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On February 10 2012 05:39 Hyren wrote: Do you find attack speed marks to be fairly mandatory on Junglewick? No, they help though. Honestly, I just use my generic dps jungle page on WW most of the time (2 AD Quints, 1 ArPen Quint, 2 ArPen Marks, 7 AS Marks) because I only have like, 3 pages for jungling and I like having a page that's balanced for Xin/Noct/WW/GP. Some AS is noticeably safer/faster though.
On February 10 2012 05:40 mcimba42 wrote: I was wondering, since I like to cap CDR on Warwick, I usually tend to get a Spirit Visage, even when I don't really need the MR that much, because masteries + Frozen Heart leaves you at only 30% CDR. Is just the FH really enough for CDR? masteries + FH is actually only 24% CDR unless you go defensive which will be like 28% or w/e. And yea, sure, it's plenty for CDR. I power through the midgame and get enough gold that I can actually just go Wriggle's, HoG, Wit's, Triforce and still have no CDR @ 10K gold and don't mind it that much. Going for CDR cap is perfectly respectable and it's cool to go FH + Visage and just lean on your Q all game, but going without as much CDR is also completely OK.
SIDENOTE: I actually think there's probably something to be said for going Zeke's on WW if you want CDR and don't need the MRes.
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What do you think about frozen wallet on ww ?
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hate it. Mallet's strictly an item of convenience, namely that you want phage and big chunk of HP and you want it right fucking now. it works on characters with built in resists very well, like Xin and Wukong. however, WW essentially has a built in massive HP pool from his passive and Q, and as such, he benefits much more from early resists than early HP. Build the phage, tank out with resists, finish with triforce, he has no need for mallet.
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Calgary25939 Posts
I played some jungle warwick yesterday. Every guide I read was delaying E until as late as possible. This thread says to take it around level 4, depending on your ganks. Can someone elaborate on this? I found he was pretty terrible at ganking anyways until level 6, even with exhaust, so I just took as much Q as possible for the jungle clearing.
E is a toggle with no cost and no significant cooldown. Is the only reason to turn it off to have stealth on your ganks?
Thanks
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Yeah, stealth ganks when they're under 50%.
You take E at level 4 because if you get someone under 50% with E you get a kill, if you didn't have E you wouldn't kill, meaning is makes your ganks stronger, pretty simple. If you get 2 in W it means you will have to wait till level 8 to get E or else miss Q ranks, so that's the problem. You want to start ganking at 6 at the latest so not having E makes those ganks a lot weaker. The initital burst with your lane helping + your R + Q is pretty much guaranteed to get them under 50%.
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On February 14 2012 04:05 Chill wrote:I played some jungle warwick yesterday. Every guide I read was delaying E until as late as possible. This thread says to take it around level 4, depending on your ganks. Can someone elaborate on this? I found he was pretty terrible at ganking anyways until level 6, even with exhaust, so I just took as much Q as possible for the jungle clearing. E is a toggle with no cost and no significant cooldown. Is the only reason to turn it off to have stealth on your ganks? Thanks
WW can gank at level 4 if you have red and the opponent is seriously overextended. Example: A Renekton is being overly aggressive against your Irelia top lane. His Q/E naturally push the lane, so he's probably at her tower. In this case, if you are close after doing red, just run at him. Any CC you can get from the laner so you can get in range is bonus. Stutterstepping while chasing and you will at least force a flash, if not a kill.
You won't use your abilities much after your first blue runs off, expecially not W, so you have little choice where to put that ability point at level 4; you have 2Q, 1W, so E is a logical place to put it. If you could get a third Q, you would, but you can't
On February 14 2012 04:12 Slayer91 wrote: Yeah, stealth ganks when they're under 50%.
I think it shows up on the enemy buff/debuff bar even when above 50%? If they pay attention, they might spot it.
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On February 14 2012 04:05 Chill wrote:I played some jungle warwick yesterday. Every guide I read was delaying E until as late as possible. This thread says to take it around level 4, depending on your ganks. Can someone elaborate on this? I found he was pretty terrible at ganking anyways until level 6, even with exhaust, so I just took as much Q as possible for the jungle clearing. E is a toggle with no cost and no significant cooldown. Is the only reason to turn it off to have stealth on your ganks? Thanks you're reading bad guides and hell, I even say to take E at level 2 sometimes. E really strong, I don't like ganking without it.
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Calgary25939 Posts
I was worried I would die like when i tried to jungle at summoner lvl 5 with no runes, so I started Cloth + Pots. This was literally the first time that I had jungled since then. If I do it again, I'll with Boots and start at the Wraiths like you suggest for lvl 2 ganks.
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With no runes, that might be dangerous.
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Don't go boots without runes unless you're expecting a ton of help from teammates on your first two camps.
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no runes sucks, l2belevel30 IMHO.
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Calgary25939 Posts
Obviously I have runes now. At level 5 I didn't.
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chill add me so I can autolock your ww every game
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ive been trying to expand my champ pool i feel comfortable carrying with and have recently picked up warwick to solo top with. hes not bad in the jungle but i main other jungle champs like sejuani, skarner, and udyr, and feel like they handle the jungle more effeciently. top lane tho WW ive found to be beast. i go the cdr route rather then straight attack speed and it has worked very, very well (ive been following the top ranked laning guide on solomid, adding in a bloodrazer usually after i hit cdr cap with spirit visage, frozen heart, and masteries). WW is just fun to play imo.
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Warwick related patch notes: - Eternal Thirst now deals 3-16 magic damage per stack, and restores an equal amount of health - Infinite Duress damage changed to 250/335/420 (+2.0 bonus attack damage) from 200/300/400 (+1.67 total attack damage) - Base attack speed increased to 0.679 from 0.644
I'm a little confused as to how Eternal Thirst works now vs how it worked before. It looks like the low level healing was hit reasonably hard but at high levels it's only 2 less healing than before (plus free 3-16 magic damage per hit). Pretty nice WW buffs overall.
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the buffs aren't going to affect ww's jungle a TON, but they should give him a nice power bump in top lane. it might be a case of not enough in his weak matchups, and too much in his strong matchups though. will have to play around with it a bit. either way, warwick buffs mean more warwick players, which means (a) get to wreck his shit some with shyvana in the next patch, and (b) more warwick skins! maybe i'll pick up the next one
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The healing nerf is entirely superflous due to the new jungle.
Does the Infinite Duress damage factor in the damage from his new passive? If not, that's another ~80/160/240 damage, which more than makes up for the base AD loss.
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the WW buffs are pretty big IMHO. base attack speed means a lot since that's what all attack speed buffs scale off of and the passive ends up being like a free wit's end worth of damage in the end game. Pretty big deal if you ask me, this fucker is going to be trucking people.
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Looks like I'm gonna be playing ww again. Jungle slightly faster, lane slightly stronger.
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On February 14 2012 14:21 Mogwai wrote: the WW buffs are pretty big IMHO. base attack speed means a lot since that's what all attack speed buffs scale off of and the passive ends up being like a free wit's end worth of damage in the end game. Pretty big deal if you ask me, this fucker is going to be trucking people. Yeah I think he's going to be sick in jungle. He's already pretty solid and these buffs are going to push him to the next level in terms of clear speed, etc.
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