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On September 15 2010 15:18 Kultcher wrote:Show nested quote +On September 15 2010 13:14 Phrost wrote:![[image loading]](http://img529.imageshack.us/img529/7923/36187491.png) Lately Ranked matches feel like a joke (these are all ranked) Man, phr0st you've got to tell me how you do so well with MF. I don't like do awful and feed with her but most of the time when teamfights breakout I feel like I have to spend more time running than shooting so I don't get many kills and I don't really seem to instagib anyone like other carries can.
It's a lot of running around but you can easily gib the first guy that runs in while you back pedal.
Honestly all you need to do is make sure you're the last one to join the team fight and as long as you have a decent place to stand you can ult then clean up. She's so fast that she can pretty much catch anyone without any problem.
My last game I aced the entire enemy team by just cleaning up well after good positioning.
Oh and you should almost always be hunting red/blue buff for extreme killing power.
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On September 15 2010 18:26 Corr wrote: I'm getting somewhat comfortable playing Ashe.
I'm very comfortable playing Drow/PotM in DotA so she fits me pretty well. That said, I mostly play her like I play Drow, I try to squeeze out as much farm as I can while only participating in the significant fights for early-mid game. Usually this lands me at 150-200 creep kills at the 30 minute mark. However, I'm not sure what to get on her and in which order. So far it's been pretty generic with a small attack speed item early on just to make sure people don't get defrosted and then pretty much straight for IE... Also, which defensive item to get for her? Frozen Mallet seems like a waste, obviously it depends on what I'm against but I guess there must be something that is pretty solid all-around?
I'm guessing my initial starting build will vary in these scenarios:
a) Solo mid against average/weak hero: b) Solo mid against harassing hero: c) Side lane as underdogs d) Side lane as even or stronger than opponents
I've just been getting Doran's and a single potion so far, I'd like to have another potion or two though as I might otherwise end up recall'ing very early against a harassing lane.
Anyone else with input?
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On September 16 2010 01:33 redtooth wrote:Show nested quote +On September 16 2010 01:12 Brees wrote: lool most stacked team last night in the 1 ranked game i played after we fucked around with jungle poppy and horribad tf and shit
had monkey d luffy, flypigmomo, tychii, and elementz
vs doomtrobo and 4 no names LOL biggset smash ive ever seen. flypigmomo got like 21 kills on trist, he could practically 1v5 their team. you mean proski TF. after that game neo and i just sent a mass invite and got treeeskimo, dubu, and that scrub ezpz. vs cannan (not knaan) and randoms. i was DC'd half the time but was still a walkover. =(
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Ok here's what I do as Ashe. It will probably earn you quite a few negative comments, even here on TL I doubt everyone agrees with me. But it works really well.
Masteries: 11/0/19, max APen, CDR, MSpd, Meditation
Runes: APen quints (0-2 MSpd quints if you want) APen marks MP5/L seals flat CDR glyphs though CDR/L or a mix of those is probably fine as well.
Summoner Spells: I suggest Cleanse/Ghost. Flash can be used to avoid CC rather than cleanse out of it, but it's harder to do and has a longer cooldown. Flash has other qualities though, so it's not a bad choice if you can use it well. You take summoner spells to compensate for your lack of escapes. If a summoner doesn't help you survive, don't take it.
Skill order: WQWEWR, R > W > Q > E Pretty much always, but you can take E a bit earlier if you really have something to scout. Q on level 1 can make sense for some early jungle ganks to assure a kill. Maxing W immediately is your highest priority, not so much for the damage but for the cooldown. Q is next because the slow is really important during midgame. While E would be nice to have on a higher level (for the increased range, not the money!), it's not as important as your other skills past level 1.
Items: Start Doran's Shield +1 HP pot or Regrowth Pendant +1. Under special circumstances you can also start with Boots +3 (against champs that rely on skillshots), Longsword +1 (if you are on a duo lane with someone who can heal you) etc. Generally you want to make sure that you can stay in lane. Take mid if possible, 1v1 top is risky because you can be ganked easily. Avoid 1v2 and 2v2 unless your laning partner is babysitting you and lets you farm.
Boots1 > Brutalizer > Ghostblade > Boots of Swiftness > Brutalizer > Red Elixier
Keep your Red Elixier up, and work towards Banshee's Veil / Atma's Impaler / Infinity Edge, order is situational. Against lots of assassins you might want to get a Guardian Angel instead of Atmas. Usually Banshees Veil is good to get first though. After a while you should start pumping Green Elixiers as well, especially once you finish your IE. Though many games are over way before you get that far.
No Merc Treads because 65% CC is usually still enough to kill you. Either you can avoid CC/cleanse out of it, or you're dead. Don't get Snowballing items. You WILL die once you get 10+ stacks. Don't get Manamune. It doesn't add enough damage on Ashe due to her low manapool. If you have trouble on your lane, get 1-2 Doran's Blades before you start working on your actual build.
Battle: During battles, stay safe and spam Volley. If an enemy is out of position and low enough, activate your Ghostblade and snipe him. Ult usage requires practice and gamesense. With this build you don't have to be too conservative with it though. Make sure you don't waste it on a tank during a teamfight. If battles last very long (enemy team is tank heavy), you will run out of mana. To prevent that, you can turn your Regrowth Pendant (if you opened with it) into a Philosopher's Stone. People will call you a newb for it, but I wouldn't care. If and when to get a Philo is very situational. You definitely don't want to cut back on Volley usage because this is the whole point of the build. And with its up to 7.0 * AD ratio it is just too awesome to be on cooldown.
Don't be greedy with Ashe. Focus on farming and staying safe (use Hawkshot!). You usually can't win a 1v1. Rather let an enemy escape that could have died than die yourself when you could have escaped. Don't expect to win your lane without good ganks. Most solo laning champs counter Ashe pretty hard.
Always toggle Q off unless you have a reason to keep it on.
Buffs: Blue can help with your mana problems between level 9 (Volley on 4 second cooldown) and 13-15 (about the time you can afford a Sapphire Crystal). If there is someone on your team who can use both the mana regen and the cooldown reduction, I would leave it for him. Red stacks with Q, but it is not applied by Volley. It doesn't help much against charging/teleporting enemies (Akali, Xin, Kassadin, Malphite...) or Olaf during teamfights, but those are your main threats. So red is only really useful for chasing down enemies after you won the fight. During battle, you are mainly spamming Volley instead of autoattacking, so you don't get much out of red buff. If you have someone on the team who can make use of red buff during teamfights, I would leave it to them. So generally, I don't think Ashe - played according to this guide - should be hogging buffs. They aren't exactly wasted on her, but there often are allies who can make better use of them.
Here you should be able to look up my rune/mastery/item setup: http://leaguecraft.com/builder/Ashe/fc57ae4d428102eb8754307b7a6143a1
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how long does it take for blue buff golem, lizards and dragon to respawn?
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On September 16 2010 02:18 Shizuru~ wrote: how long does it take for blue buff golem, lizards and dragon to respawn?
"I've tried to ask in general forum but no one gave me excat time, so I decided to ask my friend to help me out and test.
The following is the respwan time for each kind of creep on both different map.
SR: Small creep camp (Golem/Wolf packs) - 1:40 Lizard Buff - 5:00 Golem Buff - 5:00 Dragon - 6:00 Baron - 7:00 Warith - 1:40
TT: Middle Small Creeps camp (Golem/Lizard or Wariths packs) - 1:15 Top Small Creeps camp (Wolves) - 1:15 Top buff camp (Warith / Wolf buff) - 3:00 Lizard Buff - 4:00 Dragon Buff -5:00
Special thanks to Wenz, BBQEX, minGG, Slopehk"
i just googled "neutral camp respawn league of legends"
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Liquid's opinion on jungle xin?
From what I've picked up from hotshot's stream chat the main argument againt it is that he jungles too slow. I've mostly played xin in a duo lane and he's really strong with a partner that has some kind of ranged slow/stun so he can get the charge off which either leads to the opponent blowing summoners or dying.
However, reading mog wai's jungle panth guide and the strenght of having a skill that is basicly stun + flash together and red buff on top, can't the same argument be made for xin? His charge has great range and with redbuff he'd slow his target enough to get the 3 strikes off which knocks tha target up.
I guess the question is whether it's worth having aslower jungle than more efficient junglers like udyr or warwick for the trade of of having great ganking capability? Or do jungle xin's problem lie elsewhere?
Edit: Not related to the above question but might as well ask the xin players here what's their build for him. I've mainly been using hotshot's SotD into bruta+ghostblade build but I think xin could benefit more from stark's and/or bloodrazor. I guess a tank build is also viable since he's a great initiator.
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On September 16 2010 02:41 bN` wrote: Edit: Not related to the above question but might as well ask the xin players here what's their build for him. I've mainly been using hotshot's SotD into bruta+ghostblade build but I think xin could benefit more from stark's and/or bloodrazor. I guess a tank build is also viable since he's a great initiator.
I'm building him brutalizer, starks and aegis of the legion and then proceed to get some more defenses if needed or if all is going well im getting more dmg like black cleaver or something.
Note that I'm not by any means a pro player, I'm just your average joe.
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The pros and cons to jungling with Xin are pretty similar to Pantheon tbh...
PRO: you have a jungler (yay!) CON: Xin's a monster in lane PRO: good ganker CON: slow jungler ...
Brees and I agree that the Hotshot build is gimmicky garbage and both build Xin tanky. I subscribe to the train of thought that one should get a bloodrazor -> tanking spam, whereas Brees suggests a full mitigation build along the lines of: d-shield mercs banshee's veil chain vest negatron Giant's Belt GA FoN Sunfire
Jungling with him is fine and pretty easy. Use the standard WW/Udyr rune/mastery setup with cloth + hp pots, rush madred's razor, standard boring jungle crap. Use your ult on buff camps because with your W spam it comes off CD absurdly fast.
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Jungle xin has the same problems as jungle shen and jungle panth- they can do it but it essentially makes them a burst threat for about 20 seconds when they gank. It's all or nothing right then.
(un)fortunately, these three also have monster laming phases with great harass and durability. In lane they're a threat for the whole 10 minutes.
So you have to ask yourself- are your teammates strong enough to allow you a gank at 6 minutes?will you be MORE of a total threat in that 20 seconds (aka a for sure kill) than ou would be in lane for 10 minutes (aka the ability to get kills or zone them out)
for xin anD shen I say no, their laning presence is so strong that they aren't worth jungling even though they can. Panth is pretty scary out of the jungle though. Other champs that are terrible in lane like Olaf, eve, mummy, udyr, rammus are almost always a kill out of the jungle so it makes more sense for them to be there
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On September 16 2010 02:41 bN` wrote: Liquid's opinion on jungle xin?
From what I've picked up from hotshot's stream chat the main argument againt it is that he jungles too slow. I've mostly played xin in a duo lane and he's really strong with a partner that has some kind of ranged slow/stun so he can get the charge off which either leads to the opponent blowing summoners or dying.
However, reading mog wai's jungle panth guide and the strenght of having a skill that is basicly stun + flash together and red buff on top, can't the same argument be made for xin? His charge has great range and with redbuff he'd slow his target enough to get the 3 strikes off which knocks tha target up.
I guess the question is whether it's worth having aslower jungle than more efficient junglers like udyr or warwick for the trade of of having great ganking capability? Or do jungle xin's problem lie elsewhere?
Edit: Not related to the above question but might as well ask the xin players here what's their build for him. I've mainly been using hotshot's SotD into bruta+ghostblade build but I think xin could benefit more from stark's and/or bloodrazor. I guess a tank build is also viable since he's a great initiator.
Xin can jungle but he suffers greatly from lack of items coming out of the jungle if you dont gank anyone OR he suffers from lack of levels if you go standard madred's razor build.
He can jungle, better than most, but not as well as the top 5 (warwick, udyr, olaf, amumu, fiddlesticks).
He's probably only marginally better than shen in jungle.
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So... Does LW work with Parrrley or not?
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LW does work with Parrrrrrley.
Fiddlesticks is not a top jungler, any half decent jungle just goes into fiddle's jungle and molests him.
Xin, Panth and Shen all make roughly the exact same amount of sense in the jungle IMO. I think you pick any of them in ranked planning to lane when your team isn't talking and audible into jungle if no one else takes it because having a jungler is very important.
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anyone else hate the jungle control meta game? i am really looking forward to magma chamber. no more worrying about red runed jungler trying to gank you every 3min.
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On September 16 2010 00:10 Caller wrote: seriously guys i have only 19 entries right now
if you want me to run this thing i need like 40 people lol
I bet there are plenty of people that only read the thread occasionally or barely skim it 
Should get signups from liquidparty tonight, I'll lend my loud voice to pressuring people.
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Im closing in on 3150 IP(just a game or two)
And i want to know if i should get Pantheon or Kassadin, both of them look reallllly fun and i know Kass is a beast and idk about Pantheon
TL HELP
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On September 16 2010 03:15 jaw wrote: anyone else hate the jungle control meta game? i am really looking forward to magma chamber. no more worrying about red runed jungler trying to gank you every 3min. what? jungle control isn't some FotM meta, it's been the one constant in high level LoL, lol.
I kinda love jungle control and how it affects the game.
EDIT: ummmm, Kass vs. Panth is tough. Kass is a better character, but they're working on some Panth buffs and Utah is super paranoid that Kass will be hit with the nerfstick in the not-too-distant future. Panth is a more dominant and entertaining laner, Kassadin with blue buff is endgame godmode caster. Would you rather have a built in teleport on a burst killer or a built in low CD Flash on a poker/disabler/chaser/nuker/broken piece of shit god-amongst-men?
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On September 16 2010 03:16 arb wrote: Im closing in on 3150 IP(just a game or two)
And i want to know if i should get Pantheon or Kassadin, both of them look reallllly fun and i know Kass is a beast and idk about Pantheon
TL HELP
From your posts I'd rather think you would prefer Pantheon's play style. I could be horribly wrong, but hey kass would only be 3150 away
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On September 16 2010 03:22 ghen wrote:Show nested quote +On September 16 2010 03:16 arb wrote: Im closing in on 3150 IP(just a game or two)
And i want to know if i should get Pantheon or Kassadin, both of them look reallllly fun and i know Kass is a beast and idk about Pantheon
TL HELP From your posts I'd rather think you would prefer Pantheon's play style. I could be horribly wrong, but hey kass would only be 3150 away  Is Pantheon good late game? ive seen alot of them just fall apart and do almost no damage late game..and i was reading some post by ElementZ(or whoever) that said kassadin was an AP Garen
yes/no?
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Pantheon falls off a bit late game, but new panth I typically find is effective up until about the 35-40 minute mark. You just have to prance around the edge of teamfights waiting for the right moment to pounce on and kill the opposing carry. If you're stupid and like to lead the charge in, Pantheon's sweet spot ends around 25 minutes.
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