Fair enough; the way the comment was worded, it seemed as though they were saying that was the actual passive effect. (your average damage will also change slightly, depending on whether or not you're hitting them the whole time or whether or not they were at full health from the start.)
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5/20/2013 7:29:02 AM
posted a message on General Tips and TricksPosted in: Gentleman Gustaf
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5/19/2013 5:11:47 PM
posted a message on General Tips and TricksPosted in: Gentleman Gustaf
Teemo's poison isn't spell damage (it's an on-hit), so it doesn't proc Liandry's.
Kayle's AoE counts as spell damage, so it counts (this includes on the target). Kayle's a bit of an exception; her E isn't considered an on-hit effect, it's an on-attack effect instead (this is also why Runaan's Hurricane doesn't give you multiple splashes). Basically, if it procs spell vamp, it procs Liandry's.
http://leagueoflegends.wikia.com/wiki/On-hit_effect#Abilities_.E2.80.94_do_apply_spell_vamp -
5/19/2013 5:01:11 PM
posted a message on General Tips and TricksPosted in: Gentleman Gustaf
Never start with pure AS or pure crit (or a mixture of both). It's okay to buy an item that has AS on it, so long as that's not its primary function. (BotRK is providing damage, lifesteal, and a slow. Something like Zeal or PD is only making your wimpy attacks hit faster.)
Essentially, you don't want to slap someone three times when you could punch them once. -
5/19/2013 4:57:49 PM
posted a message on General Tips and TricksPosted in: Gentleman Gustaf
Mm, not sure what version you're looking at, but it's 5% of current health for the passive.
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4/9/2013 2:35:41 AM
posted a message on Best jungle carry silver leahuePosted in: Competitive Play
Quote from Satoris »
I've always been confused by split pushing tbph... Okay so you're at top lane pushin, and this is silver so your idiot team starts a team fight 4v5 and loses... I mean, even if they don't, they're going to be playing defensive and a smart enemy team will just take the buffs and objectives (or send one dude top to stop you) right?
I've had a fair bit of success with split-pushing, though in my case I'm usually splitpushing as Shen (9/10, would do again) or Tristana (don't try this at home, I only splitpush as the ADC when my team is too far behind to win fights in the first place).
If your team will win teamfights 5v5, then you might as well just teamfight and then take a tower or two. Splitpushing works best when your team isn't likely to win unless something else changes. There is an argument for sticking with the team just to avoid them raging when they decide to go for it, but if you're clear about the fact that you're splitpushing and they should NOT engage, depending on the team it can work out just fine.
You want to do it when you're on a champ with good escapes or dueling; Shen works because he can duel fairly well (or at least not-die), and ult into a teamfight at a moment's notice. Shaco is simply evasive and really hard to kill solo, so anyone who comes to stop you risks dying and turning things into a 5v4. There's also the fact that Shaco doesn't provide much to teamfights in the first place, he's an assassin but he's not really a burst champion so he can't hit-and-run the backline well. It's better that he secure objectives and only go in to teamfights when he's absolutely needed.If your idiot team fights 4v5 and dies, there's a good chance the result would have been the same with you there, so you can possibly cut losses and take a tower. If they play defensive and the enemy team sends one player to stop you, that makes the other fight a 4v4 (and in theory they sent someone who would have been more useful in the teamfight than you are). If you ARE useful, Teleport is your best friend here to turn that into a 5v4. If they split off completely to take objectives, your team can either take objectives themselves (enemy goes to Baron, you take a tower, your team takes a tower) or follow and keep pressure on them (enemy team switches lanes, your team continues to turtle under the tower).
There's a lot of theoretical scenarios, and yes, not all of them work out. In my cases, how it's worked out is that (as Tristana) my team was one of those idiot teams, so they eventually got engaged on and died. The enemy team was also an idiot team though, and rather than sending anyone to stop me on top, they took the mid tower; as a result, I got two towers before they eventually came top to stop me. It was pretty easy to see them coming, so by the time they arrived it was an empty lane. Wasted enough of their time in the process that they couldn't follow up with any more objectives before my teamrespawned, so we ended up with a lead (plus I got a ton of free farm).
As Shen, it's not even worth mentioning really; go push a lane, run in circles if someone comes, run faster if a bunch of people come, and ult in on the team if something starts. (assuming it doesn't look like a suicidal mission if you go in, at least get a tower if the ult's going to be a waste of time.) Those games ended in wins thanks to lucky dashes and dumb, overextended carries on the enemy side. (caught a Kha'zix when he tried to poke with W while our whole team took his tower, etc.) Shen doesn't push very fast without Sunfire Cape, but he makes up for it with presence. Lots of other champs push harder and have solid dueling/escape options.TL;DR: idiot teams are going to be idiot teams whether you're there or not, make the call for yourself if it's worth it to stick with them or get an objective.
If the enemy team sends one (or more) people to stop your split-push, that's exactly what you wanted them to do! Your team should be in a 4v4 (or gasp, 4v3) now, and you should have enough wards and fight/flight options to keep yourself in good shape.On-topic: I'm in agreement with Coxy on his article of "the big four". Jarvan, Xin, Vi, and Hecarim. I personally try to ban Hec and/or Vi at my range (I've had better luck dealing with Hecarim, but Vi is a massive pain in the ass). Xin is a strong duelist and good initiator and general pubstomper, Jarvan is a great tank and amazing initiator (so long as he doesn't fuck over his teammates), Hecarim has strong initiate and easy jungling/ganks, Vi has good ganks and her suppression is nearly impossible to deal with (especially if you're the one carrying the teamfight, and she's smart enough to lock onto you).
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3/10/2013 1:26:09 AM
posted a message on Defensive items for AD CarriesPosted in: Gentleman Gustaf
All that flat Mpen is part of the reason health-stacking has become so popular, actually; that, and the fact that a team will often have multiple AD damage-dealers, and then just the AP carry dealing heavy magic damage.
Your standard AP carry has all that flat Mpen (boots, runes, masteries, and probably a Haunting Guise somewhere in there), so your base MR - and possibly runes - is pretty much null-and-void. You can build a decent chunk of MR with QSS, plus the CC removal as a bonus, but unless the team is CC-heavy, it's not providing any bonuses against the rest of the team (their top and jungle are probably both AD-based and gunning for you). In this case, a Giant's Belt (and subsequent upgrade) will provide close to the same effective resistances, but it works against all types of damage.The other thing that's had an impact on the meta is, there really aren't a lot of good MR item options, especially for an ADC. There's Maw, which is pretty lackluster (as mentioned in the article). Banshee's Veil, but QSS is generally better there unless your main concerns are pokes and one-off spells (Karthus, etc). Possibly Spirit Visage; it does give a boost to your lifesteal, but that's requiring you to be in combat to get the benefits there. Everything else is mostly geared towards support, tank, or AP champions.
None of the options give a lot of defense against non-APs, so you either need to be very confident the bruisers won't get to you, or build another defensive item somewhere in there. And a Void Staff on the AP has a huge impact on your defenses, while a health item would be unaffected.I don't know if he's calculated it in there, I don't think penetration is calculated in regards to effective health. Just pointing out that I don't think MR items can really compete with the likes of Warmog's and such, with exceptions of course when your opponents are heavily skewed towards magical or physical damage. (top-lane Rumble + AP mid, jungler is either tanky or AP-based? MR is looking pretty good right now.)
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3/3/2013 10:53:52 AM
posted a message on "There will be no ADCs if the current meta goes on like this..."Posted in: Ask the Pros
Quote from TRoosevelt »
Maybe, but the hypercarries haven't had their say yet.
Yeah, Ez and Cait and even Draven seem to be on the way out. The thing is, they're holding down the Kog'Maws and Tristianas and Vaynes and all of those ADCs, what I call hypercarries, are still just as gamechanging as in season 2. As long as "protect the Kog" is still a viable comp, the ADC isn't dead. It's very difficult for a Kog or a Vayne to lane against a Cait or Draven, they just have weak laning phases. If those ADCs are phased out, however, there's room for the hypercarries to move in. It might just be me but I've seen a lot more Tristiana in the LCS recently. Also, hypercarries like Vayne and (IMO) Quinn will wreck double bruiser bots. There's a lot of powerful ADCs that just can't lane against Ez, if he falls out of the meta then they'll have a chance to shine.
Having said that, double bruiser bots (or at least bruiser+Taric/Leona/Ali/Thresh) will probably have a place because it's just so hard to peel S3 assassins and bruisers and I don't see a solution to it. Even the pros seem to be having problems with it.
On that note, Vayne and Kog'maw are poised to be exceptionally strong in this meta, if they can get through the current ADC standard, like you said. %health damage on both of them just gets better and better as more champs build Warmogs, so a Vayne or Kog doesn't need 3+ finished items to deal with a Warmog's-toting Renekton or what-have-you. (the main reason people aren't rushing IE anymore, you can't just start landing crits and wreck a team anymore when half the opponents are over 3k health.)
I don't think Trist really has a lot of strengths over the other hypercarries, my guess as to why she's been showing up more often is because of how well she out-scales most other ADCs. If everyone's going to build tanky and farm like crazy, it's in Tristana's favor, since she's almost certainly going to get to late-game (at which point she's just going to be simply better than the enemy ADC). She doesn't necessarily do anything special against the other bruisers, though. -
3/3/2013 10:08:26 AM
posted a message on "There will be no ADCs if the current meta goes on like this..."Posted in: Ask the Pros
Your duo-lane still needs to have a support-ish champ in it, splitting farm just doesn't stack up. So even in double-bruiser lanes, one of the two should be getting the majority of the farm. I don't see the support role going anywhere, especially when they can still play as roamers and all that jazz (even easier if it's a bruiser on bot).
ADC is still the best when it comes to knocking down towers, the issue in this health-stacking meta is that ADCs simply can't deal with enemy bruisers until they've got half their build finished up. Whereas most of the bruisers today can start off with a Giant's Belt and still have the damage and utility they need.
So saying that an ADC can siege towers is totally correct, but when the enemy team is rolling bruisers with Warmog's, they can simply force the fight and push the ADC off.Not sure where the meta can or will go from here, though; lane-swaps have shown that bruisers can often solo against the standard duo-lane, but it's not a winning scenario, usually. So I don't see any teams trying to be the first one to break the meta just yet, ADC still has an advantage early.
Karma works wonderfully with melee carries, but she still needs farm of her own, so I don't think a new meta will make much of a difference for her (kill lanes are still risky, since anyone ending your killing spree is going to get a big ol' chunk of gold to close the gap). Blitzcrank, Leona, Taric, etc are all still quite good with bruisers; I'd like to see some of the less tanky bruisers finding a home somewhere, Riven for example has been falling off because she can't do as much with a Warmog's as she can with a BT.Back in S2, I remember seeing stories of pro players using odd duos for solo-queue, such as Annie/Pantheon (Annie as support, spamming stuns while Pantheon just does his usual thing). Maybe something along those lines will pop up somewhere.
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2/25/2013 3:51:40 AM
posted a message on Advice on Top Lane ChampionsPosted in: Ask the Pros
Irelia is very strong, but do note that her early-game tends to be rather weak; there are some opponents that will just dominate you early (she has amazing sustain if she gets to attack, but a good harasser/zoner can push her out and thus kill her sustain). Definitely good to learn, but she's not always going to be a good choice. I'd like to consider her one of my mains, but I rarely get the opportunity to pull her out against a lot of common opponents on top.
Elise is real strong, as mentioned; she has the ability to be melee or ranged as needed, so she's very adaptable to different matchups. As far as I know, her biggest issues are with champions that out-sustain her, like Cho'gath or Yorick; Cho'gath doesn't necessarily beat her in lane, he just makes it nigh-impossible for her to achieve anything in mid- to late-game (Elise still beats him early, as I quickly learned while trying to counter-pick her once). Kinda meh in teamfights, but you'll have a good time of things through the rest of the game.
Know how to play Shen well, and also accept the fact that you're almost never going to get to play him (banned the majority of the time).
Rumble is still sittin' pretty at a 56% win rate, so you can't really go wrong with learning him. He's got a couple bad matchups too, but there's not a lot out there that totally shuts him down, so he's very consistent. His teamfighting is really strong as well, mostly due to Equalizer's ability to split up teams into nice bite-sized chunks.
And Singed is actually close behind Rumble in terms of win rate; there's a fair number of champions who can harass him early, but after a little while, he can just ignore most of his opponents and shrug off ganks (oh yes, please continue to chase me through my poison). He's nothing amazing in teamfights, but he does his job really well there; just gets in the enemy team's face, makes it tough for people to get to his team's backline, and if his opponents don't feel like providing good targets, he can fling someone out of position.
Relatively easy to use; while he's not a huge powerhouse like plenty of other tops (Darius, Olaf, Rumble), he's a pretty safe pick against anything that isn't ranged. (Singed doesn't enjoy trying to farm against someone who can kite him.) -
2/25/2013 3:40:49 AM
posted a message on Roaming MidsPosted in: Ask the Pros
Do you notice you're getting camped more often when you play Kayle, or Nidalee?
I'd hazard a guess that you get camped more as Kayle; it's especially tough to CS with her without also pushing the lane, as you're either up in melee range, or dealing splash damage. (plus, mid-lane Kayle can be scary for a lot of players right now, so they're more likely to ask for ganks.)
I haven't actually watched a lot of high-level Kayle play recently, so I don't know what the correct playstyle is right now. But it's actually probably safer to last-hit while in melee mode, making sure the lane is never pushed to their side; you usually have more damage than your opponent if they ever feel like trading with you, landing Q on them any time they get in range can be a great way to zone them out a bit while you CS (the slow can cause a bit of a panic, and if they don't take the hint, the damage amp on it also lets you punish them for getting too close).
If you're constantly on your own half of the lane, you should be able to get back to the tower pretty fast whenever a gank comes in.Something that applies to both Kayle and Nidalee is to make sure you're not going all-in without knowing where the enemy jungler is at. You don't want to burn Kayle's Q and her heal/speedbuff on the way in, only to have the jungler jump on you right after; even worse is if you're using her ult to dive for a kill, then getting cut-off from behind. Likewise, if you're switching to cougar form as Nidalee and jumping on your opponent, that's going to be the perfect time for the enemy jungler to go in on you. You're stuck in cougar form for a few more seconds (no heal), and your jump is on CD as well.
On the other hand, watch the other lanes; if you see the enemy jungler show up elsewhere, that's a perfect time to go all-in on your opponent (assuming the math is in your favor of course). If you spot a gank happening in another lane, rushing there to help may only result in a successful enemy gank plus a tower in mid. You can break even by countering their aggression in one lane with aggression in another. This is especially true for top-laners; if you're on top and you see the enemy jungler ganking bottom, that's a good cue to put the pressure on top lane. (even better if your opponent went to gank another lane, punish them for it by taking their tower.)As far as roaming goes, both Kayle and Nidalee can clear waves fairly quickly with splash damage or cougar form abilities, respectively. Don't forget, so long as your minion wave is larger than theirs, your lane is pushing; you can go gank a lane and your minion wave will push the rest of the way on its own.
If your opponent is roaming themselves, you can use this strategy to follow them; just make sure your wave is at least slightly larger than theirs before you follow (it could even be equal in size, so long as one of their minions has less health). If your opponent was forced to go back, you can also use this method to make sure that by the time they finish buying, they'll need to go back to mid lane or else lose a wave. (if you shove to the tower while they're not there, you might as well take the tower; if that's not safe, avoid shoving all the way, otherwise the tower's just going to clear out your minions and either reset or push the lane back towards you.)
If your opponent is there, you need to push a lot harder, preferably shove the lane to their tower. Force them to either farm the wave under their tower, or miss out on the entire wave, and either way you ensure that you don't lose out on anything by roaming (remember not to leave your lane for too long). You can also keep an eye on minion spawns as well, clearing their wave right as it shows up (they'll have to wait longer for a new wave to come) and/or pushing the lane while your wave has a siege minion in it (takes them longer to clear it out).It's not the greatest practice, but you can even do a custom game with AI teammates and opponents and practice roaming in there; avoid snowballing off of enemy stupidity as best you can, just focus on manipulating the minion waves so you can go tag a lane and get back before the AI pushes to your tower.
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