League of Legends [New forum, check OP!] - Page 373
Forum Index > General Games |
pokerface
507 Posts
| ||
Southlight
United States11767 Posts
On July 22 2010 09:05 APurpleCow wrote: 1) Rewind gets down to 3.6 seconds. A time bomb every 3.6 seconds is still going to put on the hurt without much AP. 2) Constant Time Warps have saved my allies and made kills possible more times than I can count. 3) 1000 health is nothing to scoff at, and I obviously always build AP after CDR (though, to be fair, there usually isn't much time to build AP after I have CDR). 1) 300 damage every 3.6 seconds is less than 100 DPS. You'll do more damage building a Brutalizer and Berserker Greaves. Yes, shocking. 2) Speed Boost is nice, but it reverts to my point about "having to get good mileage out of speed boosts." In the midst of a teamfight, if they land Amumu and Annie ults on your team your speedboosts are worthless. If they come in with any sort of stun your speed boosts are worthless. It's very situation-based. 3) 1000 HP is at level 16. And yes it's nice but for the majority of DPS tanks that's worse than a GA (40%), which isn't exactly known for keeping you alive if they sit there midfight to re-jump you. At level 11 (we're being generous, because sidelane level 11 takes a while) you have a base heal of 750. Amazingly, that's less damage than two spells from any normal nuker at level 9 with decent AP. | ||
Southlight
United States11767 Posts
On July 22 2010 09:18 pokerface wrote: Can some1 help me out and provide the link where Xin rapes 5 of them in like 10 secs?(or so i heard) | ||
pokerface
507 Posts
| ||
Aurdon
United States2007 Posts
Most of these guys are Top 20 in the rankings. Not sure if its exclusive teammates, but everyone's high level. http://www.livestream.com/clgame http://www.livestream.com/teamaon Fun stuff.. Passing it along. | ||
Southlight
United States11767 Posts
Edit: By 'they' I mean the individual players in the team. I think in 5v5 there're only like 3 truly dedicated and good teams at the moment, it's why for a while bigfatjiji's 7 folks were dominating the top, lol. | ||
HazMat
United States17077 Posts
On July 22 2010 08:15 emucxg wrote: CLG vs AON are always fun to watch I've never seen aon beat clg haha. Except in the razer tourney but that's different. | ||
Pakje
Belgium288 Posts
| ||
Shikyo
Finland33997 Posts
sure was a crappy last game for the night. Oh well, gonna watch some nice clgame vs teamaon game =) BTW, http://d.zeroboy.net/clgame/teamaon for a dual view =P Man the dual view is good, can see both top and bottom lane action. | ||
red_
United States8474 Posts
| ||
Jacobs Ladder
United States1705 Posts
| ||
Shikyo
Finland33997 Posts
| ||
Onisparda
Canada516 Posts
edit: Southlight help me out plz! | ||
FlameSworD
United States414 Posts
| ||
myopia
United States2928 Posts
On July 22 2010 10:39 Onisparda wrote: Anybody got a link to a good Kassadin guide or just have a general outline as to how to play him? item, skills, etc.. You know, I believe Southlight plays the occasional Kassadin. | ||
HazMat
United States17077 Posts
On July 22 2010 10:14 red_ wrote: The coolest thing about these AoN/CLG streams is seeing bans used as they are intended: countering players/team strategies, and not just OP champs(except for xin). More like. It's hotshotgg, ban nidalee! | ||
sixduck
United States301 Posts
| ||
Shikyo
Finland33997 Posts
| ||
USn
United States376 Posts
| ||
Southlight
United States11767 Posts
On July 22 2010 10:46 myopia wrote: You know, I believe Southlight plays the occasional Kassadin. Guhhh, here goes I guess. This is gonna be long and more of an essay than a clear-and-cut guide, and maybe someone (like Neo) will pop it and change my mind on a few things etc. but this is the sort of "flowchart" I follow when I play Kassadin. Ideally you want a solo lane, IMO, because he's a very dominating solo hero (he plays a bit like Pantheon) and you really want the level advantage to hit 9 ASAP, 9-13 is like the sweet spot for Kassadin because your nukes begin to hit their max firepower, which is important because he only really has two. Soloing is relatively simple and yet not. For the most part your primary spell is going to be Q, due to its relatively low cost for its damage. Beyond that, a lot depends on who you're facing. Against most physical DPS you're going to do something like Q W Q E Q, although in some rare cases you may go Q W Q W Q instead (I did it against Kayle) - I think I ended up doing double W because I didn't expect anyone to come (it's annoying ganking Kayle) and I wanted to overwhelm the Kayle with Q spam to supercede her heal - that's where the mana came in. And if she ever tried to stand and fight the higher armor pen let me actually outdamage her. Against Sivir I do something like Q W Q E, I want that early W to pop off the shield and actually land a good Q. One E I found was enough to outdamage her in a standing fight. Against Morgana I just massed Q and W for the same reason as Kayle - I wanted to pound down her shield and out-last her mana-wise. However if you're against someone with Clarity and/or Teleport you switch into farming mode, because you can't outlast, etc. In the rare circumstance you're 1v2 against two melee, or are 1v1 against a melee, you can raise E over Q, as E scales better (kind of like Annie's W > Q), and E is a much more important spell in teamfights anyways. Even if I open with a stronger Q most of the time I stop at like level 3 Q and just pump E to bring it to 5 ASAP, as it's crucial for teamfights, given that it cools down almost twice as fast and is AoE. In a 2v2 you're almost always going to level E over Q, and for the most part you ignore W altogether (as is the case against two melee usually) because you're not gonna need that mana return as desperately. It kinda depends on the lane, though, sometimes you'll find it beneficial to grab an early W for extra mana help and to smack people back if they try standing up to you. Always remember that grabbing a level of W is a weaker Q or E, and by relation ~30 less damage every harassment cycle, which adds up really fast. Only get it if you're absolutely certain you just want to whack them down via attrition, because W is largely useless in teamfights. It's hard for me to tell you how exactly I know when to get W, because I usually do it by instinct. Just try to look at your mana expenditure, damage output, lasting power, etc. and try to plot out what you need. It's not super complex but if you mess up it can slow you down a lot. I favor Cleanse/Ghost. Because of the way you position yourself, and who you tend to go after, you end up being public enemy #1 for a significant amount of time. Between an Annie standing in the back and a Kassadin teleporting into your team to fuck up the carry, who do you think is the easier, and more urgent target? Yeah, the Kassadin. If you play REALLY careful you can get away with not having Cleanse against minimal CC, but I've found I get into the habit of relying on it, and die to the only CC on their team (Rammus taunt) etc. A lot of people like Clarity, but I think if you're in a solo lane W can trump Clarity, especially if you land a few champion hits, so it's much more of a 2v2 domination spell. I have trouble using it, though, because I'm really stingy with spellcasting, so that's going to be up to player comfort with Clarity. It's nice to have the odd time that you jump too much and need one more bit of juice to escape etc. I've not taken Ignite because I feel like for the most part Kassadin himself is like an Ignite - if there's a weak target he can usually get them anyways, especially if you take Cleanse. Flash is nice, but it's about distance covered for me - Ghost will save you in places Flash can't, and vice versa. I'm more comfortable with Ghost, and have randomly died because I didn't realize Flash wouldn't save me in a situation Ghost would, etc. I run 9/0/21 or 0/9(SoS)/21 Masteries, reason being that I love Meditate, faster cleanse (from uti21), and the extended neutral buff duration. Because of his nature as a spellcast harasser creep hits usually aren't that big of a deal, anyways. 15% magic pen is overrated IMO, the 3% cooldown is nice but not really worth the 9/0, so my main is usually 0/9/21, getting 6 armor, MR, and some decent hp regen. Better than nothing, anyways. Item builds, wow I go all over the place here. The only real constants are that I open Doran's Ring + health pot, and I make Sorc Boots, unless it's late and I find I'm just being CC'd to death (then I'll switch to Merc, especially once I've finished Void). I tend to rush Soulstealer these days, but it's risky business. My typical carry Kass build is Soulstealer into Guardian Angel into Void Staff, but depending on the game I've ended up with weird stuff like 4x Ring into Tear into Abyssal. He's very flexible, and doesn't need much money to dominate the time period he dominates (~level 9 to level 14), and after that it's just a matter of staving off father time via gold. Even with 20 stacks you'll find you just can't keep up late-game, so you're just a tanky support hero. You really, really want to end games in under 35 with Kassadin if you want to remain a relevant nuking carry. Items I've been known to use: Tear/Arch NLR/Zhon Soulstealer Leviathan GA Abyssal Scepter (for MR) Void Staff Heart of Gold Aegis of the Legion Sheen (for mana)/Lichbane (mana + MR + proc) Haunting Guise Rylai Positionally he's got some bizarre issues of having one of the most accessible escape/chase spells (that's expensive), a really long-range poke/silence, and an absurdly short-range aoe/poke/snare. What you'll find is that you have to have a really good mental image of the effective ranges of different heroes, and you also find that you chase/engage on foot (instead of teleporting) a lot, unless you're trying to surprise people or needing to cover ground in a hurry. People, in turn, will try to stay a whole screen away from you to force you to teleport for initiation - this lets them get a countermove on you, where you teleport, snare, but they just jump at you, and you've got seconds until your teleport out. His most effective spell is Force Pulse, it's your bread and butter, and it's really tough to use. If you can get good at spacing for Pulse, and can position yourself to constant catch multiple enemies (bonus points if they're squishies) during teamfights, you're on your way to abusing one of the nastiest spells in the game. On the other hand if you're getting ripped apart trying to space it, or die misplacing yourself, etc. then you'll feel pretty weak. One of the tricks I use a lot initiating is to teleport in just into range, pulse, and ghost backwards, or I'll ghost up, pulse, and teleport a half-step away so that if they're still running I'll have a charged pulse and be able to teleport up to catch them again. If they're running Kassadin has a field day because he can port, pulse, and smack them with autoattack. And in teamfight skirmishes as you're pushing a tower, you're almost always at the front, poking with Q, harassing with E whenever you get the chance, and just being a general nuisance maximizing your damage output. It's why if I'm the carry I tend to favor banning Soraka/Taric, as they're "top-up" heroes with infinite mana, negating my poking. Together with an Ezreal though it stops mattering as much because they can't keep up with the crazy poking damage. | ||
| ||