Posting Freak
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Kassadin being buffed? He was already really strong.
also, lol @ Priscilla's Blessing being removed. WAY TO SLOW DOWN DOMINION, RIOT!
Posting Freak
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He's not really being buffed...he got a nerf, too.
Posting Freak
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The Q nerf on Kassadin shouldn't affect him too much really. Already when I play him some spells are the same range so we end up trading spells but they're silenced so I can keep going and unleash E. The E buff is really nice. I think the changes favour him.
Posting Freak
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Fizz looks like fun
I'll by him in the future when I have monies and more playable characters I suppose.
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Posting Freak
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Nalek Wrote:Wow. Noct's E is pomegranate now. Could hardly keep people in range with it before.. now range and teather on it got nerfed.. never gonna land it other than on jungle creeps.
Really riot? Dont you know in this league of flashers landing a succesful E its difficult? pineapple me.
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FenixR Wrote:Really riot? Dont you know in this league of flashers landing a succesful E its difficult? pineapple me.
inb4 they nerfed it cause Flash's range was nerfed. Although the E range was greatly reduced compared to the Flash nerf.
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The flash nerf was of 50 while the tether was of 60.
Also there still are champs with blink like moves that arent nerfed >.>...
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Server's already up! Gogo Patch!
Also the "Blink" abilities become even more powerful due to these nerfs.
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Dark Link Wrote:Server's already up! Gogo Patch!
Also the "Blink" abilities become even more powerful due to these nerfs.
Time to play with these new masteries.
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Posting Freak
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Tried the new jungling without awareness, and yes its like you would had the awareness mastery pre-patch, killing wraiths<>wolves<>Golems gives you level 3 instead of lvl 2.
Smite cooldown was shaved a 5secs, so its like you had the mastery but without the gold bonus (Although the gold bonus its good).
Tried Surge and its not such a bad spell, maybe a tad bit overpowered for AD since the bonus stays the same the whole game while the AP scale slowly from 10-18ap to 78ap. the cooldown its of 220 secs, more or less the same as flash iirc. (Although i still prefer to carry a movement summoner spell as a jungler for ganking, ghost/flash its a good option for it.)
Ignite scaled before this patch? I mean did it gain extra damage per level or was it a static 50 true damage at all levels? Since im seing it deals 70-410 True damage over 5 secs now. (Dunno much since i barely use ignite)
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FenixR Wrote:Tried the new jungling without awareness, and yes its like you would had the awareness mastery pre-patch, killing wraiths<>wolves<>Golems gives you level 3 instead of lvl 2.
Smite cooldown was shaved a 5secs, so its like you had the mastery but without the gold bonus (Although the gold bonus its good).
Tried Surge and its not such a bad spell, maybe a tad bit overpowered for AD since the bonus stays the same the whole game while the AP scale slowly from 10-18ap to 78ap. the cooldown its of 220 secs, more or less the same as flash iirc. (Although i still prefer to carry a movement summoner spell as a jungler for ganking, ghost/flash its a good option for it.)
Ignite scaled before this patch? I mean did it gain extra damage per level or was it a static 50 true damage at all levels? Since im seing it deals 70-410 True damage over 5 secs now. (Dunno much since i barely use ignite)
Ignite's always been 50+20/level. No change, they just reworded it.
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Testing my junglers now, starting with my tanky guys. Working my way through backlogs. =X
While putting points into mastery trees, one question arose: Is the Honor Guard mastery worth it for tanking/jungle tanks? And anyone think Siege Commander is not meant for tanks?
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WillDaSnail Wrote:Testing my junglers now, starting with my tanky guys. Working my way through backlogs. =X
While putting points into mastery trees, one question arose: Is the Honor Guard mastery worth it for tanking/jungle tanks?
Its that the final point for the Defensive tree? if so its worth it due to the 10% tenacity, and for the bulky tanks (The one that build HP mostly) it could be sorta useful too due to that 3% extra hp.
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FenixR Wrote:Its that the final point for the Defensive tree? if so its worth it due to the 10% tenacity, and for the bulky tanks (The one that build HP mostly) it could be sorta useful too due to that 3% extra hp.
That's Juggernaut, lol. Honor Guard mastery is right above Juggernaut
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WillDaSnail Wrote:That's Juggernaut, lol. Honor Guard mastery is right above Juggernaut
Well considering that Honor Guard MAY BE the only thing that reduces true damage...
Posting Freak
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The aesthetics on Fizz look really nice.
@ 6:25, wtp how did Phreak slow Skarner before the ult? o.O
Posting Freak
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Just ran a test game with the new masteries on Amumu
Amumu clears the jungle so much faster now; pulled a clear time of 3:50 in a Co-Op vs AI game. With the Initiate (defense) and the Swiftness (utility) masteries I was able to move around the jungle much faster. Bladed Armor is indeed borderline OP for junglers.
Also, Mercenary helps so much on tanks, especially when you're taking a lot of punishment and racking up assists (and putting yourself on the line for the team). I got quite a bit of extra gold just from assisting.
Anyone have an idea on how a jungle Cho'Gath mastery page looks like, given the mastery tree changes? And optimal Akali mastery tree setup?
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Myles Wrote:when does euw patch? :|
We patch like uh...
NA gets patch overnight, we get it overnight 24 hours later. So our patch will be up Wednesday Morning/Noon
Also, my normal elo prediction is apparently 1424. :o
e: here is a link to a replay of an Annie game i played a few days back, if anyone would like to watch and critique. For some reason i always lose when im playing Annie, and i dont really know why that is.
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