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Post by dyuman on Nov 8, 2010 11:30:22 GMT -5
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Post by feedback on Nov 10, 2010 1:52:49 GMT -5
Some random thoughts, tips, and insights I got after playing a few more games and some research. Summoner SkillsSmite is not completely useless. You take this when you go jungling. If you do not have this and are planning on jungling then you're doing it wrong. This both speeds up your jungling and helps prevent the enemy from stealing your kills when going for buffs and last hits. If you are not jungling then yes this skill is fairly useless to you. One exception are certain melee heroes. Situationally it can be useful for them to last hit creep to get gold. Not the most efficient use of your summoner skills but it is somewhat valid... Revive on the other hand is completely useless. Never take it. Ignore it. If you see anyone using it that isn't on your team laugh at them and kill them over and over for free gold/xp. If someone on your team takes it tell them they are wrong and to pick a different skill. Otherwise selection depends on your champion and intended play style. IPYou get a first win of the day bonus of about +150 points. I played a few games earlier and each ran for about 30-40 mins before we won. The first victory bonus resets every 22 hours. Playing solo was a lot easier and matches actually happened in under a minute. The matchmaking apparently averages out your team's ELO or their system for how good you are. Since we had some high level players with us noobs we got matched up against a fairly competent team. Also premade teams have an additional x EoL points added to represent that you're probably better than your rating suggests because you're premade. ItemsConsumables are good. Heal pots early game give you better survability and more staying power. This is important because every trip back to base to heal represents xp/gold you are not acquiring. It's worth buying 1-2 heal pots at the start so you can farm enough money to buy your next item before returning to base. Also good to help prevent ganks. Mid-game you should think about setting some gold aside to buy wards. Warding important paths/neutral mobs gives valuable intelligence and can help prevent and setup ganks. Knowing when the other team is going for baron/dragon is also good information. BuffsBlue Buff is acquired from the ancient golem. It increases mana regen and reduces cooldowns. Red Buff is acquired from the lizard elder. It adds a slow and dot effect to your auto attacks. Dragon gives the team 130 gold, +25 for final hit, and 2 champ kills worth of xp. Baron gives the uber buff that increases all offensive stats. Movement SpeedAll champions have a base speed between 300 and 330. Boots add the following: Level 1: 50 Level 2: 70 Level 3: 90 Level 5: 130 Meaning the Wiki's values for Sona's speed song are correct. It addds 8-20 movment which is less than rank 1 boots. Final speed is determined by adding all the relevant modifiers and applying a diminishing return formula. ReferencesBig List of Guides: www.leagueoflegends.com/board/showthread.php?t=68225Game Mechanics: leaguecraft.com/strategies/gameguide/208-game-mechanics-the-missing-manual.xhtmlMovement Speed and Range: leaguecraft.com/strategies/gameguide/52-table-champion-movement-speeds-and-attack-ranges.xhtml Youtube Page: www.youtube.com/user/RiotGamesIncTheir youtube page is actually pretty useful. They have videos that show off the newest champion's skills, abilities, and offers a recommended play style by one of their testers? The guy playing the character is very good and shows off some of the tricks that the new champions can use.
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Post by dyuman on Nov 11, 2010 19:27:02 GMT -5
I learned a few things about Garen:
Ability Power does nothing for him, at all Attack Speed = Suck for him.
He needs a lot of armor or magic resist items based on the enemy team.
HP would be secondary to Armor and MR.
His Blade spin move wipes all slow effects off him.
Run speed is required maxed out in combat (Boots of swiftness + Ghost).
Leviathan armor is good for him only if the team is hella winning and he doesn't die. He can hit stupid high DR if he can cap it out.
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Post by dyuman on Nov 11, 2010 19:30:56 GMT -5
I actually like Taric (nh). He does the best burst healing in the game out of any class. It's a mana hog, but he does really well with it.
His Ult allows him to sit there and take hits from a tower. Taric + Master Yi could wipe out a line of towers no problem (in fact this is an amazing combo imo).
He doesn't do much damage, and he needs item support. Sunfire Cape as an item to kill things off might help.
Still toying with him, will be playing a lot tonight.
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Post by Pikachu on Nov 11, 2010 20:18:41 GMT -5
I actually like Taric (nh). <some words> Still toying with him, will be playing a lot tonight. You are missing one "nh" for the last statement. Fag.
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Post by buhwhyen on Nov 15, 2010 2:32:55 GMT -5
Interestingly someone on Lol recognized my name as being from Da poo poo video.
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Post by dyuman on Nov 16, 2010 13:42:52 GMT -5
I'm liking Taric (nh). I'm almost to 6k IP will probably buy Taric and Teemo.
I know people like to use Teemo shrooms as scouting wards all over the play, but instead I place a ton of them into a single lane past the point that minions would be able to push on their own. For lanes with heavy melee champions, it's basically a mine field to run them into when trying to escape.
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Post by dyuman on Nov 26, 2010 17:11:11 GMT -5
started playing Galio. He's nifty. Tons of damage if built for AP. Provides good movement support at least.
Still learning the champion though.
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Post by dyuman on Nov 27, 2010 14:27:28 GMT -5
Based on how the games went last night I decided to give Amumu a try and bought him with cash today. The biggest thing is that this solves many problems for our team. I like to jungle, I like to initiate, and we need to tank, which I don't mind to do.
The solo player must always go top and mid when there is a jungler. This is because early game you can get enemies going for Dragon, where as Baron is unlikely. After dragon they can go for mid or bottom. Having 2 in mid hurts this decision.
Will play with him today and practice a bit. I'm seeing videos get to dragon in the 4 minute timeframe. Going to do some custom games just to practice being silly in the jungle (nh).
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Post by dyuman on Nov 27, 2010 16:13:38 GMT -5
* small correction.
After some practice what I'll do is go Amumu if needed. Still prefer Warwick to be honest for jungling. One thing that is clear, hands down, is WW can kill dragon VERY easily compared to Amumu, and imo, the other jungling champions. Where as I can kill Dragon at level 4 or 5 on WW, Amumu cannot do it even at level 5 with a heal pot (it is very close though) even when topped off. I could be missing some runes and masteries, but in general, he doesn't do enough damage as quickly.
I get the feeling that WW is better early/mid game, and falls short late game. All he really does at that point is his Ult to initiate. A couple issues with it are that he has to go in and be "stunned" along with his victim, which is basically committing suicide if there are a lot of people around. ie: If Jon got jumped by Warwick while Brian and Josh were in the same lane, even with enemy champions, the attention drastically shifts to WW usually, and he melts.
WW = Bloodrazor, always. Which in turn = Magic Resist as the assumed reaction in high level play. Once you have some MR, he's not going to do anything to you. Which forces him to go for Magic Pen, which isn't conducive to his general build style.
I was looking to Phage for some speed reduction on WW which would help chase and snare, but it's all compensating.
All in all, there is a disconnect between WW's contribution in constant dragon farming to the team, and what he brings to the table at the end game.
I'm also toying with Yi jungling. My Yi build is heavily based around attack speed and bloodrazor, so having a self sustained flow of cash helps a lot.
More later.
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Post by buhwhyen on Nov 28, 2010 8:11:20 GMT -5
5v5 ************** Team composition: -1 main carry -1 secondary carry -1 tank -1 support -1 dps/support
In higher ranked (elo) games you typically always want a jungler so your team can have 2 solo lanes for (normally) your main and secondary carries. However, sometimes it ends up that one of the carries will go in the dual lane because they don't deal well with a potential 1v2 (if the other team does not have a jungler).
So who goes where? ****************** Junglers are almost always the tank in your team comp, occasionally your dps/support or possibly secondary carry will jungle, but those cases are rarer than not. Jungler characters during the game are frequently the initiators of early/mid game ganks. But besides that, they are also responsible for covering lanes in the case of a death of a solo/mid laner, or a solo/mid laner that has to blue pill to heal/buy stuff. It is important to, whenever possible, not leave a lane unattended early in the game.
Mid lane – most of the time this goes to whoever NEEDS it to function. Ashe is one good example of this because she will struggle to get enough money in a dual lane, cannot jungle, and in the solo lane (top lane, more on this a little later) would struggle if she was put in a 1v2 situation. She would have a much harder time farming gold and wouldn't be able to harass aggressively like normal.
Solo lane – like previously mentioned, this is typically the top lane (left). Why the top lane and not the bottom? Because baron spawns near the top lane and dragon near the bottom. Solo baron is only possible for a select few characters with very specific builds. Even then baron doesn't spawn till 15 minutes into the game, so until then there's less people running around there. On the other hand dragon can, and frequently is killed early on in the game. So it is a lot easier/convenient to walk down to bottom lane after a dragon kill to set up a gank attempt.
A requirement of a good solo laner is that they are able to handle going 1v2 decently. (Mordekaizer is actually really good at this) Losing the outer turret is probably bound to happen in a 1v2, but your jungler should be able to pop in relatively frequently to help hold the turret while the solo laner goes back to base to heal/buy.
Dual lane – this is the bottom lane (right). Your (pure) support always goes here. Depending on your team comp, it could either be 2 supports, in which case you just farm and level up and prevent the other team from pushing this lane. Or it could be a support with a dps/carry and your play style changes to more aggressive pushing/ganking. ****************************** Team focus
Most teams are either centered around physical or magical damage. It's surprisingly rare that a really solid team comp has 1 physical and 1 magic based carry (primary/secondary or vice versa). We've been playing a mostly physical oriented team centered around Ashe. The advantage is that physical champions typically have better overtime dps than caster type champs who have magic damage. Magic based damage does have the advantage of being more “bursty” and also that the spells also can have effects stacked along with the damage. A lot of good damage magic based champs have stuns (Annie) in addition to damage or snares of some sort (Nunu, Anivia). But they are also limited in their damage by the cooldowns of the spells which tend to be relatively long.
************************* The names of the roles really aren't...entirely correct, because it's difficult to place some characters into one of the listed categories. The important thing is that you have someone durable that can initiate team fights in the mid and late game and that you have enough dps to obviously kill people faster than they kill you.
Currently, we lack a solid “tank” that can soak a lot of damage. Everyone we currently play would at best want to be the second one going in (homo), but not the first in 5v5 fights. For lower ELO this is fine because people aren't terribly coordinated and can't punish us if we focus our dps, pick good targets (carries first, tanks last) and have some decent disables/stuns. Initiating can be, but really shouldn't be done with just Ashe arrow. On a similar note to lacking a tank, currently we could use another carry (or two).
Though to be honest. More than trying to fill the <whatever> role, everyone should try to find 2 characters they enjoy playing, and learn how to play them. Don't stress about needing to play <x> champion to make the perfect/ideal team comp.
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Post by Duragar on Nov 28, 2010 15:38:50 GMT -5
Well, on my end, Garen's probably the Tankiest character I enjoy playing, though to be fair I've only played a few tanks (Shen and Mordekaiser being the other two). As good as mordekaiser is, I didn't really enjoy playing him, and as cool as I think shen is, I have trouble with his play style.
As for my other two faves, it's Yi and Ashe, whom are both favorites of our group, and squishy. xD
Garen isn't a bad tank, but it supposedly isn't his primary function. He's also a carry, so early game he can sometimes be fragile for a tank character. However, his passive really helps with his lane staying power, and he's pretty sturdy even if he isn't a primary tank. Demacian Justice is fun if you're vigilant for people at low health.
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Post by feedback on Nov 28, 2010 20:58:08 GMT -5
I'm filling in the support or support/dps slot on the team right now. Currently I have Sona, Janna, and Lux for that. I also have Twisted Fate, and Tristana unlocked so I can fill a secondary carry role if needed.
I'm not huge on tanking and initiating either, but I have a few tanks on my to buy list. Probably not going to be picking them up anytime soon unless we start doing premades more often. If so then I'll think about picking up Shen and maybe Rammus.
Another think to keep in mind when creating a good team comp is how we're going to setup the lanes. Ideally we want a jungler, a solo mid, solo top, and duo bottom. The mid and bottom are standard, but the guy playing top needs to be able to handle a 1v2.
But right now this stuff isn't that important. I agree that you should just play who you like and have fun. Learn how to kill people with your champ and we should be ok.
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Post by Pikachu on Nov 30, 2010 16:08:11 GMT -5
I had more fun with Mordekaiser than expected, so I'll remain open to trying the tanks when they're free.
Not sure what to unlock first - Vlad is mentally retarded and I can get him right now, which is tempting. With the leftover points, some cheaper champs are options as well if we want to go with variety. Annie, Ashe, Nunu are a few I have been thinking of. I realize there is not a lot of melee in this list =/.
On the other hand, saving up for Kog'Maw is an attractive goal.
Any input is welcome. Please don't think too hard. The line of questioning should go as follows:
1. Is this champion a fucking dumbass? 2. Is this champion dirty?
If yes to the above two, then I will take it into serious consideration.
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Post by buhwhyen on Nov 30, 2010 18:09:54 GMT -5
Not melee is more of a good thing than bad, to be perfectly honest. The game is like Dota in the sense that the metagame typically is very anti-melee. Most melee HAVE to go to jungle or the dual lane otherwise they risk getting shut down really badly, with few exceptions.
Nunu+Annie+Ashe all should be unlocked with IP, any are good, but Ashe NEEDS to be played in the middle, maybe solo lane. So practice last hitting because you really really need it with Ashe. Annie also needs to be good at last hitting that way you have tons of mana to randomly spazz at people with, but doesn't have to go to a solo lane.
Vlad is complete bullshit. If you like his playstyle, hes really good. Most of the time you will be in the middle lane playing Vlad, so hopefully you're comfortable with that.
According to your criteria. You should play Garen. He's a fucking dumbass and he is obviously dirty. Otherwise, Kassadin, Akali, Anivia, and Ezrael might also be good choices besides the ones you already listed.
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