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-   -   League of Legends: People still play this game! (http://ocremix.org/forums/showthread.php?t=35500)

Tensei 09-28-2011 05:36 PM

Quote:

Originally Posted by prophetik (Post 810792)
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.

9.65 gets rounded up I guess, or it gets the %boost from the final skill in offensive masteries. Yeah I think the bonus health just comes down to personal preference. It might get better later on (especially because its scaling as opposed to flat), but I personally like armor better.

The Derrit 09-28-2011 08:57 PM

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

prophetik music 09-28-2011 11:50 PM

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?

zircon 09-29-2011 12:30 AM

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.

Tensei 09-29-2011 12:53 AM

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.

Dexie 09-29-2011 12:59 AM

I need to give Morgana a try in Domionion. Her ult seems like it would be great for defending.

prophetik music 09-29-2011 01:05 AM

Quote:

Originally Posted by zircon (Post 810878)
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.

i agree completely. that team i mentioned was just asshole team 101, not a serious comp.

alistar is also a solid defender because he just doesn't die at a turret.

BardicKnowledge 09-29-2011 04:37 AM

Quote:

Originally Posted by Tensei (Post 810882)
Also, trying to cap additional points once you have 3 seems to me to be about as dumb as earlygame ganking on summoners rift.

Assuming that you have top and the two on your side, I agree. If you ninja cap a far point for 3, you should actively be trying to cap/trade for the top point, as IMO two (your) side + top is the ideal grouping to hold.

zircon 09-29-2011 04:53 AM

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.

The Derrit 09-29-2011 07:16 AM

Quote:

Originally Posted by Tensei (Post 810882)
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.

well seeing as its a time based game if one team gets ahead in kills and caps and just sits on the point thats pretty much gg so having equal spawn times would make for one big stakeout past the first 100 ticks and completely defeat the purpose of it being a mobile, less farmy game. get 3 points, sit on them with 2 2 and 1 with a level advantage and win

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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