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I remember using ghostblade for damage more often when taking objectives rather than teamfights, otherwise I'd use it to run away or catch up, and it still serves that second purpose for me.. it's like 300g cheaper now and It also has lethality over armor pen, which gets stronger starting at level 12 I think (a bit after you finish the item)
Though the new serrated dirk is quite a bit worse on mf, as the old one had really good synergy with her q on minions and I'm not sure how much movement speed out of combat really helps her, though you move really fast with this build out of combat
I've been playing taric with knight's vow and redemption. I'm convinced knight's vow is overpowered
Start off going for face of the mountain - I prefer this to eye of the equinox because it gives 10% cdr and the shield is strong and stacks with your health
As Taric I take either refillable potion or straight up rejuvenation bead along with targons. Been like rejuvenation bead... also take courage of the colossus so if I land a stun I can get really favorable trades
Taric just has so much healing and shielding I can get away with rejuvenation bead and I'm usually healing for the adc
I think I like getting ruby sightstone before knight's vow as it gives quite a bit of health. Also the active which reduces item active cooldowns becomes really strong later on (it's even strong for knight's vow)
Item costs 2400, redirects 12% of damage your mark takes towards yourself as true damage
If you bind it to your adc and you're near them, they'd have an effective 250 more hp worth of mitigation (assuming there's at 1600 hp) PLUS you get 12% of their damage as healing for yourself, which likely overheals you
And then you've got 60 armor on a support item coupled with 400 hp which is really strong
Next I get Redemption - this items really cheap at 2100 gold - 400 health, 10% cdr, some mana regen (oh and you have a ton of health regen from all these items at this point)
And the unique passive gives 10% heal and shield power which is quite nice on taric having both. Also the active has crazy range, never mind being dead, I usually cast this far away to help turn a fight or on a guy I've just stunned. This heals for a ton too.
Next I go for frozen heart and locket of the iron solari - already have a ton of hp at this point so I grab the frozen heart mostly for the aura and cdr
Locket's shield is really strong and can help your team survive while your ult drops
Wow I just talked a lot about something pretty random but I've really been liking this stuff lately
I think they're going to make it so queued together players can't honor each other, or very limited in the amount of times they can honor each other, along with the honor revamp
Understand when your team is putting up pressure, and when they're not. If your team isn't doing anything, the other team is likely coming for you
Watch the map, if a lot of people are unaccounted for then don't split push unless your team has pressure elsewhere (it's ok if the enemy team kills you, as long as your team gets something for it)
Don't push up if you don't have pressure in other lanes - watch your own team on the map as well - at the very least this will keep you from feeding
In post 4185, Psyche wrote:what's you guys' impression of karthus jungle by the way?
i'm very very comfortable as karthus mid, and fighting/farming with him in general, but surviving in the jungle (against invades - his farm is better than other jungler's) is a different challenge from that of sitting under tower and i've felt guilty undertaking it even while capturing kills via ganks and ults
is he just a situational pick i should avoid unless i know the jungler/enemy laners won't have lots of kill pressure?
or is there some sort of macro tactic i'm missing?
Ask your teammates to put wards at the jungle entrance, and to rotate to help you early if you're getting invaded
Pay attention to how the lanes are pushed - can your laners roam to help you, or are they getting shoved into tower?