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Post Post #1325 (ISO) » Fri Jul 08, 2011 11:44 am

Post by pickemgenius »

Shanba wrote: Looks like the era of the tanky AP has passed (bye vlad, bye swain, bye cow...)



kkkkkkkkarma.

i fucking forgot what happened in the game but I ended with 3200 HP 170 armor, 100 mr, and like 520 ap.

/obvkarmabias



ALSO:

Leona looks fun as shit.
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Post Post #1326 (ISO) » Fri Jul 08, 2011 11:53 am

Post by hitogoroshi »

Best Yorick counter: TF and Ashe on the same team. See, it's not that you get
no
gold for killing a ghoul, it's that you get
zero
gold for killing a ghoul. Zero is a number. And you can add numbers to other numbers...
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Post Post #1327 (ISO) » Fri Jul 08, 2011 12:21 pm

Post by TheButtonmen »

Shanba wrote:Looks like the era of the tanky AP has passed (bye vlad, bye swain, bye cow...)


Ryze and Morde would like to disagree, also I'm not sure Vlad is nefed anywhere near as much as Swain/Cow.
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Post Post #1328 (ISO) » Sat Jul 09, 2011 12:21 am

Post by Ankamius »

TheButtonmen wrote:
Shanba wrote:Looks like the era of the tanky AP has passed (bye vlad, bye swain, bye cow...)


Ryze and Morde would like to disagree, also I'm not sure Vlad is nefed anywhere near as much as Swain/Cow.


Most casters have either good utility (Anivia/Kennen/TF/etc.), good AoE damage (BrandVladimir/Zilean/Gragas/etc.) or both (Annie). Ryze has neither. His single target snare really isn't too impressive when you consider that most other viable casters have stuns.

Sure he can do quite a bit of damage with his spells once he gets a lot of mana, it's a bit offset by the fact that his utility is shit compared to other casters and the fact that he is the only mage that does no damage to towers (manamune is probably the best choice for this unless you really need a void staff).

Sure his core makes him fairly tanky, but there are other mages that can build tanky, have more utility, and do as much if not more damage.
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Post Post #1329 (ISO) » Sat Jul 09, 2011 6:10 pm

Post by quadz08 »

OH MY GOD BEST GAME EVER.

Image

AD Zilean
AS Gangplank
Tank Fiddlesticks

SO AWESOME
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Post Post #1330 (ISO) » Sat Jul 09, 2011 6:12 pm

Post by MrZepher »

You see that gangplank?

Yeah that's right bitches, I was rocking that kill steal lol.
or something like that....
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Post Post #1331 (ISO) » Sat Jul 09, 2011 8:49 pm

Post by pickemgenius »

run in really fast hit thing once when low, do 100 damage eat an orange and be k, repeat.
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Post Post #1332 (ISO) » Sat Jul 09, 2011 8:52 pm

Post by MrZepher »

Sounds like pretty much exactly what I did, only I'd throw down my Ult first haha.
or something like that....
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Post Post #1333 (ISO) » Sun Jul 10, 2011 5:13 am

Post by bv310 »

So I'v downloaded Rise of Immortals on the recommendation of a friend. I will report back here in about an hour on whether it's actually any different.
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Post Post #1334 (ISO) » Sun Jul 10, 2011 9:03 pm

Post by TheButtonmen »

Zilean + Yorrick is a dirty dirty combo, Yorrick spawns a hunger ghoul on a caster creep at the back of the wave, Zilean drops a bomb on a ghoul then Yorrick makes ghoul run at a hero, it basically doubles the range of Timebomb. One of the most annoying zoning combos I've ever seen.
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Post Post #1335 (ISO) » Mon Jul 11, 2011 2:54 am

Post by bv310 »

bv310 wrote:So I'v downloaded Rise of Immortals on the recommendation of a friend. I will report back here in about an hour on whether it's actually any different.

Update: This was a giant waste of time. It's a direct LoL ripoff, but with only 12 characters, none of whom are very fun.

Second: http://www.leagueoflegends.com/board/sh ... st11233050
I support this change
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Post Post #1336 (ISO) » Mon Jul 11, 2011 7:22 am

Post by singersigner »

I COULDN'T STOP PLAYING SO I PLAYED ALL NIGHT LEVELED UP TO 20 ALKDJFBVZD.KVBNAR;EGHA;KGHU MIND EXPLOSION NEEDZ MOAR SLEEEEEEP.
Glork and quadz08 are my favorite.

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Post Post #1337 (ISO) » Mon Jul 11, 2011 7:23 am

Post by singersigner »

No but really, what runes should I get now with 8K+ IP points to spend?
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Post Post #1338 (ISO) » Mon Jul 11, 2011 7:42 am

Post by Patrick »

At this point you probably can't afford to fill two rune pages so for quints something generic like health would be good. They'll give you an easier early game and are useful on every character and every type of character. If you're still playing Ashe or Garen alot then get armor penetration marks. I got flat mana regen seals and cooldown reduction Glyphs, but I play more mages, I'm not really sure what you should get there.
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Post Post #1339 (ISO) » Mon Jul 11, 2011 8:23 am

Post by bv310 »

Armor Pen and Magic Pen Reds are both hella useful.

I have sets of MPen/ArPen Reds, Armor/ManaRegen/Critchance/ASpd Yellows, and AP/MResist blues, and Health/AP/ASpd Quints

Yeah, I've played this game way too much.
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Post Post #1340 (ISO) » Mon Jul 11, 2011 8:44 am

Post by TheButtonmen »

CDR Blue, Mana/5/level or / flat armor yellows, MPen or ArPen Reds, HP Quints are a good generic starting mix.
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Post Post #1341 (ISO) » Mon Jul 11, 2011 9:03 am

Post by Mastermind of Sin »

I prefer Magic Resist or AP for Glyphs (Blue), rather than CDR.

For Marks (Red), go with Armor/Magic Pen unless you play someone like Gangplank a lot and need Crit damage

For Seals (Yellow), I have Mp5/level, flat health, and flat armor runes.

For Quints I have full sets of Armor Pen, Magic Pen, and Flat Health.

I have a solid smattering of other runes, but those are what I'd say are the most important for generic champion builds.
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Post Post #1342 (ISO) » Mon Jul 11, 2011 3:32 pm

Post by Chronopie »

Armour Pen or Magic Pen Marks

Armour, Health, or MP5 Seals.

MR or cdr Glyphs.

MS or Health Quints.
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Post Post #1343 (ISO) » Mon Jul 11, 2011 6:26 pm

Post by RayFrost »

So am I doing fine for a jungler rune page with 9/9 arpen reds, 9/9 armor yellows, and 2 arpen quints? I don't really what would be good for my blues, so I've left them alone for the moment.

Also: support runes. Cdr is probably important buuuut... what else?
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Post Post #1344 (ISO) » Mon Jul 11, 2011 8:51 pm

Post by TheButtonmen »

We made people happy!

We surrendered a 5v3 because they were playing their hearts out and not surrendering.
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Post Post #1345 (ISO) » Mon Jul 11, 2011 9:09 pm

Post by Ankamius »

My team is getting really close to 1500 ELO in arranged 5's (the best teams are generally 1700-1900 ELO). Now I just have to play solo queue and stomp my way higher.
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Post Post #1346 (ISO) » Tue Jul 12, 2011 2:19 am

Post by Shanba »

RayFrost wrote:So am I doing fine for a jungler rune page with 9/9 arpen reds, 9/9 armor yellows, and 2 arpen quints? I don't really what would be good for my blues, so I've left them alone for the moment.

There isn't just like one rune set for jungling - different junglers require different runes. Nunu, for example, frequently takes magipen - not for the jungling, but because he has such an easy time in the jungle anyway that he may as well take the magipen and make his midgame and his ganking a little stronger. A generic runepage that works for a good 70% of junglers would be like arpen/attack speed reds, health/arpen quints, armor/dodge yellows and choice of blues. None of the blues give particularly good jungling stats, so you can just take nice things with them - magic resist, scaling magic resist, cdr are all good choices.

Which reds you want depends on who you're jungling as - tiger stance udyr, trundle want arpen reds, phoenix stance udyr wants attack speed reds - but most physical damage junglers work with either. Armour or dodge yellows is again a preference thing - armour gives you an easier and more consistent time in the jungle, but dodge is better lategame and works well with nimbleness. Health vs arpen quints - health is obviously safer, arpen is a little faster. Two arpen quints is enough to reduce all jungle monsters (with arpen reds) to zero armour, so dont take more than two. Again, like magipen, it makes physical junglers gank a little harder in the midgame too. Don't take arpen quints without arpen reds.

In short, your current setup is fine. Armour yellows + defence tree allow 95% of characters to jungle with cloth armour 5 health pots - not necessarily effectively, though.
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Post Post #1347 (ISO) » Wed Jul 13, 2011 8:16 am

Post by hitogoroshi »

A lot of the right advice has already been said, but I'll take a stab at it too because I have some side comments:

Marks (Reds)
: IMO the worst designed runes. The fact is, you basicially just grab the penetration that'll help you more. Most of the reds are just awful. A jungler might grab attack speed, but it's not worth it for a laner since attack speed is a dirt cheap stat.

Seals (Yellows)
: If you have a mana bar, mana regen per level runes are AMAZING. Don't get flat mana regen runes - they cross over at
fourth
level. Garbage. Armor yellows are nearly required for junglers, and are good even just for laners who want some beef. Dodge runes are an acceptable replacement, but ONLY if you have the Nimbleness mastery. Having one without the other is silly, but the two of them combined can be pretty effective. If none of this interests you, CDR yellows are one of the very few out-optimal runes that are still worth taking (in my opinion, at least.)

Glyphs (Blues)
: Fuck I love blues. Blues are the perfect example of what all runes SHOULD be. There are lots of viable blues and it's down to your personal preference. Best of all, as Shanba rightly points out, blues matter little enough for your jungle that even junglers get in on the fun. CDR blues are awesome - I'd avoid scaling CDR, since the crossover isn't until 13. Scaling AP blues are also incredibly useful for AP characters. Don't get flat AP blues - crossover is 5.8, and most AP characters won't be ganking until ult anyway. Magic resist is really powerful, and the crossover level is smart enough (9.9) that both flavors are viable. Flat MR blues will give you a HUGE edge laning against a caster mid. Scaling MR blues are great for a tank worried about slot panic - resistance without clogging a slot is always cool.

Quintessences:
In the old days, HP quints were so dominant that there was no point having other quints. Those days are behind us now, and while health quints are still very powerful, there's room for others. Good replacements include flat AP(the best gold value per rune in the game), AD (but only if you're running 21 in offense), Magic Pen/Armor Pen...lot of room for personal preference. Really, take whatever quint you want. But start with HP because it's a great baseline.

So I'm level 20+ and ready to start this rune thing. What do I do?


You're going to start by picking your 'main' to rune for. Sure, you may play quite a few, but you want a character or set of characters in mind when you rune. Don't make your first a jungler - jungling requires you to be pretty good at reading the gamestate, and it's not a good first thing to rune for.

Then, it goes like this: (remember, when I say "buy a rune", I mean buy a full set of 3/9).

Step One: Buy flat HP quintessences. (Greater Quintessence of Fortitude)
They're no longer the best quints always and forever, but they're GOOD on everyone, which makes them great start quints. You'll be using them on multiple pages. Once you've got a more robust set of other colors, you can get other quints.

Step Two: If you have mana, get Mana regen/level runes. (Greater Seal of Clarity)
There was a GIANT nerf to mana regen yellows (and a buff to base mana to compensate.) Guess what? Mana regen yellows are still
fucking awesome
. If you don't have mana, you can wait on your seals for a while.

Step Three: Get the appropriate red: Either Magic Pen or Armor Pen. (Greater Mark of Insight/Greater Mark of Desolation)
Pretty self-explanatory.

Step Four: Get some nice Glyphs.
Glyphs are awesome, and there are lots of choices. If you use AP and have good ratios, get AP/level (Greater Glyph of Force). If you frequently solo mid/top and don't use AP, get flat Magic Resist (Greater Glyph of Warding). If you're a tank, get scaling Magic Resist (Greater Glyph of Shielding). If none of these things describe you well, go for CDR (Greater Glyph of Focus).

Step Five: If you didn't get Mana regen seals, get another seal.
If you run (or plan to run at 30) the nimbleness mastery, the Dodge seals (Greater Seal of Evasion) are best. Otherwise, pick either Armor (Greater Seal of Resilience) or CDR (Greater Seal of Focus.) Note that Focus seals are STRICTLY WORSE than Focus Glyphs - that's why you don't generally take out-optimal runes. But yellow CDR is still decent if Armor/Dodge/Mana Regen are all somehow not doing it for you.

Congrats! There's your first runepage. Now time to get a second one to expand your horizons...

Step Six: Get the red you didn't get in step 3.


Step Seven: Get Mana regen/level seals if you haven't already.


Step Eight: Get scaling AP blues if you haven't already.


And you should have two pages that look like this:

Page One: Armor Pen / mana if you need it, other seal if you don't / Choice Glpyhs / Flat HP quints

Page Two: Magic Pen / mana if you need it, other seal if you don't / scaling AP glyphs / Flat HP quints

From there, you're on your own, but this is a very good start for runes. :)
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Post Post #1348 (ISO) » Wed Jul 13, 2011 8:26 am

Post by popsofctown »

you bash CDR per level too hard. There's several reasons a high crossover for CDR is acceptable:
1. CDR is less useful early on when low mana can keep you from utilizing low CDR.
2. CDR has increasing geometric returns, CDR makes you want to get more CDR, not having any CDR makes you not care so much about CDR. Reaching level 13 and buying a glacial shroud at the same time is a cool way to use this.
3. CDR is hard to itemize for if you're trying to cap it. The few percentage points per level CDR grants you can be the difference between having to buy a CDR item that's really janky with your character and one that works great. (DFG vs. Morello's on an assassin)

That said, CDR per level certainly isn't a starter rune.
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Post Post #1349 (ISO) » Wed Jul 13, 2011 8:26 am

Post by TheButtonmen »

Has anyone messed around with the Gold / 10 runes yet? They keep intriguing me but seem awful as they only give you an extra 18 gold / min which means there is little impact from them (even in a 40 min game they only give you an extra 720 gold) but on a dedicated support who already builds multiple GP/5 items and doesn't have a real need for any stat quint I'm curious if they might work as that is basically 10 free wards.
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