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prophetik music 09-28-2011 12:52 AM

Quote:

Originally Posted by The Derrit (Post 810650)
what do people think of seige cannon xerath? i think he's awesome i might save up for him. even though i want to buy nasus and maybe kassadin and maybe maybe heimer and malphite and maokai and trundle

i can't wait for him. i've been learning akali as an alternate AP champ to my primary (fiddles), but his playstyle sounds exactly like what i want - a dude that can sit back, solo top, and nuke the snot out of everything at range.

also, of those guys you mentioned, nasus and malphite are the best and most flexible options, and of them nasus is the best. he is such a strong solo top (in ranked games you see junglers every time, so you need someone who is comfortable with that), and i probably see him in most of my games. he's just a fantastic snowball that can handle most team builds.

edit: next runes i'm planning on buying are dodge yellows, armor penetration reds, and movespeed and flat AP quints. flat AP is for fiddles in lane, dodge is for akali, singed, and udyr, ap is for udyr, and movespeed is for singed. any other suggestions?

zircon 09-28-2011 12:57 AM

What do you have now Brad? Here are the most important ones imo:

Red: Magic pen, armor pen
Yellow: MP/5 per level, flat armor
Blue: Magic resist per level, cooldown reduction
Quints: Movespeed, flat HP, armor pen

Other good ones:

Red: Flat AD
Yellow: Dodge, HP/5 per level
Blue: AP, AP/level
Quints: Flat AP, AP/lvl

Of these I have full T3 magic pen, AD, mp/5 per level, armor, mr/level, ap/level and 2/3 MS quints.

Bleck 09-28-2011 01:42 AM

Quote:

Originally Posted by prophetik (Post 810683)
i've been learning akali as an alternate AP champ

akali seems like a really good idea for a few minutes after you solo an entire team that can't target you but then everyone gets sick of your bullshit and buys oracle's and then you spend the rest of the game feeding

don't play as akali

prophetik music 09-28-2011 01:53 AM

Quote:

Originally Posted by zircon (Post 810685)
What do you have now Brad? Here are the most important ones imo:

Red: Magic pen, armor pen
Yellow: MP/5 per level, flat armor
Blue: Magic resist per level, cooldown reduction
Quints: Movespeed, flat HP, armor pen

Other good ones:

Red: Flat AD
Yellow: Dodge, HP/5 per level
Blue: AP, AP/level
Quints: Flat AP, AP/lvl

Of these I have full T3 magic pen, AD, mp/5 per level, armor, mr/level, ap/level and 2/3 MS quints.

i've got magic pen reds, MR/5 and flat armor yellows, MR and cdr blues, and flat hp and cdr quints.

Tensei 09-28-2011 07:33 AM

Flat Dodge yellows are only necessary for Jax. Akali does require her own runepage, but it consists of a mix of flat Attack Damage and flat AP so you can trigger both parts of her passive as soon as possible.

prophetik music 09-28-2011 01:51 PM

Quote:

Originally Posted by Tensei (Post 810735)
Flat Dodge yellows are only necessary for Jax. Akali does require her own runepage, but it consists of a mix of flat Attack Damage and flat AP so you can trigger both parts of her passive as soon as possible.

singed and udyr use dodge yellows as well, actually.

which flats for akali? ad marks and ap blues?

zircon 09-28-2011 02:11 PM

Yeah and probably throw in some AD/AP quints too. You just want to hit the breakpoints for her passive to kick in ASAP.

Tensei 09-28-2011 02:19 PM

I have the runepage from this guide except for flat armor yellows instead of scaling health. With the appropriate masteries it gives you the required 10 AD at level 1 and the 20 AP at level 2.

Dexie 09-28-2011 02:52 PM

Don't waste your money on dodge runes if you don't have them yet.

Last I checked, they still plan on removing dodge as a stat from the game (Which is why they took it from Nid's cougar form and why they're working on changing Sivir's passive.)

prophetik music 09-28-2011 05:29 PM

Quote:

Originally Posted by Tensei (Post 810768)
I have the runepage from this guide except for flat armor yellows instead of scaling health. With the appropriate masteries it gives you the required 10 AD at level 1 and the 20 AP at level 2.

i saw that guide, but i didn't get it. doesn't that give her 9.65 damage boost at level 1, not 10? also, is the extra ~100 scaling health better than armor at early levels, as well? she gets roughly 11 bonus HP per level with those yellows, and i'd think that the armor negates that almost immediately.

i tried armor yellows in-lane with her, and having that armor early makes a huge difference.


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