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On January 14 2014 15:06 YouGotNothin wrote: On average do different roles take disproportionate types of damage? i.e. does a tank take a higher ratio of physical to magic damage than say an adc? The logic being that tanks are often the focus of the enemy adc and may be peeled by bruisers (commonly physical dmg), while adcs often get focused by long range nukers/assassins (which are typically magic dmg, save for a few AD assassins). I understand it really depends on the enemy team comp, but is there any consensus on an "in general" standard in this regard? Not really.
It all depends on the game. If you're diving through an Amumu and a Sunfire Garen to reach a back line, you're going to take large amounts of magic damage, and some physical too. Then depending on who you're jumping you're taking more magic or physical damage on top of that. The important thing for figuring out which resist to prioritize is to look at your opponent team comp, identify the main damage sources, and then pick up what you need to survive.
Example, you are up against a LeBlanc and a Caitlyn and a Shyvana. Assume you are top lane laning against Shyvana. You think to yourself, alright I'm going to need MR to deal with Shy and LeBlanc. Then Caitlyn picks up 6 kills in bot lane before 10 minutes. Now there's a fed ADC on the field, and you need to start considering getting some armour REALLY FAST.
In cases like that last one, you want to build at least one of each type of resist item anyway, but it's alright to rush SV and then pick up a chain vest because someone with lots of physical damage gets fed. You can finish the SV or the Sunfire after that, but the Negatron Cloak and Chain Vest items are actually fairly effective for just sitting on.
Note that all this basically just applies to bruisers. The ADC and the APC are just going to pick up a GA or an Hourglass and that's about it. Some APC's have a choice between Morellonomicon and Athene's, and in cases where the enemy team has lots of magic damage Athene's becomes a stronger choice.
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That makes sense, but I may try and do some research on this using stats from my games. On a related note, If the enemy is a good mix of damage types, and I know I want SV and and Randuins eventually, is it smarter to complete one then the other for the higher tier item bonuses (increased healing, aoe slow active), or to build both the resistance components of each (cowl, wardens) first then complete one of them.
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GrandInquisitor
New York City13113 Posts
If I understand you correctly, what you're asking is something like this: if you're Malphite, and the other team is
Mundo Jax Veigar Caitlyn Sona
should you should still be focusing on Armor instead of MR even if Veigar gets fed, because Veigar is unlikely to target you?
Whereas if the other team is
Singed Shyvana Anivia Caitlyn Sona
and unless Caitlyn is ultra-fed, do you probably want MR because the magic damage is no longer 100% directed towards your carries?
I think that logic is sound.
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On January 15 2014 02:45 GrandInquisitor wrote: If I understand you correctly, what you're asking is something like this: if you're Malphite, and the other team is
Mundo Jax Veigar Caitlyn Sona
should you should still be focusing on Armor instead of MR even if Veigar gets fed, because Veigar is unlikely to target you?
Whereas if the other team is
Singed Shyvana Anivia Caitlyn Sona
and unless Caitlyn is ultra-fed, do you probably want MR because the magic damage is no longer 100% directed towards your carries?
I think that logic is sound.
I definitely do this. I usually play tanky initiators (Amumu, Sejuani, etc.) in the jungle, and tend to build resistances based on what is going to be hitting me. Keep in mind that a large part of what you're called to do in these roles is dive turrets, so:
1) The enemy ADC will often be targeting you, as you're in the front, coming after them, and often the only thing they can get at without getting murdered.
2) You'll often be tanking turrets.
So armor is often worthwhile even if that Vayne is 0/4/2. However, I will often get MR sooner rather than later if the enemy has AOE magic damage (as you say, from people like Singed and Anivia that spew it all over, rather than a Leblanc or Veigar) that is going to be hitting me. If they have a Singed or an Anivia -- people who do magic damage to your whole team indiscriminately -- Aegis is a very high build priority.
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yeah, i always prioritize armor because it'll always be useful against turrets, unless the gameflow demands mr now now now
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As a tank, armor/HP is also usually better because:
-YOU BUILD ARMOR HP- Situation 1 Their AP doesn't combo you in an attempt to get a juicier target and you end up taking mostly damage from their ADC and top, you soak a lot of physical damage.
Situation 2 Their AP does unload on you, you take huge damage but almost certainly still survive, their AP now has to wait on CD's so you neutered their damage output against your squishies and allow your damage dealers to do much more, you might get several spells off before going down.
Basically dieing to their AP is usually better for your team than dieing to their AD because you remove more burst enemy damage output due to how AP cooldowns work and the maximum usual burst of AP in the game being (usually much) less than needed to one rotation a tank. Its far better to have your adc die over 15 seconds while shooting and you to get comboed for half HP, than it is for your ADC to die instantly and you to die slowly. Burst is something to be kept as far away from your ADc as possible. If you get caught too far out and picked though then all bets are off.
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To play devil's advocate, though: it is worse for a tank to get chunked than for a backliner. During siege situations, I want enough MR that I can soak up a bunch of hits from their AP and still be a threat to initiate without getting immediately blown up. A Lux or Ezrael or Ziggs at half health can still contribute; a half-health Amumu or Sejuani or Leona isn't all that useful.
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On January 16 2014 15:26 entropius wrote: To play devil's advocate, though: it is worse for a tank to get chunked than for a backliner. During siege situations, I want enough MR that I can soak up a bunch of hits from their AP and still be a threat to initiate without getting immediately blown up. A Lux or Ezrael or Ziggs at half health can still contribute; a half-health Amumu or Sejuani or Leona isn't all that useful.
what would bring you to half health would kill a Lux/Ezreal/Ziggs.
Chunked tank+ backliner >>> healthy tank+dead backliner
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few questions from me
1) As Adc, should you go in the jungle to attack the monsters, if yes at what level (so you don't die against them) and when since you need to last hit the minions
2)How do you keep up your cs in the late game, I always get stick at 150-200 most of them being from early game, afterwards I feel like I'm too busy doing other things switch lane fight enemies.
Thanks a lot
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1) As Adc, should you go in the jungle to attack the monsters, if yes at what level (so you don't die against them) and when since you need to last hit the minions technically.. yes lategame and even before that after you got some items you can do it, would probably not recommend you doing it too much yet it takes some experience knowing when you dont lose cs on lane. (if we compare the ~80 gold from double golems, if you lose more than 3-4 cs they are not worth it anymore)
2)How do you keep up your cs in the late game, I always get stick at 150-200 most of them being from early game, afterwards I feel like I'm too busy doing other things switch lane fight enemies.
move smartly if you watch some professional league (no idea if you do) you will see high level players rarely do unneeded moves. So dont walk back and forth try to have a plan. You still need to push out minion waves. But yes sometimes its also hard to get cs up lategame, due to nashor thread and stupid aps oneshotting the whole wave
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On January 20 2014 19:29 Ente wrote:Show nested quote +1) As Adc, should you go in the jungle to attack the monsters, if yes at what level (so you don't die against them) and when since you need to last hit the minions technically.. yes lategame and even before that after you got some items you can do it, would probably not recommend you doing it too much yet it takes some experience knowing when you dont lose cs on lane. (if we compare the ~80 gold from double golems, if you lose more than 3-4 cs they are not worth it anymore) Show nested quote + 2)How do you keep up your cs in the late game, I always get stick at 150-200 most of them being from early game, afterwards I feel like I'm too busy doing other things switch lane fight enemies.
move smartly if you watch some professional league (no idea if you do) you will see high level players rarely do unneeded moves. So dont walk back and forth try to have a plan. You still need to push out minion waves. But yes sometimes its also hard to get cs up lategame, due to nashor thread and stupid aps oneshotting the whole wave
Ok thanks a lot, I just started playing LoL. Having played scbw and sc2, I am used to reading about BO's, timings etc., but I just don't find enough information about these kind of things in LoL (It's probably an experience thing) So this thread is really useful
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Quick question: if two champions are attacking an enemy turret and the last of their minions die, how does the turret determine which champ it attacks? I assume it is whomever is closest but wanted to make sure.
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How the fuck do you counter udyr?
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in lane? in teamfights? is it jungle or toplane?
short answer: by kiting him, stopping him from afkpushing, and waiting until lategame when he blows up before he can get close
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How come Vladimir is barely ever played as a toplaner in high Elo/pro anymore?
He's a super hard scaling, resourceless sustain beast that can push as hard as the best and you can build him insanely tanky while still doing a significant amount of consistent damage. WIth just a Rylai's he is incredible strong in a teamfight, with 30% CDR from items/masteries you can fairly easy keep the entire enemy team perma slowed.
I've been spamming him over the last few days going for what is basically a Mundo build except I skip Sunfire for Rylais and get Ionian boots instead of mercs/ninjas. Only match-up out of the big 3 I had an issue with was the first game vs Shyvana because I underestimated her early damage vs a champion that doesn't start out tanky.
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On January 21 2014 03:40 sceroh wrote:Show nested quote +On January 20 2014 19:29 Ente wrote:1) As Adc, should you go in the jungle to attack the monsters, if yes at what level (so you don't die against them) and when since you need to last hit the minions technically.. yes lategame and even before that after you got some items you can do it, would probably not recommend you doing it too much yet it takes some experience knowing when you dont lose cs on lane. (if we compare the ~80 gold from double golems, if you lose more than 3-4 cs they are not worth it anymore) 2)How do you keep up your cs in the late game, I always get stick at 150-200 most of them being from early game, afterwards I feel like I'm too busy doing other things switch lane fight enemies.
move smartly if you watch some professional league (no idea if you do) you will see high level players rarely do unneeded moves. So dont walk back and forth try to have a plan. You still need to push out minion waves. But yes sometimes its also hard to get cs up lategame, due to nashor thread and stupid aps oneshotting the whole wave Ok thanks a lot, I just started playing LoL. Having played scbw and sc2, I am used to reading about BO's, timings etc., but I just don't find enough information about these kind of things in LoL (It's probably an experience thing) So this thread is really useful
http://www.probuilds.net/ lists the builds including buy orders runes masteries pros are/have been using in solo queue recently http://www.mobafire.com/ guides for champs some are pretty in depth with skill leveling orders runes masteries & how to play them the most effective http://www.lolking.net/ if you want to see what champions are doing good in the current meta or just preview skins in 3d http://www.solomid.net/ guides written by mostly better players than mobafire but I feel mobafire users put a lot more effort in their guides http://www.leagueoflegendsstreams.com/home/stream streamers that are currently broadcasting pretty varying quality
There are a shit load of other sites to but these are the ones I use the most. Hope you have some luck with team mates
Ps. a word of warning if you play much lol your starcraft skills will deteriorate. I got seriously worse, actually so bad I'm almost ashamed to play sc2 now
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Are there champions that at 6 items (or less) can solo a full health turret when their minions aren't nearby (so the turret has its bonus armor). I would think some like Jax, Tryndamere, and Nasus could certainly do it but I am not really sure.
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On January 27 2014 06:17 YouGotNothin wrote: Are there champions that at 6 items (or less) can solo a full health turret when their minions aren't nearby (so the turret has its bonus armor). I would think some like Jax, Tryndamere, and Nasus could certainly do it but I am not really sure.
If you want to do the backdoorathon, the most important things to remember are a) towers are immune to crits b) towers are affected by Last Whisper, and have lots of armor c) towers do physical damage only
in other words, get AD, attackspeed, Last Whisper, and probably some tank stats if you want to optimize your build for towerdicking. This has the downside of making you pooptacular at manfights, though, so unless you're doing nothing but backdooring, you should probably build normally.
Master Yi gets a special mention because his passive is basically a pseudocrit that hits towers. Pantheon also, because with enough attackspeed he can actually activate his passive often enough that the tower can't actually hurt him.
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udyr with frozenheart and some combination of zephyr/triforce/bork could probably do it
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