Welcome to the official 5.2 patch notes! With a lot of our 2015 changes in the process of settling down, we realized we could finally tackle some longer-standing design challenges of the game.
Like Deathfire Grasp (there it is).
We'll get into the gritty details soon (well, immediately after this foreword), but the short of it is that DFG has always been a tough item to balance around and, like Lich Bane, we finally realized if we wanted to have healthy mage assassins in the game, we needed to tackle the problem at its source. Ultimately we came to the decision to remove DFG completely (remember, read the context for more information!), but this also frees us up to give cool things for champions who've been shackled by their reliance on the item (or by our fear of them picking one up).
On 01/28/2015, starting at 01:30 PST, ranked queues will be disabled in preparation for patch 5.2. At 03:00 PST, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
On 28/01/2015, starting at 03:30 GMT, ranked queues will be disabled in preparation for patch 5.2. At 05:00 GMT, the servers will be shut down and all games currently in progress will end in a draw and stats will not be recorded. We estimate the battlegrounds will be unavailable for 6 hours.
So even though jungle tanks tend to be in a sorry state in comparison to their bruiser brethren, I still enjoy playing them and I am sure a lot of other players prefer to play them instead. The new jungle does kick the ass of a lot of tank junglers but there are a couple of easy ways to mitigate the harshness of the first and second clear.
There are two methods of bolstering your early clearing and they are both very viable but require different factors to be taken into account. One of the methods is far better if you do not know how strong your leash will be, or if you do know how strong leash will be and it happens to suck, and it unfortunately requires you to tamper with your build and alter it into something that may not be preferential to your preferred jungle tank. The other method allows you to take any build you want, runes and masteries, but, even with a leash, will often require you to forfeit your potential for an early gank and hinder your versatility in clearing.
Chum the Waters [R] - Now amplifies Fizz's damage to the target by 20% for 6 seconds
Seastone Trident [W] - Passive is now 20+0.45*AP damage over 3 seconds and no longer scales per level. Active now deals an additional 10/20/30/40/50 plus 4/5/6/7/8 % of the target's missing Health as Magic Damage on hit (down from 30/40/50/60/70+0.35*AP)
Urchin Strike [Q] - Now deals 10/25/40/55/70+0.3*AP magic damage (down from 10/40/70/100/130+0.6*AP)
Buster Shot [R] - AP Ratio reduced to 1* (down from 1.2*)
Explosive Charge [E] - AD Ratio reduced to .5 and AP Ratio reduced to .5 (down from .7 AD and .7 AP)
Now costs 850 gold (down from 950)
NOTE: All item which build out of Aether Wisp have their total price unchanged
Now gives 40 Attack Damage (down from 45)
Now gives 80 Ability Power (up from 65)
Now gives 10% Life Steal (down from 12%)
Tooltip Update: "The first and every fourth Voidspawn gain 100% of Armor and Magic Resistance as damage." from "After the third Voidspawn made by a Void Gate, additional Voidspawn gain 50% of Armor and Magic Resistance as damage."