Update 5/25/2017
Well, I started a thread back in Dec 2011 that’s seen a lot of activity (some 922,000 views over the course of a few years apparently...). That thread had a good deal of tips/strategies/discussions about League of Legends from new and old players alike. You can find the previous thread (now archived) here: https://forums.joeuser.com/413863. I think its time to start fresh with a new thread.
What’s this thread all about?For those that followed the previous thread, the type of content you see here will be fairly consistent to what you are used to. Please consider this a place to discuss LoL related content as you like. I'll do the same and treat the thread as a blog as well where I talk about what’s going on with me in LoL. Feel free to jump in and join the discussion if you like.
Quick background on meI played a lot of Demigod as pacov/cheesuscrust. Back in August 2011, I started getting heavily involved in League of Legends, and folks from the community were kind enough to help me figure things out. I play LoL most nights, stream, make videos and it’s my main gaming interest.
Some links
Those are flat armor, just scaling resist. I'll test scaling armor later and see how it does, but I know I can't run kayle with that.
I'm going to tell you the same thing you have always been told when you try and justify gimmicks.
Gimmicks generally suffer from an inherent weakness over flexible choices in well designed games. That is, gimmicks work well against bad players who don't know what they are doing (because they don't know how to defend against them), but they work much more poorly against skilled players (who will know how to defend against them).
But, why invest in strategies designed to work primarily against bad players? After all, you should be able to beat bads with a wide range of strategies. You should be investing in strategies that are optimized against GOOD players who aren't idiots, not what will work well on your many alt accounts or with random Gold V MadCast people.
Good opponents will usually disrupt plans. Thats what good players do. So if your entire game revolves around some very set plan in a position as inherently flexible as jungle, I am extremely skeptical.
Specifically, if you sell out on an early dragon strategy, what happens if you fail against an aware team? You might very well cost your team the game because you are now so much weaker than the opponents jungler. On the other hand, if you take a flexible jungler you don't sell out on a particular strategy. So you still have a good shot at dragon, but don't have a really good shot at losing the game if you don't get it.
And, dragon isn't that powerful such that it justifies all that. Even if you get your early first dragon, if they get the second dragon, you are likely in trouble. You really have to snowball hard, and counting on a big time snowball is hard on a consistent basis.
And I'm quite well aware of how early dragon metas work. I used to play WW back in the day when you did level 3 dragons with WW/Nunu/Shaco, etc. But WW was different back then since you weren't giving anything up to do the early attempt.
so, in your opinion, its not worth taking a jungler with increased odds of securing dragon team objectives like baron/dragon - nunu/chogath good examples. And don't factor in cheesy level 3 dragons or attempts to solo dragon. Factor in increased odds of dragon control period (consume/feast).
i mean, i think there's a difference at taking someone who is naturally good at something, and playing that jungler to their strengths.
You don't take Lee Sin and farm: you gank.
You don't take Fiddle/WW/Nunu and ignore dragon: you slay it.
However, let's say you decide to do some silly runes + masteries (flat AP reds, flat AS blues, flat HP quints) to take dragon at the 3:00 mark "every time". Well now rather than playing towards your strengths, you are 'cheesing' and really doubling-down on them. If your plan doesn't go 100% perfect, you are quite likely going to be a liability because of it.
You just have to make sure whatever you want to do is... actually good in the meta? When Feral Flare was released, you better have been playing an Autoattack Farmer. Season 2, you better have been playing a level 3 ganker. It's hard to say exactly where the optimal gank/farm/objective combination lies.
The gold values for the 8% AP/AD in the earlyish/midgame is something like... (i am going to sort of assume both teams will kill dragon once in 25 minutes, so i'm focusing on the gold value for the 15-20 minute mark).
550-600 for the ADC early game (assuming they go BFS - trinity carries get less AD, but more AP so it's probably about equal)
220 for the AP early game (assuming they are going Athenes or Tear + Morellos. DFG rushers who are fed and start off with an NLR will get about 400g).
Basically nothing for the support.
Junglers get ~200 gold in terms of clearing power. Once they finish their AD/AP item, they get another ~200 gold for ganking/teamfights.
2x Dorans + Brutalizer AD top laners get ~500 gold - pretty huge. AP tops who go RoA will only get ~200 gold.
So the first bonus is significantly better for the ADC, aggressive AD top laners, and AD/AP carry junglers once they finish their item (which actually means fast barons are LESS useful for Nunu since he is probably going the HP item right?).
Traditional mages would probably prefer the 200 gold for their completed item early-game, but once they have 2-3 items, the 8% AP is really nice. Assassins/Ahri/Syndra prefer the new dragon buff. Supports pretty much LOSE 100 gold (spend 100 on a pink, and they get nothing out of it). AP tops would probably prefer the 200 gold since they have to wait for Tear/RoA to stack anyway.
+15% damage to minions/monsters... hard to put a value on that. i suppose it is kind of like an old Machete? Without any of the regen. So that's worth like 150 gold max, except for the jungler. The real value of the 2nd dragon is denying the enemy their first buff.
+5% MS is a weak pair of tier 1 boots. Jungles who go Mobo get a little bit more of a benefit, but generally ~15 MS. So that's worth ~200. A lot of people would still prefer that 200 gold to go to a completed items. However, the %MS does help you close games since it allows you to initiate slightly easier.
+15% damage to turrets. Not very useful if you are WAY ahead (not many turrets to kill). Pretty useful in a close game if you're a siege comp, though. At the very least, it's worth ~900 gold (a pickaxe) on your ADC whenever they are shooting a tower.
Its a cost/benefit analysis.
Simply saying "taking somebody who is good at securing dragons is good because dragons are good" is not a useful analysis. Its a question of what you give up to be better at getting those dragons. If you give up too much, its not worth it (by definition I suppose).
I'm pointing out that having the combination of pretty strong ganks + pretty strong dragon + good scaling is probably going to be better than very strong dragon and not much else in most cases. You don't have to give up anything to have "pretty good" dragon control. But you do have to give up a lot to do more gimmicky things.
I'm not a Nunu fan right now because counter jungling (by just stealing camps) seems to suck due to long camp respawn times. Counter jungling via murder should actually be good, but thats not Nunu's thing. You could probably talk me into Cho, but he is just so clunky sometimes late game.
A fast, full health clear has other benefits. Nunu can do great ganks bot with steroid on the adc, you can hit two slows reliably, do significant damage, and boost your adc with the 25% AS boost. Ganking mid isn't so hot, but he can feed an adc great.
Testing a more utility+based mastery setup for Hecarim and Skarner (used the same "difficult" route of Red > Blue > Gromp rather than the more efficient route of Gromp > Blue > Red).
Skarner and Hecarim both seem do to a lot better as 5/13/12. There were about the same speed (ofc, it's not like the last 5 points of Defensive tree do anything for jungling), but ended up ~100 hp higher. i'd expect that he would jungle faster in successive clears with reduced smite CD + Runic Affinity + Vamprism keeping the Gromp/Stun/Blue buffs around longer and letting him stay higher health.
i think it might be kind of difficult for traditional AD champs to go at least 12 points into utility. You're going to be giving up your 3% increased damage, and there's a lot of jungle pressure to go 9 in defense for the -2 jungle damage + initial starting health.
i ended up trying out a 9/9/12 on Nocturne. It had similar performance as before (~2 seconds slower), but was ~70 health higher - a good sign! He'll suffer a little bit in teamfights without Executionar, Dangerous Game and the +3% damage mastery, but it might equal out if if he ends up being 1 level higher for most of the game.
i tried it out on Khazix - he did even worse than before. Not to mention Executionar + Dangerous Game are so important to his playstyle.
Sejuani was not really different, but i imagine the vamp would help her a lot with future clears. Part of the problem may be that she clears so slowly that the regen of Machete overrides the regen of Vampirism.
Here's what I want to throw out there - as long as we are talking about jungle, I'd def like to collect some data and then compile,share.
I know you fellas might already be over it, but if not, start any jungle champ discussion like this: champ: runes (specific 9 ad red, etc), mastery (pic if you like or just say 21/9, etc), items, path, status at 3-4min. Then add just your basic feedback. I'm personally curious about how champs do early (level 3-4). I'm going to MAKE UP an example of what I think is useful - again - this is off the top of my head
EXAMPLE ONLY:NUNU - 9 AS red, 9 Flat ARM, 9 FLAT MR, 3 MS QUINT. 0/21/9. Items: machete 2 pots. Path: smite Gomp, Blue, Red - 90-100% hp at 3:40. W, Q, E - then max queue for control. (I start W if team with me to speed up dmg output/ms).
That sort of thing is quite useful to me anyway. Chip in if you like. I'll share like that as I try things out going forward.
Is there any interest in playing ranked teams agian? I kind of miss it!
I was also kicking around the idea of having a ranked team with Peterdumptruck. It has train wreck written all over it but people would just have to relax and play for fun. It would be more about seeing how high we can get with the dumptruck leading the mid lane than about play really hard core.
I would be interested in 3's or 5's ranked.
i think Ranked teams are disabled atm... But i'd be down for playing.
My top lane has gotten a lot better so i can go into that slot if y'all want (it's actually my favorite lane atm). Gnar is a common ban, and Rumble is a somewhat common pick, so i'd probably need a third champ (who isn't Renekton since he's really mediocre atm). My current plan was to bring my Kennen back up to speed.
I'm fine w/ whatever.
That said, look at this jungle route. No potions at start - its dbl golumns, red. Base immediately and buy the upgraded jungle item, then off you go again. thoughts?>
u can also start w/ 1 red pot and do the same more or less
Did some testing with lee - somewhat legit:
Successful sustain jung Lee 1 arm quint, 2 ad quint, blue arm, yellow hp, red AD21/9machete/2 health potsq,w,e, max qred start - start red and smite when low to get health bonus, then wolves, then blue (save smite for gromp, then grompback - purchase jung item, ward, 2 health potsblue start -build - machette+pots...upgraded jung item,ward, 2 health pots... boots, sighstone, upgraded jung item (warrior), spectres cowlfinal build if so so game - warriors jung item, hydra, red sightstone, banshee, raduins, mobo bootsfinal build if fed - warriors/hydra/red sight stone, tf, last whisp
also just saw this load screen tip - as syndra throw a jungle creep with a buff for an additional effect... hurm..
Specifically, if you sell out on an early dragon strategy, what happens if you fail against an aware team?
Blame your teammates!
Anyone tried Jungle Alistar lately? Last season due to his passive nerfs he was forgotten, but now with the new machete and the Gromp smite buff, his early clear is ok (not amazing, but we know that he is great not about that, but about his ganks). My choice of runes and masteries most likely is not optimal, but I go 21/9/0 masteries (AP tree), magic pen reds, armor yellows, situational blues (mr/level, Ap/level), AP quints. Didn't test with others, but might go better, however, it's focused more about ganking than clearing jungle. Anyway, the route looks:
Gromp smite (with a strong leash preferably) > Blue > Wolves > Gank/Wraiths > Do whatever you like (Gank, Red, back, etc).
First skills go like this: Q, E, W. You need to continuously use E after you get it to keep yourself at as much hp as you can, so that you could gank straight away after you get 3rd level from wolves. I go with the Blue jungle item, which slows, so the ganks are pretty strong. His huge weakness is inability to get drakes by himself, but if you can get kills bot or mid, then with a laner it's not a big issue.
Also I noticed that the new Banner of command is quite decent, if you have problems with pushing enemies or winning teamfights of 5v5. Kind of like split pushing, which is not very obvious until it's too late. Dance around dragon/baron/defending your turret while minions are pushing and you can force fight if one retreats or let them slowly lose towers. May not work all the time well, but still a nice thing.
Funny video about the new jungle creeps getting stuck by Syndra. Especially good for hiding crab or buff camps at baron.
https://www.youtube.com/watch?v=n1pSrghzP-0
Happy Turkey Day, best wishes.
will have to take a look at ali and see how he shakes out.
Happy thanksgiving folks!
Having a good amount of success with Nocturne in the new jungle. I'm fairly exlcusively doing an immediate back after 2 camps to get the upgraded jungle item - always getting the purple jungle upgrade.
Running runes- MAX as, scaling arm/mr. 21/9. Prioritizing the crap out of wraiths w/ smite for vision. That wraith camp is trhe biggest adjustment I've had to make to how I work the jungle (eg saving smite for it sometimes at ackward times so its ready when I can use it. Super nice for ganks though. Kind of super OP strong imo.
re: wraith camp buff.
My understanding is that it is supposed to be sort of OP. The Wraith Camp can really help "MS" junglers who can really only gank by running at you (Shyvana, Skarner, Udyr, etc), but junglers with point-and-click jumps were able to bypass wards. Also, since it is much more difficult to gank at the 3 minute mark, the wraith camp is a way to improve your ganking for the rest of the game.
That's an interesting approach - it benefits stronger gankers just as much though... hurm...
it benefits stronger gankers just as much though
i guess i slightly disagree? The good gankers are often able to completely bypass "shallow" wards... Not to mention mediocre gankers are (typically) able to do dragon a lot easier than heavy gankers, and being able to sweep dragon while you're soloing it early is pretty huge.
In my opinion, the best way to counter the Raptors is just to have midlane constantly throw their trinket in front of the camp. That way the moment they clear the camp, they kill your ward that has already provided you a lot of intel, and prevents them from killing your more useful wards (eg, 3 minute ward in river bush).
That counter play might be reasonable. But here's what I mean re: strong gankers benefit (or just ganks with decent gap closers). Having vision knowledge and as a result, control means I can literally camp anywhere. Sure, mid lane see's you clear a ward. They know you saw them and you know they saw you. But - am I still there 30 seconds later? It's like having an upgraded sweeper at the start of the game, so I can clear an entire area and know I have control of it. So, now, having a champ with a good gap closer, I'm even more likely to have a successful gank than a jungler w/o. It certainly helps junglers with so so ganking power, but only in as much as you know if there's a ward. With the camp strat I mentioned, clear and wait a smidge, it benefits the gap closer more than than others w/o good closers.
Anyway, I'm just talking about ganking, not clearing drag (obviously really valuable), etc. I really think its one of the strongest jungle buffs now due to what it provides.
kind of digging on aatrox again in the new jung. Undecided about final build, but I'm actually thinking getting a mid game qss might not be the worst idea considering his sustain/dmg when not cc'd.
dbl ip weekend is live for those that care. fyi
There are many great features available to you once you register, including:
Sign in or Create Account