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Thanks for elaborate post! I'll be sure to encorporate it into my play.
I will be the first to acknowledge that my use of actives is very bad, so don't worry about that. To clarify a bit, what I don't like about my team efforts is for example that people neglect the redemption circle altogether after casting, not taking into account the healing it gives in the situation. Or with locket, people are spreading out too much for locket use to make sense, even when there's no danger of high damage aoe or cc.
Edit: UNIQUE: Heals and shields on allied champions (excluding yourself) grant them +20% - 35% (based on level) attack speed and their attacks drain 20 - 35 (based on level) health on-hit for 6 seconds.
Okay, what the actual fuck; never realized this passive was there.
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Yeah it's beautiful. I consider it the Deathcap for shield/heal supports, it got AP that alongside whatever you already have sorta get multiplied by the shield/heal boost and to top it off it comes with an amazing secondary effect.
Regarding Locket in the fray of a battle it's hard to guess the radius of it when you're not the one carrying it, it requires a lot of experience with it to know if you're actually in range to receive the shield when skillshots are flying and you have some distance from the support. Try to use it as early as possible before they go all gung-ho, your carries should be somewhat close so they should at least gain the buff your bloodthirsty frontline might be in range and hitting just one is better than hitting none. Shielding early is better than shielding late since it can occasionally mean you have more HP left should you win the fight.
Redemption is easier for your allies to benefit from since they can actually see it's effect radius when used, so I'd probably stick to it as your active item for now Censer and Redemption passive stack additively so it's a pretty nice combo in it's own right and the extra CDR is amazing on utility supports. Redemption is more versatile too and occasionally (read: almost never unless they are Ivern) a top or jungler builds Locket (the shield doesn't stack and get cut in half if it has been recently applied).
But (the famous but) a proper usage of Locket is primarily on you where Redemption is mostly on them. So in regards to practice using actives as optimal as possible in teamfights Locket would be the better choice. Redemption is just so damn powerful and versatile it's hard to use an arguement if you are playing ranked. 
If they have burst heavy champions always pick Locket over Redemption since it can actually kick in before your ally die and the resists might save you if you're the target.
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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,
If you're better then the easiest thing to do is just play something with damage and build damage (but still get support/sighstone), Zyra and the like can 1v9 a lot of games for sure. It's not that uncommon for AP supports to do the most damage in game.
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Thanks again, I'll keep both posts in mind.
^I wouldn't say I'm much better. I completely suck mechanically, but I'm decently confident that I know where I or team members should (not) go around the map at certain times, compared to peers of course..
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play fast supports that can get constant vision on the map if you're not really keen on playing damage carry supports (zyra brand velkoz etc)
its the #1 tip I gave to support mains when I coached for side money
basically play a minigame to see how often you can have their botside jungle warded and constantly ping whenever you see their jungler or if you see the camps empty ping top and type out that jungle is most likely topside
I have seen very good results from those who followed this. the best being a low plat reaching d2 within 2 months.
also keep 3 pink wards in inventory and constantly clear out any key area to control (ex. tri bushes, your closest brush for lane ganks, etc.) it gives your team a lot more options so even if they are boosted monkeys sometimes they will see those opportunities and take it to do something useful
damage supports are generally easier to just carry with but the above works too if you don't want to do the former its also a pretty thankless job and not as 'exciting'
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is anyone else having problems with mm lately or just me? have had a higher number of retards in my game than usual and some games have like 2-3 autofills in my team.
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On May 12 2017 01:18 Yorbon wrote: Thanks again, I'll keep both posts in mind.
^I wouldn't say I'm much better. I completely suck mechanically, but I'm decently confident that I know where I or team members should (not) go around the map at certain times, compared to peers of course..
if you're playing support you should play support. If you want to play AP karma you should be playing mid.
If your team is going around the map and doing stupid things, it doesn't matter you know what they "should" be doing. Either you go to help them or you don't. That's up to you to decide. The enemy team could also be doing stupid things so by doing the "right" thing when your team is doing the "wrong" thing could actually lose you games.
You're a support. You should be roaming around helping people get kills. You don't want to bait your team or yourself, but you could still come out well if you're careful even if your team is doing something risky.
You can try to make calls yourself but that won't always be a solution.
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Do 975 champs go on sale or no
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On July 08 2017 11:46 DazzleEnthusiast wrote: Do 975 champs go on sale or no They do.
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Hey TLers, old member here since 09 swapped from StarCraft. Thinking about being active on here, but after a while of searching I can't find a forum on where to ask/meet players around my rank to duo rank with. If anyone can point me in the right direction, that would be great :D
<3 go TL
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The threads dedicated to that are kind of dead, so your best shot is probably to ask in General Discussion.
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So I am going to be in Hong Kong for school next month and I have a feeling I may be playing League since the game seems to be a social activity wherever you go these days. Is there a way for me to transfer my account from NA to Taiwan? I don't want all that hard work and money to go to waste and start from 0.
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On July 26 2017 04:59 Shiragaku wrote: So I am going to be in Hong Kong for school next month and I have a feeling I may be playing League since the game seems to be a social activity wherever you go these days. Is there a way for me to transfer my account from NA to Taiwan? I don't want all that hard work and money to go to waste and start from 0. Just click on your account. Transferring to another region costs 2600RP. The bad news is that I don't think you can transfer to China or Korea; but you could transfer to Japan or Oceania.
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I was thinking what if they made a character called teeto(teemo's younger brother) the only thing different is that he would do what teemo does but with magic drain. Most fantasies have characters who drain mana so why not LoL?
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Can someone explain why the pros rarely build FotM? It seems on Tanky supports the best endgame build is FoTM, Knights Vow, Aegis, Redemption/Righteous Glory, Sightstone, boots (not that you'll ever get there). I almost always see the Eye of the Equinox.
Also, why does no one take Relic Shield on Rakan over the Spellthiefs? Sure it has no mana regen, but it feels much better on him to me. I can understand going Coin for Shuralia's especially if no one else would build Righteous Glory; but spellthief just feels terrible to me.
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On July 28 2017 02:34 geript wrote: Can someone explain why the pros rarely build FotM? It seems on Tanky supports the best endgame build is FoTM, Knights Vow, Aegis, Redemption/Righteous Glory, Sightstone, boots (not that you'll ever get there). I almost always see the Eye of the Equinox.
Also, why does no one take Relic Shield on Rakan over the Spellthiefs? Sure it has no mana regen, but it feels much better on him to me. I can understand going Coin for Shuralia's especially if no one else would build Righteous Glory; but spellthief just feels terrible to me. I'm not a support main but one of the key things to look at with items are slots. FotM means you have to keep a sightstone in your inventory which takes a vital slot while Eye lets you run with one extra. Pink wards are extremely important in pro play and supports tend to be the only ones that can afford running a blank slot for them.
This may not be the reason but I suspect it's part of it. Rakan's almost always go Coin these days. The gold gen is just so good and relic is an awkward item on him.
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On July 28 2017 02:34 geript wrote: Can someone explain why the pros rarely build FotM? It seems on Tanky supports the best endgame build is FoTM, Knights Vow, Aegis, Redemption/Righteous Glory, Sightstone, boots (not that you'll ever get there). I almost always see the Eye of the Equinox.
Also, why does no one take Relic Shield on Rakan over the Spellthiefs? Sure it has no mana regen, but it feels much better on him to me. I can understand going Coin for Shuralia's especially if no one else would build Righteous Glory; but spellthief just feels terrible to me. Eye gives you CDR, save a slot and allows for faster support items. FoTM is an amazing item, but there's simply so much stuff you'd rather get early it's rarely worth having a slot locked up.
Relic doesn't really give anything you need on Rakan. Coin is stupid good imo and Spellthief gives both tankiness (.9 AP ratio on passive and 0.8 on shield) and damage.
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On July 28 2017 02:53 Jek wrote: Relic doesn't really give anything you need on Rakan. Coin is stupid good imo and Spellthief gives both tankiness (.9 AP ratio on passive and 0.8 on shield) and damage. The increased tankiness is what 4-31 hp on passive shield, 4-26 hp on E shield and 3-18 hp from Q heal. The heal from Relic is likely at least close if not more from the sustain Q gives; for the passive to outscale, it needs to trigger close to what 19 times in order to equal health from Relic. I just don't see how his weaker landing isn't better with Relic as compared to Spellthief's based on stats alone. I can wholly understand Coin on Rakan; I just don't understand why anyone has ever built Spelltheifs on him (yet I've seen it even in pro play).
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few reasons: - tougher to reliably proc relic. for instance, thresh has an advantage here over rakan in many regards. he has 50% more range on his autos, has his E that boosts his auto damage, and he runs AD runes while rakans do not. not a huge thing, but still something to consider especially if the lane is one where every minion is contested for. -queen's tribute. this has really good synergy with rakan's ult. -ap scaling/mana is what you want on rakan early -kind of following on the above point, spellthiefs is pretty helpful with rakan's trade patterns. he can go for a W then E out and during this he can get his spellthiefs procs off while doing more damage/shielding (on-hit + ap) and recover more mana off these full combo trades.
coin is definitely another good option especially with how strong it is now but spellthiefs is used by pros for good reason
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On July 28 2017 05:36 dsyxelic wrote: few reasons: - tougher to reliably proc relic. for instance, thresh has an advantage here over rakan in many regards. he has 50% more range on his autos, has his E that boosts his auto damage, and he runs AD runes while rakans do not. not a huge thing, but still something to consider especially if the lane is one where every minion is contested for. -queen's tribute. this has really good synergy with rakan's ult. -ap scaling/mana is what you want on rakan early -kind of following on the above point, spellthiefs is pretty helpful with rakan's trade patterns. he can go for a W then E out and during this he can get his spellthiefs procs off while doing more damage/shielding (on-hit + ap) and recover more mana off these full combo trades.
coin is definitely another good option especially with how strong it is now but spellthiefs is used by pros for good reason Thanks, I keep on forgetting FCC has a speed bonus based when upgraded. I definitely understand the desire for mana regen on him; but I'm still not sold he's better off with AP over flat health. And yes, it's decently hard to prod Relic because he's categorized as a ranged champion. But it does make a bit more sense in light of trade pattern of W->aa x2->E then wait for cooldowns and tribute procs to refresh.
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