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I'd always say if it works for you and you enjoy it, do it until it stops working.
But generally speaking, if you like killing stuff later in the game jungle is probably not what you should be playing.
The jungle items are not that bad, they are pretty cost efficient, especially Ancient Golem, isn't bad on tanky characters even if you ignore the jungle stats and regen. You get 500 hp, 10% CDR and Tenacity for 2k gold. Compared to a kindlegem, you get 300 hp, Tenacity and all the jungle + regen stats for 1150. It's not really cost efficient if you completely ignore the regen and jungle power, but you shouldn't do that anyways.
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Even if you have time to be present in the lane, you still have no CC to gank, and you rely a lot on autoattacks to do damage, which is clearly hard if you can't lock down the ennemy champions.
I don't think yi is a bad solo queue pick at the moment: he's a solid splut pusher and with farm he's good at killing isolating people.
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also if you like killing people and want to jungle, you could play an assassin (e.g. Rengar, Lee Sin) the problem is, usually your top laner and mid laner like killing people, and will also pick assassins, particularly at lower elo
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How does the bounce on Zigg's Q work? How can I tell if it is going to bounce over an enemy or hit them? Does it depend on the size of the champion or purely on which bounce it is on (i.e. always passes over things before first bounce).
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It only hits stuff during the bounce, so it'll pass over before and after. The distance traveled depends on which bounce it is (shorter and shorter) and how far you cast initially (the further you cast, the longer the initial distance).
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When you're very far ahead on a bruiser type champion top, what do you do to try to close out the game? I went 7/0 in lane as renekton versus a wukong in a game today and just kept a ton of pressure on top. I took both towers, they still had all their towers mid and 2 towers bot. I had my team group up and pushed in to their base. They sent 4 people to try to stop me from getting thier inhib tower, and our team somehow couldn't get the outter mid tower; this happened several times. I survived, but couldn't really do anything unless my team pushed. They eventually fed a zed a whole bunch of kills and there wasn't anything to do from there
The game devolved because my team wouldn't do anything, so I'm writing the game off as a lost cause (mostly, obvioulsy there's always something you can do better), but in theory, what is the correct strategy when you're far ahead? Should I be building offensive and split pushing aggressively, or should I be grouping with my team to take advantage of the gold lead I have? What are the main things you want to be doing if this is the case?
If you're going for towers rather than for the global minions, how do you want to be pushing, and what do you do after? For example, in my example, I took both my towers top fairly early then go mid with my team, and we take mid tower (purple side). What are we doing to progress forward? Just keep shoving down mid, setting up wards deep, or rotating bot to shove that lane?
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So what do you guys build on bruisers at the 6 item stage? On nocturne I almost always go for some variation of randuins,spirit visage,botrk after tabi and SotAG. This leaves me with a lot of defense but not much damage so I kinda just default to bloodthirster. Not sure if thats the right choice though.
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What on earth do you do against an Akali if she gets ahead of you? She just gibs me under tower, stack defensive regardless of champion and get a pink ward to have a smidge of a chance with a gank?
On November 06 2013 13:18 LazyFailKid wrote: So what do you guys build on bruisers at the 6 item stage? On nocturne I almost always go for some variation of randuins,spirit visage,botrk after tabi and SotAG. This leaves me with a lot of defense but not much damage so I kinda just default to bloodthirster. Not sure if thats the right choice though. My initial thought would be a Last Whisper or Cleaver, BotrK and his Q already gives a ton of autoattack damage.
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On November 06 2013 20:11 Jek wrote: What on earth do you do against an Akali if she gets ahead of you? She just gibs me under tower, stack defensive regardless of champion and get a pink ward to have a smidge of a chance with a gank?
Pretty much. The pink ward is essential, as it lets you or your team get CC on her.
The key to Akali at all stages of the game is just locking her down and killing her before she can do anything. Exhaust helps as well. If she gets ahead of you, she quickly becomes a headache.
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On November 06 2013 23:24 jcarlsoniv wrote:Show nested quote +On November 06 2013 20:11 Jek wrote: What on earth do you do against an Akali if she gets ahead of you? She just gibs me under tower, stack defensive regardless of champion and get a pink ward to have a smidge of a chance with a gank?
Pretty much. The pink ward is essential, as it lets you or your team get CC on her. The key to Akali at all stages of the game is just locking her down and killing her before she can do anything. Exhaust helps as well. If she gets ahead of you, she quickly becomes a headache.
As a fun side note, Akali makes a great 2v1 top champ (on the 2 side). While it slows down her levels, it guarantees her farm; she has high lv 1 damage in case the solo tries to fight and after she hits 6 it's either roam time or towerdive party.
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United States15536 Posts
What's the standard rune page for supports right now? What are the differences between the engage-y ones and the poke-y ones? I think my runes are still stuck in S2/early-S3.
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On November 07 2013 06:32 AsmodeusXI wrote: What's the standard rune page for supports right now? What are the differences between the engage-y ones and the poke-y ones? I think my runes are still stuck in S2/early-S3.
In Solo Q S2s gp5 quints, armor (something offensive if you can outpoke) reds, armor yellows, mr blues are still fine. More "modern" stuff basically consists of using health, MS, or GP5 quints as you see fit depending on playstyle (hell some even run 1 of each).
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On November 07 2013 06:32 AsmodeusXI wrote: What's the standard rune page for supports right now? What are the differences between the engage-y ones and the poke-y ones? I think my runes are still stuck in S2/early-S3.
Hybrid pen reds are good on Sona, Zyra, Nami and Annie. AP quints are fun too. TBH I think if you're getting a GP10 item then GP10 quints are a waste.
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Today I am buying my first rune set having just hit 20 on my first account. I have saved over 17000 IP for it by only picking up cheap multi role champs (maybe not considered the best).
Without overcomplicating it, can I go far wrong with...
Flat Armor Yellow Scaling MR Blue Move Speed Quints Flat AD Reds
While this wont be optimal for every character, would I be right in saying that every auto attack uses AD, therefore every single char would benefit in some way with this rune page. In short, if you had to buy one page to play every champ in every role, would it be this?
My justifications is as follows...
Flat Armor Yellow -Useful in all lanes and jungle
Scaling MR Blue -Optimal unless in AP mid lane, where flat would be better but overall the best choice
Move Speed Quints -Ideal for jungle and chasing/escaping in lane
Flat AD reds -Every auto from jungle to support uses AD right? Best choice overall for a red rune?
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United States15536 Posts
That's probably as good as you can get but it does depend a lot on what you play the most. Obviously if you're playing mostly ADCs or AD tops AD quints wouldn't go amiss. If you play a lot of ranged supports (Annie/Zyra) or mids, AP quints and MPen reds are good ideas. So it kind of depends. But that's a pretty solid generic page for sure.
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Pootie too good!4331 Posts
you might think about waiting for a bit seeing as the rune system is going to go through a change for season 4.
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Thanks AsmodeusXI and JonGalt. I just needed someone to confirm my thoughts, i'll start broadening my rune set once I have the generic one done. FWIW I play a mix of chars in a mix of roles at the moment, I think I have about 2 for each position once I pick up Nautilus.
It would be my luck for them to change the entire system, I just bought 9 flat armor yellow, i'll probably wait for the changes.
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United States15536 Posts
On November 13 2013 00:14 Shottaz wrote: Thanks AsmodeusXI and JonGalt. I just needed someone to confirm my thoughts, i'll start broadening my rune set once I have the generic one done. FWIW I play a mix of chars in a mix of roles at the moment, I think I have about 2 for each position once I pick up Nautilus.
It would be my luck for them to change the entire system, I just bought 9 flat armor yellow, i'll probably wait for the changes.
Ironically, Nautilus is one champ that I'd be hard pressed to recommend anything other than AS reds.
But Jon is right... it might be worth holding on to your IP for a couple of weeks.
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Although AD reds and Armour yellow should remain untouched (well, maybe their nominal value, but they'll still exist as primary runes), as well as MS quints, since they still fill the classification Riot wanted for their runes (reds = offense/physical, yellows = defense, blue = magical/abilities, quints = big pile o' stuff).
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