posts
December 08 2016 18:28 GMT
#1414
If you execute yourself to your red buff (or anything)) outside of the vision of the enemy team do they get a notification that you died?
iCanada
Profile Joined August 2010
Canada10660 Posts
December 08 2016 18:58 GMT
#1415
No sir.

But they can see you have a death on scoreboard.
Lill66yy
Profile Joined December 2016
1 Post
Last Edited: 2016-12-18 16:18:30
December 18 2016 16:18 GMT
#1416
Bot edit.

User was banned for this post.
jansebpardst654546
Profile Joined January 2017
United States3 Posts
Last Edited: 2017-01-05 02:56:36
January 04 2017 23:44 GMT
#1417
-- Nuked --
ha
Sent.
Profile Joined June 2012
Poland9275 Posts
Last Edited: 2017-04-30 17:50:43
March 12 2017 19:19 GMT
#1418
Does Protobelt deal damage to target(s) behind the champion who used it? One bolt is supposed to go behind you but I don't know if that's just graphics

It does
You're now breathing manually
Yorbon
Profile Joined December 2011
Netherlands4272 Posts
May 11 2017 10:02 GMT
#1419
Ok, not so small question.

As a support main at low elo, I'm slightly frustrated by my team's play in an average game. Things are pretty uncoordinated overall, and rather than teamfights, there seem to be more small scale skirmishes instead. And the worst thing of all, I have no clue what my team is doing half the time. At times, that is my fault of course, but sometimes seemingly random stuff happens. However, the effectiveness of typical active items (redemption, locket) seem to be less than in a more coordinated setting.

When I feel such a disconnect between me and my team, is it worth it to for example build ap as karma, instead of standard support items? (Or for example ss+redemption and ap after) Keep in mind this is low elo, like silver and lower,
Jek
Profile Blog Joined July 2011
Denmark2771 Posts
Last Edited: 2017-05-11 12:43:35
May 11 2017 12:37 GMT
#1420
On May 11 2017 19:02 Yorbon wrote:
Ok, not so small question.

As a support main at low elo, I'm slightly frustrated by my team's play in an average game. Things are pretty uncoordinated overall, and rather than teamfights, there seem to be more small scale skirmishes instead. And the worst thing of all, I have no clue what my team is doing half the time. At times, that is my fault of course, but sometimes seemingly random stuff happens. However, the effectiveness of typical active items (redemption, locket) seem to be less than in a more coordinated setting.

When I feel such a disconnect between me and my team, is it worth it to for example build ap as karma, instead of standard support items? (Or for example ss+redemption and ap after) Keep in mind this is low elo, like silver and lower,

Yes and no. But there's a single AP item that solves your issue, Ardent Censer. The standard active support items are all insanely cost efficient so you usually want at least one.

Ardent Censer on shield supports is stupidly strong (especially on Karma/Sona due to their AoE shield) so go for a fast Ardent Censer if you get a lead in botlane outside massive throws you will snowball completely out of control with it, heck if you randomly get a huge lead before first back you can even rush it before Sightstone, stay with yellow trinket until Sightstone, since you're so far ahead you can probably straight up kill any gank attempts due to your advantage. All stats on Ardent Censer is something you benefit hugely from and it has no awkward partial buys - compare the individual parts of Locket to Censer. Futher down the line it's shield/heal boost synergize with Locket/Redemption too. Censer basically shoves stats stats of half a full item down the throat of whoever you buff and make you significantly stronger. As you mention in soloQ everything is pretty uncoordinated and making youself stronger is often worth it, Censer directly make you and your team stronger which is why it's so strong. In an extended fight it'll add more EHP than Locket/Redemption anyway.

In all honestly I think Censer on the right champions is broken across all divisions in soloQ right now. If your adc builds hurricane always get it if you can trigger it.

The actives on items like Locket/Redemption/Mikael's are incredible strong but I hope you dont take this the wrong way in silver and down (hell gold too) from what I've seen active items are rarely used correctly/max effect (or even at all) without good use of their actives they are straight up shitty items and probably why they dont seem that effective for you. I'd suggest staying at a single one for now and just focus on getting better at using the actual champion/playing the game, basically start training the core and add the details later.

Being selfish on a support is a total legit strategy and why champions like Brand work as a support. If I get randomly get fed on a support that scales well with AP hell yeah I'm going the build some early and just snowball the lane to our advantage. If you want more raw damage go for Sorcs, Guise/Liandry and/or Void Staff they are incredible cost efficient in terms of damage.


tl;dr At your current Elo on a shield/heal champion as full build I suggest:
Boots
Sightstone
Censer
Locket/Redemption/Mikael's whatever suit the game best
Selfish item/Knight's Vow/Zeke's.
Slot for control wards

On a support without heal/shield go for another selfish item. If you play a support with high base damage like Zyra/Brand/Vel'Koz/etc just say fuck it and go full damage.
It's Elo not ELO - Every statiscian playing League
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