Eddikins Wrote:Very interesting game, You carried that well
Im gonna guess your mistake(s) were around the 30minute mark? When you were near their wraiths and you were outnumbered, i personally would have got out of there, since it was like you against 3. Also when you chased the singed and flashed but didnt kill him (although on the recording you couldnt actually see him after you flashed so maybe it wasnt a bad play)
Oh just a disclaimer....
You probably know this, but as a tank, I'm not supposed to carry. But of course, I have been in situations where I unexpectedly became the team's carry while doing my role. xD
Though Amumu is one of the tanks that has a nice offensive capability if used correctly.
dps teemo was always a beast even before the change to his move quick were implemented. High elo teemo's never do ap because he's worse than dps teemo in team fights and too easily countered. AP teemo is just a pub stomper like ap yi and all the other "fun" built champs, nothing viable for actual competetive play.
With all the Teemos I've been face-smashing, the only problematic combination was when I ran into an AP Teemo playing Veigar. I was working on my banshee's and then the game ended, so the whole time I'd be walking into shrooms taking 600 damage. Easily a third of my HP :<
The way I look at it: DPS Teemo is for serious carrying style play, while AP Teemo is for the, lol you just died to my shrooms on the other side of the map style play. I'd never pick AP Teemo for a competitive match, but for fun, I'd pick him every time. Of course if you want to win as AP Teemo your team needs to understand how to make good use of your shrooms and careful team fight positioning, which may or may not happen. With AP Teemo you want every team fight to be in a jungle, preferably with lots of shrooms all over the place both so you know where they're coming, and so when they flee with low health there's a good chance they'll die to poison.
Edit:
Eddikins Wrote:Kay i think i have this tank thing down. Definately better to make the cloth armour into Heart of Gold than Aegis.
Just have to try it out in a normal match now.
Aegis is better if you can get it before the 15-20 minute mark for team fights, HoG is a better individual item as the earlier you get it, the more gold you'll accumulate. Of the two, I prefer Aegis first most games purely for the massive bonus it will give your team in early-mid game team fights.
ElectricSix Wrote:Aegis is better if you can get it before the 15-20 minute mark for team fights, HoG is a better individual item as the earlier you get it, the more gold you'll accumulate. Of the two, I prefer Aegis first most games purely for the massive bonus it will give your team in early-mid game team fights.
What ive been doing while practising is making HoG then getting Mercs and Magic Mantle, and then make up Aegis after that when i have enough gold. After that i make randuins and banshees and then games usually over.
This will probably be a good set up (i assume) for most normal games, if their team is balanced. If they are heavy ap though, i can start with a regrowth pendant > FoN i suppose.
Eddikins Wrote:What ive been doing while practising is making HoG then getting Mercs and Magic Mantle, and then make up Aegis after that when i have enough gold. After that i make randuins and banshees and then games usually over.
This will probably be a good set up (i assume) for most normal games, if their team is balanced. If they are heavy ap though, i can start with a regrowth pendant > FoN i suppose.
Yeah, that's fine, just so long as generally you get an Aegis by the 20 minute mark, you should be okay. I tend to get it first just in case we start having roaming team fights/ganks earlier than 20 minutes. Sometimes I go straight Chain/Negatron Cloak if I really need it to defend my lane/there's a heavy concentration of AP/DPS so that it's more worthwhile. If you're finding yourself short of Aegis at the 20 minute mark by 500 gold or so, you might want to consider saving the Merc Treads for afterwards. Generally early game CC isn't going to make much difference to a tank, whereas the team stat bonus on the aegis could mean the difference between your carry dying or surviving.
Due to some optimizations in our build process, we are able to hotfix some issues like numbers tweaks much more readily! We're testing this out with Lee Sin Buffs! The changes are as follow:
Sonic Wave/Resonating Strike AD ratio increase to 1.0 from 0.8
Tempest/Cripple AD ratio increased to 1.0 from 0.6
Dragon's Rage AD ratio increased to 2.0 from 1.5
Flurry's Energy restoration increased to 15 from 10.
Other changes (such as Q missile fixes) have to wait for a full patch, but we wanted to get what we could out now. Enjoy!
Rayquaza2233 Wrote:Using Aegis really depends on what tank you're playing. Aegis isn't as good on Shen as it is on other guys.
Usually the way I see Aegis is thus: Is your team squishy? If yes, buy Aegis before mid game team fights to improve their survivability. Is your team tanky? If yes, work on other major items. Is your team a mixture? If yes, but you notice them dying early on, buy it to improve their chance of survival, if they seems fine, again you can switch to a different item. Is the other team a majority of AP or DPS? If yes, then skip Aegis and pick up stuff for B Veil/Sunfire. I'd say on some champs it's rather lackluster, but as an early game item, it really can make a difference.
We're currently experimenting with some heavy-handed changes to Fighters internally. I wanted to share those here to show you what we're working on right now - obviously, this isn't confirmed as going in or not yet;
* Reduce base damage on AD abilities significantly: We're starting at about 30%, though this will change based on the character and ability.
* Increase AD ratios of abilities massively: Using bonus AD ratios up into the 2.0, 2.5 or 3.0 range is seeming like the right number. The price of AD (and its lack of multiplicative statistics working on abilities) means these ratios need to be very high to ever hope to encourage offense at all.
* Adding better pure AD itemization to support the above: Basically, Fighters don't have good offensive options outside of Yomuu's and Bloodthirster (which is hard to justify give the current numbers on their stuff), so we want to improve the ~2k gold range for them.
We're starting off with Renekton as a test bed, since he's the best analog to an AD "caster" (most of his damage comes via abilities, not auto-attacks) and seeing how this feels. We do expect defense to still be built on Fighters, since they're melee and need it, but I'd like to get the balance better, or allow choice in damage/defense that's meaningful.
Jealous feelings about Corki free week. He's my mildly obscure champ and no one else can have him D:
Corki thoughts and other thoughts that are applicable to most range ADs:
Spoiler
Farm like a boss. It's so easy, but don't screw it up. His passive makes it easier. Level phosphorus bomb first for maximal farming and good harassing. A little later, a phosphorus bomb+missile will clear a whole back row. I love Manamune for superior farming like a boss. Starting Meki+2 HP pots. I don't start with it, but a somewhat early vamp scepter can be nice. Solo mid is your preference. If you have to side lane, go with someone who doesn't really need much farm. You may have a bad day against Heimer and AP champs, but you'll have a good day against pretty much every other range AD. Even if your first few levels go poorly, once you have missiles you'll have a consistent, very long range poke. Caitlyn's range may be imposing, but missiles immediately level that playing field. Don't stop moving. Never stand still for the time between shots. Unless you like taking skillshots to the face. I almost never have problems against any AD champ in the lvl6-11 range while laning is still going. Make sure you land Big Ones on champs. Don't feel the need to save one for a long time, but if it's up, hit the champ. Best done when they're farting around near a clump or minions and you can aim for those minions. Don't be too scared to Valkyrie your opponent if you have a decent health advantage and they have maybe 300-400HP. Punish them for sticking around in the danger zone. This opportunity doesn't happen all the time. Goes wrong sometimes on account of flash, etc. The idea is do it if you can kill them with a phosphorus bomb+auto-attack/missile. Otherwise, save Valkyrie for escape. Always keep enough MP for a Valkyrie.
If your opponent is lightly harassing you, make them regret it. Pop phosphorus bomb and an auto-attack when they approach to take a shot at you. Be aware when the aggression could be a sign of a gank or you're at low health or something like that.
Never stop farming.
Hit those missiles. Make them count. Don't suck at skillshots.
Yes, you have good armor shredding. No, you should not focus the tank.
On the subject of gatling gun, positioning can be rather difficult. I am no master at this. I treat it as kind of a nice damage bonus but don't get upset when I have to spin around, move, or generally can't keep it pointing at someone for the full duration. If the deal has been sealed on the teamfight, and the only thing in your way is that tank, it is very destructive. It's also nice to pop when clearing a huge minion ball.
My core in recent games has been Manamune, shoes (generally merc treads), trinity force. I like to start trinity with zeal. I like that % move speed. Sucks when you're getting outrun in your level 2 shoes. You'll probably want a BF item and defense item next in no particular order.
Coincidentally, I've had a few great 50-60 minute long Corki games in the last few days. All of them have been in the 250-300 CS area. End build generally looks like Manamune, Merc's (maybe berserker), Trinity, I.E., Bloodthirster, Defense item (Banshee's, Thornmail in one case). Really hardcore AD build since all the games were going quite well. Don't forget to buy elixirs when your build is done. Those damn Teemos I've been playing against are much less annoying when I have the expendable income to get oracles and clear shrooms as the game finishes up.
Are you still farming minions?
Previous general builds I've toyed around with involve getting the separate, stronger components of Trinity. Like I.E.+frozen mallet+phantom dancer+shoes+defense item. Dabbled with Stark's Fervor a bit as my AS item and went for a Bloodthirster for my big AD item. General AD builds work fine.
You'll be spending at least a third of your time looking away from your champ, whether you're looking at the minimap or at other lanes to see if someone's in need of a Stand United. Harass with Vorpal Blade. Heal with Vorpal Blade, especially when a cannon creep shows up. Learn which walls Shen can dash through. Vorpal Blade + Ki Strike punishes overextending towerdivers. Try and grab as many people as you can with your taunt. Use your taunt to break channels. If they have ranged DPS, dash through them so that they're no longer facing your team (especially important when you're taunting Twitch and Corki). Learn effective split pushing.