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  • posted a message on Happy holidays!

    Celebrating Christmas by re-posting under various aliases to win the RP!  

    Nahhh, not really.  I'll make more money for LoL shoveling snow.  Merry Christmas, RoG!

    Posted in: News
  • posted a message on S3 Jungle Fizz - Now a powerful and viable choice instead of a fun niche pick? (Guide included)

    I've run jungle Fizz a few times in my day, and I was really looking forward to use him in S3.  The Spirit upgrades to machete were really appealing to me.  I haven't played him much since the beginning of the season nonetheless.  One issue with him is his lack of cc early game.  That's why I often run smite and exhaust on him.  Ghost would probably work as well.  I don't use flash as much on Fizz because of his E.  I also dislike his scaling in the jungle, it doesn't hold up to his power in lane.  But he's so much fun, and jungle is a fun way to run him.

    Really like your guide.  Lots of good stuff.  I wouldn't put Fizz at the top in terms of junglers, but he's certainly viable.  His shark is hard to land but well worth it if you can.  

    Posted in: Champions and Gameplay
  • posted a message on If You're Going through Elo Hell, Keep Going

    Always nice to see some real stats to analyze the problem nobody can seem to agree on.

    Posted in: Stonewall
  • posted a message on Theorycrafting: Movement Speed/Enchantments for S3

    Sure, might not be bad on singed, but 15 movement speed for 475 gold seems pricey.  Boots of speed are 350 gold for 25 movement speed and that's going to be twice as crappy as S2.  You'll be getting under a 4% increase to speed which doesn't seem to compare to the other enchantments in my opinion.

    Posted in: Champions and Gameplay
  • posted a message on Theorycrafting: Movement Speed/Enchantments for S3

    I haven’t played on the PBE client, but I’ve been looking at all of the new items.  One section that seems to have remained largely untouched by theorycrafters is that of the new boot enchantments.  In the following I outline my initial thoughts coming into Season 3.  I’m interested to hear what all of you guys think, whether it’s agreement, disagreement, or anything I’ve missed.

     

    Enchantment: Alacrity (Costs 475 gold)

    UNIQUE - Alacrity: Grants +15 bonus movement speed.

    Don’t buy this one.  For only 175 gold more you can gain +46 movement speed (on damage dealt).

     

    Enchantment: Distortion (Costs 475 gold)

    UNIQUE - Distortion: Decreases cooldown of ghost, teleport, and flash by 25%

    Worthwhile if you have flash or teleport.  Flash will have its cooldown reduced by over 66 seconds!  Teleport reduced by 75 seconds.  This is a HUGE difference, all for the cost of 475 gold.  I recommend this enchantment highly.

    Meanwhile, ghost only has a decrease of 52 seconds.  A sizable amount, but not enough to warrant instabuying this.

    If you have 2 of the above summoner’s spells, you better buy this. If you have one of the above summoner’s spells, definitely consider this enchantment.

     

    Enchantment: Furor (Costs 650 gold)

    UNIQUE - Furor: Whenever you deal damage with a single target attack or spell, you gain 12% movement speed that decays over 2 seconds.

    12% movement speed is approximately 46 movement speed.  Zephyr is the only item that reaches near this movement speed bonus (+10%).  This is a great enchantment for chasing, and even for escaping (for certain characters); just keep in mind you will need to deal damage to retain the speed buff.  Definitely consider this enchantment especially if kiting/chasing is a concern (e.g., ADC, anti-carries).

     

    Enchantment: Captain (Costs 750 gold)

    UNIQUE - Captain: Allied champions running toward you gain 8% bonus movement speed. Nearby minions gain 20% bonus movement speed.

    OK ability to have when you are initiating a fight, as your teammates will be behind you.  OK for helping fleeing teammates.  Good for split pushing and bringing waves of minions.  But that’s pretty much all I can get from it.  Unless you can consistently stay with the enemies you are chasing, it won’t be of much help.  Also, not sure if this is an aura with a limited range (I imagine it would be).  I wouldn’t recommend this expensive enchantment, at least not in solo queue.  Buy Shurelya’s Reverie instead.  Much better.

     

    Enchantment: Homeguard (Costs 650 gold)

    UNIQUE - Homeguard: Whenever you are at fountain, you instantly gain full health and mana, and gain a 200% movement speed boost that decays over 8 seconds (4 second on Crystal Scar). The bonus movement speed is lost upon entering combat. The effect cannot activate while in combat.

    This enchantment is attractive to me just in terms of saving time.  What it means is that you will save a minimum of 8 seconds each time you return to the fountain (i.e., without this enchantment you will be 8 seconds behind where you would be with this enchantment).  Imagine how fast MF can strut back to her lane with her passive.  What about Jayce using his acceleration gate out of the fountain?  Back to top in no time.  TeemoKennen?

     I’d recommend this skill if you have any natural acceleration on your character.  You’ll waste little time getting back to lane.  Just hope the feeder on your team doesn’t grab this skill and run into combat without the rest of the team.

    Nevertheless, the real power of this skill can be shown late game, when fights are occurring at/near your nexus.  Imagine the enemy is pushing your last two nexus towers.  You run low on health and run back to your fountain.  How long do you have to wait to heal up?  ZERO seconds.  You are immediately healed up and given a MASSIVE speed buff.  Go right back in there.  Fight some more.  You are invincible in your fountain.  If you die you come out of your base with massive speed.  I imagine Riot may add a cooldown to this skill’s special ability if the utility in these late game base fights proves too much.

    This enchantment is great.  Buy it.  Great for saving oodles of time and getting to fights faster all over the map, but especially fights at your base.

    ----

    Alright now that I’ve finished my section on enchantments, I’m looking for advice on when you should be buying boots, finishing them, and buying enchantments.  What do you all think?  Here are my initial thoughts.

    Starting with boots is just crap now.  More like a fashion statement than anything else.  They are only 50% as much of a boost of speed.  So you’d be playing the same cost as Season 2 but for half the value.  Some champions with boots will be slower than champions without boots!

    It might be a good bet to not buy boots of speed until you can finish out your set of boots.  That’s my current thinking.

    However, I’ve been debating when you should enchant your boots.  I’m thinking mid game, perhaps after you get your first or second complete item.  What do you all think?  I’m looking to formulate some pre-season strategies.

    Posted in: Champions and Gameplay
  • posted a message on Your opinion on a good champ for each lane from what I own

    In terms of your mid champs, go with what you feel your strength to be.  Orianna is amazing in the right hands.  If you're looking for a safer pick, go Ahri; she's always been viable.  Diana brings damage and health, it's so frustrating to play a fed Diana.

    Posted in: Ask the Pros
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