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I haven't bought AS on Jinx until third big item (PD). Instead I build BT>IE and rely on Q for all of her early game AS. Once you get her minigun AS ramped up you can easily swap to her rocket launcher for a single shot poke then swap back to minigun without losing any stacks. It's very easy to do. Never stay in rocket launcher for more than 1 shot (2 if Ori just ulted).
I haven't been punished by the lack of AS since as long as you play safe you can charge your Q stacks on the first enemy who stands on your traps then add a W for extra CC. After that you have all 3 stacks of Q and shred any threat without full armor incredibly fast. If they did build full tank they probably don't have the dps to kill you before they die. This of course is reliant on you or your team landing some initial CC.
Silver 1
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On October 15 2013 00:55 HoMM wrote: You're calculating PD + pickaxe to IE. This isn't valid since you're calculating a finished item against an unfinished ingredient, since pickaxe on its own is definitely not cost effective compared to fnished items.
Since we can take the assumption that you will finish IE anyway, you could calculate PD + 2/9th of IE against an IE instead. I feel that would give more realistically applicable results.
But that wouldn't have much value in real terms. The reason to compare two items is to see, firstly, if one is just flat out better, and if that isn't the case, then to see which power spikes at which times. Comparing pd and ie showed that ie (when finished) was much stronger if you stuck to gatling form, so to compare the power spikes of a pd first vs an ie first build, I checked pd + pickaxe to see how strong a pd first build would be at the equivalent time to where you'd finish the ie.
You can't really use 2/9ths of an ie because the ie gets a huge spike as you finish it, so that would strongly misrepresent the power of the pd first build @ ~3800 of the way to finishing both pd and ie. how strong the pd first build is after finishing the ie is irrelevant, because that situation is identical to if you'd started pd first then gone ie.
Either way, from what I can tell even doing it the way i did, pd was still better then ie in almost all situations, (plus the movement speed from it can be huge, given how many problems she already has with getting away from being trying to kill her.) so I wouldn't really build ie first over pd ever.
I might look into going bt -> ie over bt -> lw though, like someone suggested. I'm curious as to how little armour people need for lw to be better.
On October 15 2013 02:56 Ghost-z wrote:+ Show Spoiler +I haven't bought AS on Jinx until third big item (PD). Instead I build BT>IE and rely on Q for all of her early game AS. Once you get her minigun AS ramped up you can easily swap to her rocket launcher for a single shot poke then swap back to minigun without losing any stacks. It's very easy to do. Never stay in rocket launcher for more than 1 shot (2 if Ori just ulted).
I haven't been punished by the lack of AS since as long as you play safe you can charge your Q stacks on the first enemy who stands on your traps then add a W for extra CC. After that you have all 3 stacks of Q and shred any threat without full armor incredibly fast. If they did build full tank they probably don't have the dps to kill you before they die. This of course is reliant on you or your team landing some initial CC.
Silver 1
The issue i've had with overly relying on q for attacks speed is if they have a team which can engage on me (say j4/renekton/lee sin/diana/pretty much anyone with a dash) then I often have to stay really far back from the teamfight at least until the first kill happens. Unless you're team can basically win the teamfight without you and you just have to mop up, being able to stand at ~650 range and rocket them is really useful. Even against teams with crap dive, it's good for those situations where you're team doesn't get a good enageg, and having no attack speed makes your rockets sooooo painfully slow.
Then again I haven't had much chance to try new builds, (really wanna try the bt -> triforce one) because everyone bans her in ranked now
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I think that Nami could be a great support for Jinx: - With Jinx W/E, Nami can land her Q more easyly, giving Jinx the opportunity to get to minigun range a deal huge amounts of damage. - When Jinx comes to minigun range and start a trade, Nami can cast W over Jinx making the combo: Jinx heal -> damage enemy -> Jinx heal (I believe that Nami`s W has the same bounce range as the Jinx minigun). - The combination between Namis`s E and Jinx Q (rocket/minigun) can be deadly (slow+range and slow+as). - And finally Nami's ult its great for Jinx to be agressive or for chasing (+passive).
I haven't tested it however, thanks to our EUW servers.
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On October 15 2013 20:53 drkcid wrote: I think that Nami could be a great support for Jinx: - With Jinx W/E, Nami can land her Q more easyly, giving Jinx the opportunity to get to minigun range a deal huge amounts of damage. - When Jinx comes to minigun range and start a trade, Nami can cast W over Jinx making the combo: Jinx heal -> damage enemy -> Jinx heal (I believe that Nami`s W has the same bounce range as the Jinx minigun). - The combination between Namis`s E and Jinx Q (rocket/minigun) can be deadly (slow+range and slow+as). - And finally Nami's ult its great for Jinx to be agressive or for chasing (+passive).
I haven't tested it however, thanks to our EUW servers.
In my opinion, Nami, Soraka, and Sona are the best supports to pair with Jinx. Nami bubbles means a guaranteed W hit or some free dmg. on the enemy champ, Sona's Q pokes support Jinx's lane bullying style, and Soraka heal + silence/MP gain means you can spam W more and play aggressive.
This of course assumes you have a competent support and wards properly so you can play aggressive and not get ganked by the enemy jungler. And even if they don't, Nami bubbles give you a chance to escape, Sona heal + move speed buff helps you both run, and Soraka can silence enemy champs then heal you as you run away and throw out the E to snare the chasing enemy team.
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Soraka is bad. You can make decent use of her mana boost, but you're better off having a support who can poke on his own. Soraka offers far less to the team than other supports do, she's immobile and has no CC. Out of all the supports that are available to picked, Soraka is not among the good ones.
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On October 16 2013 04:37 Kinie wrote:Show nested quote +On October 15 2013 20:53 drkcid wrote: I think that Nami could be a great support for Jinx: - With Jinx W/E, Nami can land her Q more easyly, giving Jinx the opportunity to get to minigun range a deal huge amounts of damage. - When Jinx comes to minigun range and start a trade, Nami can cast W over Jinx making the combo: Jinx heal -> damage enemy -> Jinx heal (I believe that Nami`s W has the same bounce range as the Jinx minigun). - The combination between Namis`s E and Jinx Q (rocket/minigun) can be deadly (slow+range and slow+as). - And finally Nami's ult its great for Jinx to be agressive or for chasing (+passive).
I haven't tested it however, thanks to our EUW servers. In my opinion, Nami, Soraka, and Sona are the best supports to pair with Jinx. Nami bubbles means a guaranteed W hit or some free dmg. on the enemy champ, Sona's Q pokes support Jinx's lane bullying style, and Soraka heal + silence/MP gain means you can spam W more and play aggressive. This of course assumes you have a competent support and wards properly so you can play aggressive and not get ganked by the enemy jungler. And even if they don't, Nami bubbles give you a chance to escape, Sona heal + move speed buff helps you both run, and Soraka can silence enemy champs then heal you as you run away and throw out the E to snare the chasing enemy team.
soraka's e doesn't snare, and she has 0 synergy with jinx besides spamming mana on her
in theory, i could see lulu/jinx to be obnoxious, sona perhaps slightly less so. real problem is dealing with mobility carries in lane and heavy dives in midgame - jinx is just better version of tristana imho
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Jinx early-mid so good
Jinx late-endgame so bad
dat 0.625 base AS and 1% AS/lvl + no bonus AS for rockets = no hard-carry potential
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just put Vi as her support and make the other team cry.
If someone have Jynx and want to have fun, I would really like to do that tonigh for fun (I got Vi)
:D
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On October 16 2013 14:19 Dusty wrote: Jinx early-mid so good
Jinx late-endgame so bad
dat 0.625 base AS and 1% AS/lvl + no bonus AS for rockets = no hard-carry potential She has a constant 120% as steriod that doesn't cost anything for late game when she needs to hard carry. the rockets are just for poke and aoe shenanigans.
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On October 17 2013 01:12 Sermokala wrote:Show nested quote +On October 16 2013 14:19 Dusty wrote: Jinx early-mid so good
Jinx late-endgame so bad
dat 0.625 base AS and 1% AS/lvl + no bonus AS for rockets = no hard-carry potential She has a constant 120% as steriod that doesn't cost anything for late game when she needs to hard carry. the rockets are just for poke and aoe shenanigans. And one of the strongest poke shots among ADCs which slows to boot. Frankly considering how strong her kit is I'm not sure if her weak base AS is weak enough. Most of the pros who streamed her are 100% sure that she will get nerfed hard (Oce, Yellowpete, Chaox so far)
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jinx is sooo fun, spamming her as much as I can how I skill her:
R> w(to 3) > Q >w(4/5) > e (1 point at lvl 4) The W is really really good for lane if you want to all in (if you are only poking you could also straight up max q but I play very agressive in most of my lanes)
For items: IE, Pd or Shiv, LW, BT in most games.
She is strong throughout most of the game her lategame is insane due to having high range (honestly switching out of rocket lategame is most of the time a mistake yes your AS sucks but Range >> all lategame) I switched my opinion a bit from thinking that she is straight up OP to she is strong but not as good as corki/cait which are pretty uncontested the strongest ADs this patch. She also doesnt really get banned anymore in solo q so it seems more people share my opinion
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On October 16 2013 14:19 Dusty wrote: Jinx early-mid so good
Jinx late-endgame so bad
All of my wat
She is pretty much Trist in late game.
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Im a fan of max Q first, IE > PD/SS > LW. fantastic for snowballing games. I generally dont like playing poke/utility style adc so im not really a fan of max W first, although it does do big burst. her tower pushing with max Q is very strong.
I think she is fine late game as long as you arent behind, as Ente said you shouldn't be changing out of rocket unless you are 1v1ing or cleaning up their team with your passive resets. if you are behind going into late game good luck.
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On October 22 2013 09:20 miicah wrote:Show nested quote +On October 16 2013 14:19 Dusty wrote: Jinx early-mid so good
Jinx late-endgame so bad
All of my wat She is pretty much Trist in late game.
Pretty much trist, except minus all the things that make her trist...
no constant 700 range, no knockback, no reset-able long-range dash...
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On October 25 2013 04:33 Dusty wrote:Show nested quote +On October 22 2013 09:20 miicah wrote:On October 16 2013 14:19 Dusty wrote: Jinx early-mid so good
Jinx late-endgame so bad
All of my wat She is pretty much Trist in late game. Pretty much trist, except minus all the things that make her trist... no constant 700 range, no knockback, no reset-able long-range dash...
Her range is 700 constantly, that isn't a problem as you become comfortable with switching to utilize each attackrange properly to achieve maximum DPS.
Trist is huge lategame since she has a better attack steroid (works at longer range and stronger) and has more mobility.
Jinx has less mobility and her survivability is more based on her CC, which is not necessarily a bad thing. This however, means that Jinx has a weakness that you can exploit in champselect - she fails against hard engage compositions. (say malph+nocturne)
In terms of lategame strength; I wouldn't say Jinx is among the top5 of lategame adc's, but she's better than the average.
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