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  • posted a message on Abyssal vs. Deathcap Efficiency

    Range is 700 now and there are champs that do all or most all of their damage in range with the added bonus that teamates could be in range. The Aura is a nice bonus for the team, but if most all of a champs magic damage could benefit, then it seems to make sense. In this meta, most people are running high HP and lower resist, and that favors Abyssal as long as you dont drop them below 0 with your runes, boots, etc.

    Eve, Diana, Mumu, Kassadin, Katarina, Fizz, Rumble to name a few all most of their damage within 700 damage and benfit from the MR in a good way. Hell, I threw it on Annie the other day since all her spells less than 700 range and they were weighted towards magic damage.

     

    Posted in: Ask the Pros
  • posted a message on Abyssal vs. Deathcap Efficiency

    Pros:

    Does anyone have the math worked out or a hyperlink to share concerning the Season 3 efficiency and math analysis comparing Abyssal to Deathcap?  The 20 Magic reduction aura seems pretty sweet now as it did not get nerfed in Season3 like all the other Flat Pen which went down from 20 to 15. But is seems a lot of people still use deathcap when Liandry's, Abyssal or Void staff might be more efficient. I have seem the math on Liandry's vs deathcap vs. void, but not abyssal.  If if you know, please share.

    Here is the Season Two Comparison on Reign of Gaming: http://www.youtube.com/watch?v=GN951m2PE28

    Jedi

    Posted in: Ask the Pros
  • posted a message on Spirit of the Elder Lizard Strategy Discussion

    I just tried this on Wu Kong and it seems good with him. He auto attacks a decent amount and I believe (but don't know for sure) that it works on his ult. It definitley works on the AOE W and E.  Even if if your typically bruiser is 1.0 attack speed, that is 22 true damage on top of 50 AD for 1600 gold upgrade plus true damage on spells.

    I initiated a team fights with an E, then R and then decoyed out at 25% HP. My teammates cleaned them up pretty fast after I made my exit. I decoyed out of a jam several times, doing the magic damage plus true damage. Even in jungle, Wu Kong can E the buffs, doing true damage to all of them over time while he auto attacks the main one. Those ticks can kill/ work down the smaller minions for faster clears.

    It seems cost effective for a 1600 gold upgrade from spirit stone. I hope the 10% cooldown passive goes live, as a certainly will find a home for this item on several champs.

    Interesting on how it works so well with Hecarim.

    Posted in: General Discussions
  • posted a message on Crazy, non-meta, completely unorthodox, innovative builds

    Jungle Fizz is pretty good.  His passive with 9-21-0 masteries makes him pretty durable early and mid game.. Aim for max cooldown and get the ancient golem upgrade after your spiritstone, boots, sheen and kage's pick.  Then get max cooldown with iceborn gauntlets and morellonomicon for some fun tricks. The defense tree with the 500 HP, 30 AR and tenacity from ancient golem is pretty good defense. Add an abyssal if it works with your team comp and they have some heavy magic users.  You can be real agressive early with stealing buffs and ganking level 2-3 as desired.

    Posted in: Champions and Gameplay
  • posted a message on Crazy, non-meta, completely unorthodox, innovative builds

    AD Jungle Malz works pretty well.  If you get help for a fast wolves and hard leash blue.  Actually, you don't need much help with blue if you start W and do two casts at the fountain. Cast once at wolves and get help, then cast on blue buff and your voidling tanks most of the damage. Then you are all set for a pretty safe and okay speed for clear.

    If the 10 AD to manamume on the PBE goes live, then manamune/manamura will be really good on Malz. I mostly go cooldown on Malz with some tankiness (Frozen Heart/Iceborn and Morellonomicon (surprising good on jungle Malz IMO) with HP from Rylais. Through in an abysall as needed.  Spell Vamp quints are key. I also think hybrid marks with AR seals and MR per lvl glyphs running 26-3-1 works well.

    I have found machette to maldreds (25 AR and magic damage bonus to monsters/minions) effective, then going to tear drop.  The jungle items of spirit stone feel underwelming, especially if you run spell vamp quints which sustain you fine. 

    Also a key is for your team, at least the way I play him, to understand that he is really good at seiging a tower with his AOE and ult. You can push down towers and kill them under the tower. He is not a good "suprise gank" jungler since no gap closer.  But he can certainly combo under a tower and have his teamfights finish them off. Malectic visions is pretty strong pushing towers.

     

    Have fun with it.

    Posted in: Champions and Gameplay
  • posted a message on BUILDING POPPY

    I play a lot of poppy.  Here are my Season 3 thoughts.

    You pretty much want to jungle her only. You can do a duo kill lane as well, but I have found it not as effective in general. Ranged champs rape her early.  Some people top lane her with a lot of Armor, but easy to counterpick and a bit underwelming since she not a real threat to kill/threaten/harass someone without jungle support.

    For jungle Poppy, I have found the following effective:

    1)  AD Poppy - 21-9-0 with wriggles, Shiv, wriggles, IE, Thrister, hexdrinker/maw

    2)  Cooldown - 0/21/9 or 0/18/12 with maldreds, sheen, treads, Ice Born, Spirit Visage, Blade Ruin King

    It is too hard to get AP poppy farmed to work well, at least for me. But is you do, she can really own. But she really owns with AD or cooldown/tanky too. You just need 20 minutes of decent farm.

    I have found the hard nerfs to shurelya and trinity underwelming on her now. Trinity as a 6th item works if you got the 4.2k spare gold.

    Consider spell vamp or life steal quints earlly. I will either invade and/or gank level 2 or get 2 pots only and a machette for early back at level 3 and get the maldreds, which helps your clear considerably. You can be level 4, Full HP with maldreds and in position to gank at 4:20.  Though she "okay" jungler, you are making an investment in her late game ownage.

    Also, the best Poppy ganks have her charging from BEHIND. Circle around and knock them too your allies.

    Posted in: Champions and Gameplay
  • posted a message on Spirit of the Elder Lizard Strategy Discussion

    Quote from Bystekhilcar »

    The true damage feels a little underwhelming to me right now because of the large amount of AD on the item. There aren't many poke-based AD casters out there, and even fewer who also jungle. That's just my gut reaction though.

    I wouldn't say Malphite. True damage doesn't make up for wasting 50 AD that you won't really get to use much, and it's an item that isn't contributing to his main function (i.e. refusing to die whilst shredding ADCs).

    Kha'zix, possibly, in a poke-heavy game. If jungle Jayce is any good these days he might find some use for it. Equally, Mundo could build it purely for laughs - those cleavers are already pretty nasty at max rank. And I suppose an argument could be made for Warwick.

     

    Beyond that I don't see many places where you'd take it over anything else; most of the above junglers prefer Wriggle's, too :<

    When I think of this item, it seems like it would be pretty cost effective if the 10 cooldown on the PBE goes live.  for 1600 gold upgrade from spirit stone, you get: 50 AD worth about 1750 gold, 10 cooldown worth 300-500 gold plus the true damage passive. This seems pretty efficient on any champ that could use AD.

    Though AD is not the best on Malph, it is certainly good and helps with his jungle and his W will scale up. You can get one damage item and get tanky on Malphite to be somewhat of a threat.  Just throughing it out there.

    It seems to be it would be viable on more champs, but as you said, wriggles is pretty strong on the champs that could use AD well.

    I will throw out a few more champs that can jungle who might like this item, and it would be good to hear peoples thoughts:

    AD Malazaher

    Nocturne

    Olaf

    Shaco

    VI

    Xin

    Poppy

    Talon (if he can jungle Season 3)

    Kayle - might work with splash AOE.

    Elise

    Eve

    Irelia

    Plus there is the Kha, Warwik, Jayce, Mundo and Malphite aleardy mentioned.

    For the cost effectivenes and interaction with magic and physical damage spells, it seems to be it should have more use on champs soon if the 10% cooldown goes live.

    Hopefully the community has some thoughts.

    Posted in: General Discussions
  • posted a message on Spirit of the Elder Lizard Strategy Discussion

    I am interested in the community's thoughts about Spirit of the Elder Lizard on certain champs, which just got buffed on the PBE for 10% cooldown. I think it has many interesting interactions and they clarified the spell damage interaction as NOT damage over time.

    Item Cost: 2400 Recipe Cost: 725 +50 Attack Damage +10% Cooldown Reduction +14 Health Regen per 5 seconds +7 Mana Regen per 5 seconds UNIQUE Passive - Butcher: Damage dealt to monsters increased by 25%. UNIQUE Passive - Incinerate: Basic attacks and spells that do not inflict damage-over-time deal 15-66 (based on level) bonus true damage over 3 seconds. (Unique Passives with the same name do not stack.)

    I think it would be reasonably good on the following:

    Kha - his W will procure it very nicely for AOE ranged poke plus his E for AOE and Q plus autos for single target true damage.

    Malphite - This items plus tanky means his ult has some AOE true damage as well as his E. His Q will have true damage, plus his auto attacks are now meaningful and his W benefits from more AD.

    I have not put a lot of thought into this, but I am sure the community has come up with the interesting interactions on champs that the 10% cooldown buff might incentized you to use more frequently. Please let me know your thoughts.

    Jedi

    Posted in: General Discussions
  • posted a message on A Complete List of Muramana Interactions

    I tested Fizz out:

    Q does in fact procure manamure TWICE for some nice burst on 6 seconds cooldown.

    R does NOT procure manamura on the target. The damage is in fact AOE on his ult, though by the time it goes off, noone is around your target.

     

    Kassadin's W does apply it once for the W and once for the auto attack.  He can burst well with it and also gains mana back.  I could see a more bruiser build with Rod, abysall and some armor working in Mid ELO. Kassadin's passive gives some real nice attack speed, which could really add do his DPS.

    I think there is some potential with it for a bruiser Fizz build from the jungle.

    Posted in: General Discussions
  • posted a message on A Complete List of Muramana Interactions

    Thanks for the interesting post. I have only been following this website for the past month, and this post inspired me to sign up to post some comments.

    1st - I enjoy AD malz (as well as AP) and jungle with him. I can confirm for a fact that Manamura works on his E (Maletic Visions).  HIs E is considered single target for spell vamp as well and each bounce reapplies the manamura and spell vamp.  You have to be careful with manamura if attacking a creep to turn it off, since you can bounce it to 6-10 creeps in a wave and deplete your mana.  Although, that wave does goes down pretty darn fast.

    2nd - I do not know this for a fact, but I think Fizz will procure it on his Q twice (Urchin strike). This is because the magic damage is a single target spell and it also applies auto attack damage. Could be for an interesting nuke with sheen/lich bane on a 6 second cooldown with gap closer burst.  In addition, it might procure on his ultimate as well since it is single target damage, but AOE knockup.  Fizz would have trouble stacking it though.

    3rd - Interesting that Poppy procures it twice on her heroic charge. I jungle the powerful midget and manamura is "okay to good" on her depending on how you set her up. It looks like the PBE notes put back the basic AD to 20 (up from 10) on the manamune (pre- manamura) so that would be a very nice and welcome boost to use it on her as she can get it earlier than most with the usefulness of both the mana and AD.  This will allow her to stack it faster. I must say, that as you pointed out, her mana is a big issue. Very low base pool, and having mana on her as jungler is a very nice luxury allowing you to spam spells and importantly, spam her W (speed and armor boost) to zoom around to lanes and initiate. I often DO NOT use W to initiate due to my concern of being OOM, but instead use it to close the gap after an heroic charge or to escape. I hate to be OOM for a Q, R or E.  But with a nice mana pull, I will take the extra damage and speed more often throughout fights. With her Ult active, she gets plus 40% damage, so the manamure real helps her burst someone down if you can activate it well.   I think with the +10 AD boost, it is viable on her for jungle. You can freely give away blue buffs then as well as confidently run 21-9-0 instead of utility for some mana and buff duration.

    4th - I would be extremly interesting in something like this for the Spirit of the Elder Lizard, which just got buffed on the PBE for 10% cooldown. I think it has many interesting interactions and they clarified the spell damage interaction as NOT damage over time. I like it on Kha a lot (Especially W) and will so even more now.

    Item Cost: 2400 Recipe Cost: 725 +50 Attack Damage +10% Cooldown Reduction +14 Health Regen per 5 seconds +7 Mana Regen per 5 seconds UNIQUE Passive - Butcher: Damage dealt to monsters increased by 25%. UNIQUE Passive - Incinerate: Basic attacks and spells that do not inflict damage-over-time deal 15-66 (based on level) bonus true damage over 3 seconds.
    (Unique Passives with the same name do not stack.)

    Thanks for your contributions.

     Edit: I agree with the above poster that you underestimated the potential of manamura in the traditional ranks of mid ELO. I understand High ELO games go faster and the focus is more early and mid game. But 700 gold investment of nice mana pool and regen early which can be turned into a mid/late game item with very good cost effectiveness is an investment worth making for some champs/team comps IMO.  Thanks again for your hard work.

     

    Posted in: General Discussions
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