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so maokai is a CHAMP when it comes to defending in dominion i held top for my team for the better part of half a game with saplings and ult/fortify
edit: also, special champion sneakpeek wuuut |
heimer's awesome at occupying people bottom, since you can't let him go or he'll take the other bottom turret. he can't do that with top, though, and that's where mao is awesome.
also, denial team: karth, lux, ez, tf, zil? |
Too squishy IMO. I've found that in Dominion, you need to have champs that can 1v1 very well. Almost none of those champs can, if any of them. Karthus (along with Heimer, Anivia, Gragas) are better at 1v2 or 1v3 where they're not gonna win, but they'll hold people off for awhile.
Ideal composition *from my experience* is: * 1 very strong defender (Karthus, Heimerdinger, Anivia, Gragas, Vladimir is good also) * 3 fighters (tanky DPS, bruisers, assassins.. a strong mix), one of whom should have strong disruption (AOE like Gangplank, Akali) * 1 highly mobile capper (Rammus, Singed, Master Yi, Teemo, Zilean) that won't be totally useless 'lategame'. Pure MS builds don't work against competent teams so Dunk Yi and MS Teemo/Zil are basically out. You need to be able to survive. |
So I read that when you start 'losing' in Dominion you get all kinds of benefits. Fewer capture points = more favorable quests, fewer tickets = shorter respawn times, and below 125 tickets your nexus doesn't take damage on hero death anymore. This isn't just 'encouraging' comebacks, this is actively rewarding bad early play.
Considering all of this, I think a viable strategy would be to pick 5 hypercarries, get your shit stomped early, and then make a massive comeback. Also, trying to cap additional points once you have 3 seems to me to be about as dumb as earlygame ganking on summoners rift. |
I need to give Morgana a try in Domionion. Her ult seems like it would be great for defending.
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alistar is also a solid defender because he just doesn't die at a turret. |
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It's fine to 4-cap if you've just killed a bunch of them and you're applying pressure to build up an advantage. The reason why you shouldn't just sit on 3 is because of quests. Getting a quest point is a huge bonus and can turn the tides. Additionally, sometimes the enemy overcommits to a given point and you can capitalize on their mistake by capping 1-2. It is very hard to win by doing nothing but turtle.
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and the 125 is for both teams so how is that an advantage to anyone all that means is that endgame they're stressing i dunno actually capping points instead of just making capture points worthless and turning the game into a big deathmatch the only viable complaint i see here is the quests which i guess is true but im pretty sure the quests are always the same, cap the windmill and defend something you already have sooooooo yeah |
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