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Runes??

Runes are a rather big aspect of the game for newer players, especially those who have just hit level 20 (access to Tier 3 runes). Runes can give a huge bonus to players right at the start of the game, yielding a significant advantage for players who have runes over those who do not.

While runes are primarily used for getting an early-game edge over opponents, they can also start weak but become even more useful as the game goes on. We see this difference in the form of runes that give you immediate benefit (flat runes) and runes that are initially weak but become stronger the higher level your champion is (scaling runes).

Runes add to another critical decision branch for newer players to make. Should they save their precious IP for a desired champion, or should they save even more to purchase additional runepages and sets of runes to go along with it? To optimize your performance in games, I personally feel it is very important to maintain several additional runepages with runes to complement them, while recommending learning new champions when they hit the free week rotation. Most new players, however, dislike the aspect of only having a week to play a champion they’re interested in, so they prioritize purchasing the champion, delaying runes and runepages. There is no wrong way on how you choose to spend your IP. Just know that in either case, you have to make sacrifices, due to the limited amount of IP you have compared to how much you would have to spend to acquire all the benefits.

Rune Tiers and Runepages

Runes come in Tiers 1, 2, and 3. The higher the tier, the stronger the rune. The only difference currently is the summoner level in which you can obtain them.

Tier 1: Unlocked at level 1+
Tier 2: Unlocked at level 10+
Tier 3: Unlocked at level 20+

In addition, with each level, one of your runepage rune slots unlocks.

Runebook_levels

The maximum amount of runepages you can have is currently 20.

Types of Runes

Runes can be separated into 4 types:
Quintessences (big purple runes)
Marks (red runes)
Seals (yellow runes)
Glyphs (blue runes)

General Approach to Choosing Runes

Runes are often used to give you an immediate boost in the early game to stay competitive against other players with runes. Most rune choices reflect that, though there are exceptions.

Commonly used runes:
Quintessences: Attack Speed (AS), flat Attack Damage (AD), flat Ability Power (AP)
Marks: flat Attack Damage (AD), Magic Penetration (mpen), Attack Speed (AS)
Seals: flat Armor (armor), scaling HP (HP/lv)
Glyphs: flat Magic Resistance (MR), scaling Magic Resistance (MR/lv), flat Cooldown Reduction (CDR), scaling Cooldown Reduction (CDR/lv), flat Ability Power (AP), scaling Ability Power (AP/lv)

You choose runes based on what you feel would help you out the most. Even pros don’t always agree with each other’s rune choices.

Junglers usually take AS Quints and Armor Seals. Assassins and AD bruisers tend to stock up on a lot of AD. Mages tend to use Magic Penetration Marks, AP Quints, and scaling HP seals. Marksmen often take AS Quints and AD marks.

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Kingdoms of Amalur: Reckoning

Faeblade/Longbow Build Guide

by KnightSynergy

 

Last Updated: 2014/11/30 11:00AM PST

 

Table of Contents
I. Purpose of this Guide
II. Introduction
III. Weapon Choice: Why Faeblades and Longbows?
IV. Optimal in Moderation: Ability Bonuses
V. Hidden Strengths of Bleeding and Poison Damage
VI. Skills
*** Might Tree ***
*** Finesse Tree ***
*** Sorcery Tree ***
VII. Final Build – 45/78/0
VIII. Equipment (Incomplete)
IX. Version History
X. Follow Me
XI. Special Thanks

 

I. Purpose of this Guide
This guide will shed light on my build and my reasoning behind my decisions.

 
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II. Introduction
Initially playing Kingdoms of Amalur: Reckoning without any sort of plan, I simmply played around with different weapons until I felt which weapons I liked most. I started off with Hammers and Longswords paired with Longbows. Ultimately, I replaced the Hammers and Longswords with Faeblades as my melee weapon of choice, while retaining Longbows as my ranged option.

Now, one can see that since both Faeblade Mastery and Longbow Mastery fall under the Finesse tree, that one would play a very Rogue-styled character. However, since I sought to make maximum use out of my Faeblades, the Might/Finesse destiny cards would give me much needed +% Melee Damage, while still offering +% Ranged Damage and +% Critical Chance.

 
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III. Weapon Choice: Why Faeblades and Longbows?
Faeblades are some of the highest DPS weapons in the game. Like Daggers, they focus on high crit chance and multipliers, but have higher base weapon damage and bigger sweeping motions capable of hitting and interrupting multiple targets. While Daggers are infinitely better at chaining assassinations, the goal of the Faeblades is to take a direct combat approach, with the option of opening up with an assassination.

Longbows are a fantastic long range option for a good portion of the game, even longer range than Chakrams. It was tremendously helpful in dealing with very punishing foes who won’t go down easily, such as trolls and ettins when you first run into them. However, once you unlock and start pumping points into Scattershot, the Longbow game changes entirely. As each arrow from Scattershot can hit the same target, a charged Longbow shot becomes comparable to a shotgun blast. I have actually defeated several major bosses with 2-3 point-blank Scattershots.

 
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IV. Optimal in Moderation: Ability Bonuses
Ability bonuses refer to any outside source granting you ability points. These ability points do not count towards unlocking other tiers of abilities, nor count towards gear requirements. They can improve -most- abilities beyond their normal maximum values, but cannot improve abilities that haven’t been unlocked. Unlike Diablo II where you stack +Skills up the wazoo, in KoA:R, you have a maximum amount of points you can allocate to an ability and a maximum amount of points an ability is capped at. How much differs per ability, but most skills that can be enhanced this way can be enhanced to +2 past the normal maximum.

Keep in mind that simply completing the main Faction questlines for the Warsworn, the Travelers, and the Scholia Arcana rewards you with Twists of Fate that grant you +1 to all skills of the corresponding tree – Might, Finesse, and Sorcery, respectively.

 
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V. Hidden Strengths of Bleeding and Poison Damage
The game doesn’t specifically explain it anywhere, but applying Bleeding and Poison debuffs on enemies have additional benefits. While an enemy is afflicted with a Bleeding damage-over-time effect, their defense against physical damage drops. While an enemy is afflicted with a Poison damage-over-time effect, their physical damage is reduced by 33%.

 
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VI. Skills
 
*** Might Tree ***
Brutal Weaponry I
Requirement: None
Prerequisite: None
Explanation:
Weapon Attacks. Grants Charge moves to weapon sets. Critically important for Longsword/Greatsword/Hammer users. But we don’t use these, so ignore this entirely. 0 points, or 1 point if you’re looking to add more weapon options outside of Faeblades/Longbow.

Longsword/Hammer Mastery
Requirement: None
Prerequisite: None
Explanation:
Passive. 0 points, if you don’t plan on using either. Max one, if you do.

Harpoon
Requirement: None
Prerequisite: None
Explanation:
Active. Extremely useful skill. Not only does it pull small enemies to you or pull you to big enemies, it also staggers them, interrupting any wind-ups to attacks or spellcasts. The damage (when leveled) is nothing to scoff at either. We will max this. 5 points.

Skillful Defense
Requirement: None
Prerequisite: None
Explanation:
Passive. Improves Block effectiveness. Whether this is useful depends on your playstyle. We need to funnel points here to unlock later tiers. 5 points, or 1 point as a prerequisite and place 4 points elsewhere, probably a Weapon Mastery if you want to add more weapon options outside of Faeblades/Longbow.

Brutal Weaponry II
Requirement: 5 Might
Prerequisite: Brutal Weaponry I
Explanation:
Weapon Attacks. Grants Delayed moves to weapon sets. Critically important for Longsword/Greatsword/Hammer users. But we don’t use these, so ignore this. 0 points, or 1 point if you’re looking to add more weapon options outside of Faeblades/Longbow.

Greatsword Mastery
Requirement: 5 Might
Prerequisite: None
Explanation:
Passive. 0 points, if you don’t plan on using Greatswords. Max it, if you do.

Quake
Requirement: 5 Might
Prerequisite: None
Explanation:
Active. Pretty useful ability if you plan on investing heavily into Might and Might weapons. When other relevant skills are maxed, Quake hits REALLY hard and stuns on 3rd cast. Mana hungry. We won’t have enough mana after our Sustained abilities. 0 points.

Adrenaline Rush
Requirement: 5 Might
Prerequisite: None
Explanation:
Passive. Has saved my life more than once. You’ll probably see limited use of this, as it’s more of a oh-shit! ability, but it’s a nice one to have. The bonus offensive power this provides often is enough to finish off the encounter quickly. Max this. 5 points.

Hardy Constitution
Requirement: 5 Might
Prerequisite: Skillful Defense
Explanation:
Passive. Free +% HP and Elemental Resistance? Yes, please! Max this. 6 points.

Concussive Force
Requirement: 20 Might
Prerequisite: None
Explanation:
Passive. Core ability for this build. Straight-up PERCENTAGE damage increase against Stunned targets. Max this. 5 points.

Aftershock
Requirement: 20 Might
Prerequisite: Quake
Explanation:
Passive. Improves the damage of Quake and grants the ability to Stun targets with Quake’s 3rd cast. Since we won’t be using Quake, we ignore this. 0 points.

Relentless Assault
Requirement: 20 Might
Prerequisite: None
Explanation:
Active. Insanely useful ability. Prevents you from being CCed against MOST forms of damage. Bolgan Brutes can bypass Relentless Assault. 😦 Max this. 6 points.

Power Strike
Requirement: 20 Might
Prerequisite: Adrenaline Surge
Explanation:
Passive. Bonus crit chance during Adrenaline Surge. Again, not an ability you will depend on, but nice to have when Adrenaline Surge procs. Dump extra points here to unlock the next tiers.

Brutal Weaponry III
Requirement: 35 Might
Prerequisite: Brutal Weaponry II
Explanation:
Weapon Attacks. Grants Dodge moves to weapon sets. Critically important for Longsword/Greatsword/Hammer users. But we don’t use these, so ignore this. 0 points, or 1 point if you’re looking to add more weapon options outside of Faeblades/Longbow.

Bulwark
Requirement: 35 Might
Prerequisite: None
Explanation:
Passive. Chance to Stun enemies attacking you. This only applies to melee attacks and can occur before an attack connects, thus also functions as damage mitigation. Any ability that increases your ability to Stun targets is critically important for this build. Max this. 5 points.

Battle Frenzy
Requirement: 35 Might
Prerequisite: None
Explanation:
Sustained. Allows you to “snowball” in fights vs multiple enemies. Fairly useful ability, even though it might not be applicable to certain boss fights. You can start a fight with an offensive boost by opening with a Faeblade assassination. Max this. 5 points.

Vengeance
Requirement: 35 Might
Prerequisite: Relentless Assault
Explanation:
Passive. Damage Reflection during Relentless Assault. While it does provide some extra damage, there aren’t that many cases where you will be taking tremendous amounts of damage (outside of certain boss fights). There are better ways to allocate your points, so ignore this. 0 points.

We won’t be unlocking Tier 5 Might abilities, so we can ignore the rest of the tree.

 
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*** Finesse Tree ***
Precise Weaponry I
Requirement: None
Prerequisite: None
Explanation:
Weapon Attacks. Grants Charge moves to weapon sets. Critically important for Dagger/Faeblade/Longbow users. This fits the core part of our build. 1 point, and let +Abilities handle the rest.

Dagger Mastery
Requirement: None
Prerequisite: None
Explanation:
Passive. Increases the damage you deal with Daggers. Since we are not using Daggers, ignore this. 0 points, or 6 points if you really want to use Daggers. (You’ll have to pull points out of Shadow Flare and Inoculation).

Longbow Mastery
Requirement: None
Prerequisite: None
Explanation:
Passive. Increases the damage you deal with Longbows, which is one of the core weapons of our build. Max this. 6 points.

Shadow Flare
Requirement: None
Prerequisite: None
Explanation:
Active. Staggers on 1st cast and applies Bleeding on 2nd cast. Does some mediocre damage. Too mana costly to use often, but where else will you put points? Max this. 5 points.

Assassin’s Art
Requirement: None
Prerequisite: None
Explanation:
Passive. Useful ability that allows assassinations with Daggers and Faeblades. Max this, as we have no real better place to put points. 6 points.

Precise Weaponry II
Requirement: 5 Finesse
Prerequisite: Precise Weaponry I
Explanation:
Weapon Attacks. Grants Delay moves to weapon sets. Critically important for Dagger/Faeblade/Longbow users. This fits the core part of our build. 1 point, and let +Abilities handle the rest.

Faeblade Mastery
Requirement: 5 Finesse
Prerequisite: None
Explanation:
Passive. Increases the damage you deal with Faeblades, which is one of the core weapons of our build. Max this. 6 points.

Drawpower
Requirement: 5 Finesse
Prerequisite: Longbow Mastery
Explanation:
Passive. Actually grants a Charge move to Longbows. Increases the Piercing damage of your Longbows. Charging your Longbow also affects the power and effectiveness of all subsequent skills. Max this. 5 points.

Envenomed Edge
Requirement: 5 Finesse
Prerequisite: None
Explanation:
Sustained. Grants 15% chance to apply a Poison DOT for edged weapons and arrowheads. Affects Daggers, Faeblades, Longswords, Greatswords, Chakrams, and Longbows. Critically important to our build. Max this. 6 points.

Frost Trap
Requirement: 5 Finesse
Prerequisite: None
Explanation:
Active. Can be situationally useful, but we’re looking for direct combat. Ignore this. 0 points.

Arrow Storm
Requirement: 20 Finesse
Prerequisite: Drawpower
Explanation:
Weapon Attacks. Allows you to essentially rain arrows in an AoE around your target. Moderately useful. Also a prerequisite to Barbed Arrows. 2 points, and let +Abilities handle the rest.

Inoculation
Requirement: 20 Finesse
Prerequisite: Envenomed Edge
Explanation:
Passive. Grants Poison resistance. Not that useful, since most enemies in the game don’t deal Poison damage. Also a prerequisite to Mysterious Toxins. We need at least 1 point here, but I dumped extra points here to unlock the other tiers, since there isn’t anything that useful elsewhere. 4 points.

Icy Explosion
Requirement: 20 Finesse
Prerequisite: Frost Trap
Explanation:
Passive. Improves Frost Trap damage and grants it a chance to Stun. Worthless to us. 0 points.

Lunge
Requirement: 20 Finesse
Prerequisite: None
Explanation:
Active. Situationally useful. I’ve never really used it, but I’d put 1 point to unlock it. Alternatively, you could take 3 points away from Inoculation and 1 point out of Shadow Flare to max it, if you really want to use this ability often.

Precise Weaponry III
Requirement: 35 Finesse
Prerequisite: Precise Weaponry II
Explanation:
Weapon Attacks. Grants Dodge moves to weapon sets. Critically important for Dagger/Faeblade/Longbow users. This fits the core part of our build. 1 point, and let +Abilities handle the rest.

Smoke Bomb
Requirement: 35 Finesse
Prerequisite: None
Explanation:
Active. Can be pretty useful, and a reliable way to Stun targets, but we’re here to do some direct combat and we can’t afford to expend so much mana. Ignore this. 0 points.

Barbed Arrows
Requirement: 35 Finesse
Prerequisite: Arrow Storm
Explanation:
Passive. Increases the chance your Longbow causes Bleeding damage, which synergizes with a higher tier skill, Execution. Also a prerequisite to Scattershot. Max this. 5 points.

Enduring Agony
Requirement: 35 Finesse
Prerequisite: Shadow Flare
Explanation:
Passive. Increases the duration of your Bleeding and Poison DOTs (damage-over-time) and increases the damage of Shadow Flare. I don’t really use Shadow Flare, but having a longer uptime on your Bleeding and Poison effects synergizes with higher tier skills, Paralytic Poisons and Execution. Effective against things that stay alive for more than 2 seconds. At level 7, this skill doubles the duration of Bleeding and Poison DOTs. Max this. 5 points.

Blade Honing
Requirement: 35 Finesse
Prerequisite: None
Explanation:
Sustained. Significantly increases the crit chance of your Faeblades (and other bladed weapons, such as Longswords, Daggers, Greatswords, and Chakrams). Definitely max this. 5 points.

Precise Weaponry IV
Requirement: 50 Finesse
Prerequisite: Precise Weaponry III
Explanation:
Weapon Attacks. Grants Parry moves to weapon sets. Unlike its prerequisites, I have found this skill to be highly preferential. This skill absolutely will not fit in my playstyle because I rarely Parry (I prefer Dodging). As such, I have no need for this ability. 0 points, or 1 point if you swear by Parrying.

Poison Bomb
Requirement: 50 Finesse
Prerequisite: Smoke Bomb
Explanation:
Passive. This ability is pretty weak. At level 5, it deals 150 Poison damage over 5 seconds, which is actually 30 DPS. Besides, we’re not leveling Smoke Bomb. Ignore this. 0 points.

Scattershot
Requirement: 50 Finesse
Prerequisite: Barbed Arrows
Explanation:
Weapon Attacks. Turns your Longbow into a monstrous shotgun. I’ve killed bosses in 1-3 shots with this thing maxed. This is also a core part of our build. Max this. 6 points.

Mysterious Toxins
Requirement: 50 Finesse
Prerequisite: Inoculation
Explanation:
Passive. Grants a chance for a dying target to explode and deal AoE Poison damage. When maxed, the explosion can do 300 Poison damage. I had this ability stagger opponents due to this amount of damage. Not that useful against single-target fights and certain bosses, but can be useful against groups of enemies. Also a prerequisite to Paralytic Poisons. I maxed this. 5 points.

Gambit
Requirement: 70 Finesse
Prerequisite: None
Explanation:
Active. Incredibly flashy ability… that doesn’t deal much upfront damage. Essentially, you blanket a whole area with a bunch of land mines. Since these “land mines” can launch enemies, you can create combat zones where enemies you aren’t fighting can be interrupted from interrupting you. Pretty useless in my opinion. 0 points.

Paralytic Poisons
Requirement: 70 Finesse
Prerequisite: Mysterious Toxins
Explanation:
Passive. Ah, finally to the core ability that holds everything together. Striking a Poisoned enemy has a chance to Stun. As we are afflicting enemies with Poison as we fight (due to Envenomed Edge and perhaps from gear), we have better chances to stun them, yielding us a massive damage increase due to Concussive Force from the Might tree. Against high-health targets and bosses, this is extremely potent. 3 points, and let +Abilities handle the rest.

Execution
Requirement: 70 Finesse
Prerequisite: None
Explanation:
Passive. As we are likely to cause Bleeding damage with our Longbow (and perhaps from gear), we can deal bonus damage against Bleeding targets with this ability. When maxed, we’re looking at a 16% chance to deal 220 bonus damage. Again, great against high-health targets and bosses. Max this. 5 points.

 
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*** Sorcery Tree ***
Ignore this tree entirely.

 
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VII. Final Build – 45/78/0

Got all that? Yes? Good. Not really? Well, here’s the summary, anyways:

Might (45)
3 Harpoon [Tier 1]
5 Skillful Defense [Tier 1]
6 Hardy Constitution [Tier 2]
5 Adrenaline Surge [Tier 2]
1 Free Point for Tier 1-2 (Recommended: 1 Quake [Tier 2] or 1 Brutal Weaponry I [Tier 1])
5 Concussive Force [Tier 3]
6 Relentless Assault [Tier 3]
4 Power Strike [Tier 3]
5 Bulwark [Tier 4]
5 Battle Frenzy [Tier 4]

Finesse (78)
6 Longbow Mastery [Tier 1]
1 Precise Weaponry I [Tier 1]
6 Assassin’s Art [Tier 1]
5 Shadow Flare [Tier 1]
6 Faeblade Mastery [Tier 2]
5 Drawpower [Tier 2]
6 Envenomed Edge [Tier 2]
1 Precise Weaponry II [Tier 2]
2 Arrow Storm [Tier 3]
4 Inoculation [Tier 3]
1 Lunge [Tier 3]
5 Barbed Arrows [Tier 4]
5 Enduring Agony [Tier 4]
5 Blade Honing [Tier 4]
1 Precise Weaponry III [Tier 4]
6 Scattershot [Tier 5]
5 Mysterious Toxins [Tier 5]
3 Paralytic Poisons [Tier 6]
5 Execution [Tier 6]

Sorcery (0)
None

 
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VIII. Equipment (Incomplete)
This section is incomplete, because I’m still using a bunch of Unique weapons and various pieces of armor I gathered together. Ultimately, I feel that Mastercrafted equipment from Level 10 Blacksmithing is the way to go in terms of optimizing your gear, though there are a bunch of really attractive gear sets out there.

As of 2014/11/30 (Day 141, 3:11 AM), my gear looks like:

Primary Weapon:
The Lion’s Claws (Unique Faeblades)
89 Physical Damage
38 Piercing Damage
30 Bleeding Damage over 5 seconds
+15% Chance to Critical Hit

Secondary Weapon:
The Deadshot (Unique Longbow)
103 Physical Damage
36 Piercing Damage
+10% Damage vs lightly wounded targets

Head:
Hood of Madness (Uncommon Cap)
+8% Critical Hit Damage
+30% Damage
-15% Damage Resistance

Chest:
Shadowskin Vest (Set Light Armor)
(Shadowskin Armor Set)
+32% Critical Hit Damage
+15% Chance to Critical Hit (2 set bonus)

Hands:
Lunala’s Gloves (Set Gloves)
(Lunala’s Armor Set)
+5% Critical Hit Damage
+10% Chance to Critical Hit

Legs:
Leggings of the Warlord (Rare Leggings)
+5% Critical Hit Damage
+30% Damage
+8% Chance to Critical Hit

Feet:
Shadowskin Boots (Set Boots)
(Shadowskin Armor Set)
+5% Critical Hit Damage
+10% Gold Drops
+15% Chance to Critical Hit (2 set bonus)

Shield:
Shield of Balance (Unique Buckler)
Blocks 35 Damage
+1 to Might Abilities
+1 to Finesse Abilities
+1 to Sorcery Abilities

Necklace:
Crippling Medallion (Rare Necklace)
+14% Damage

Rings:
Peza (Unique Ring)
+5% Piercing Resistance
+10% Physical Damage
+16 Health

Loop of Meditation (Unique Ring)
+15% Chance to Critical Hit
+15% Critical Hit Damage

 
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IX. Revision History
2014/11/30 – Finally finished writing the whole guide.

 
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X. Follow Me
You can contact me through various means:
Twitter: @knightsynergy
Email: knightsynergy(at)gmail(dot)com

Additionally, I do stream now and then! Follow http://www.twitch.tv/knightsynergy to see when I go live!

 
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XI. Special Thanks
38 Studios and Big Huge Games for developing and publishing this game. It’s unfortunate that the CEO decided to obtain unreasonable amounts of loan funding that caused the studio to bankrupt. A non-IP RPG as the first published game from an unknown company needing to sell 3 million copies to break even? Great job, Curt Schilling… /sarcasm
Electronic Arts (EA) for helping publish this game.
R.A. Salvatore for creating the Amalur universe. Salvatore is known for writing fantasy novels set in the Dungeons and Dragons world of the Forgotten Realms and creator of the character Drizzt Do’Urden, one of my heroes in the Forgotten Realms world.
Day9 (http://www.day9.tv) for streaming (with guest Felicia Day) and thus introducing the game to me.

Additionally, thanks to my Twitch viewers during my KoA:R playthrough, including but not limited to:
StreakierMoss4
Roboticmuse1
xIronGolemx
for chatting with me during the playthrough!

 
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So lately, I’ve been immersing myself into the world of Amalur for hours and hours at a time. As of 121 hours of gameplay, I have finally completed every Main quest in the game, including the main quest lines for Teeth of Naros DLC and Legend of Dead Kel DLC. I have also finishing virtually every Side quest in the game, outside of some of the remaining Side quests in Legend of Dead Kel DLC, such as Diplomacy and Master of the Keep. (I refuse to do the Uprising Side quest in Ysa, as it conflicts with both me and my character’s moral compass. I know, Dokkalfar with a moral compass – ha ha ha. :P)

I have been working on a guide to show and explain my character’s build, which will be posted soon (I hope).

A late Happy Thanksgiving to those I haven’t said it to!

 


 

I’ve been streaming this on my Twitch channel – http://www.twitch.tv/knightsynergy – as well, though the goal isn’t to build up a viewership, since I’m still don’t have a dedicated streaming schedule of any kind.

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(Updated: 10/10/14 8:15am PST)

Original News
Source
(opens new window)

Foreword: This blog entry is very long.

TL;DR: OnGameNet (primary host of Korean professional League of Legends events) setting a limit of 1 team per organization is a detriment to the Korean professional League of Legends scene.

(more…)

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As of the drawings for the group stage released yesterday for the League of Legends Season 4 World Championship, here are the groups:

Group A:
Dark Passage
ahq e-Sports Club
Samsung Galaxy White
Edward Gaming

Group B:
SK Gaming
Star Horn Royal Club
Taipei Assassins
Team SoloMid

Group C:
LMQ
OMG
Fnatic
Samsung Galaxy Blue

Group D:
KaBuM! e-Sports
NaJin White Shield
Cloud 9
Alliance
(more…)

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In this guide, I will be covering:

  • Runepage Design
  • Importance of Creep Score (CS)/Last Hitting
  • Understanding Your Role
  • What Winning Your Lane Means for your Jungler
  • Other Neat Tips and Tricks

Of course, this is a disclaimer to warn readers that this guide, as well as most theoretical discussions, assume a relatively equal skill level among all the players of the game. A lot of games outside of high-tier or professional-level brackets, especially among lower-skill level bracket games, depend a lot more heavily on skill level difference, rather than champion selection and team composition.

Runepage Design

Lately, I’ve been heavily tweaking around with my runepages. Currently, I’m a rather diversified player, playing champions that span AD Carry, Support, Solo Top, and AP Carry (although my focus is AD Carry). In general, there are some runes that are good ALL AROUND, and should almost always be considered first when designing one’s runepages.

Quintessences

Flat AD
Flat AP
Gold per Second
Flat Health
Flat Health Regen
Movement Speed
Attack Speed

Marks

Flat AD
Magic Penetration
Attack Speed
Armor Penetration
Flat Armor

Seals

Flat Armor
Health per Level
Flat Mana Regen
Mana Regen per Level
Gold per Second

Glyphs

Flat Magic Resist
Magic Resist per Level
AP per Level
Flat AP
CDR per Level
Flat CDR

These are the top-tier runes available to cover virtually any role. Any other runes are most likely not as effective.

Below is a link to my personal rune pages as of currently, which can serve as an example of properly designing a rune page with appropriate goals.

http://www.lolking.net/summoner/na/21358808#runes

Importance & Pitfall of Creep Score (CS)

The most obvious importance of Creep Score, or CS, is that you receive bonus gold upon getting the killing blow on a minion/monster. That gold bonus adds up significantly over time. If your opponent is out-CSing you, you can painfully feel that effect when you both return to the lane and see that he/she has more powerful items than you do. That directly ties into the fact that not only is the person with more CS stronger, they also can use that strength to zone you out of your lane gold and exp. In many cases, early aggression and strong grasp of gameplay mechanics can let you dominate your lane. This may lead your opponent to start making hazardous play to try to keep up with you, which will leave them at lower health, poorer position, etc., becoming vulnerable targets to ganks.

However, despite the benefits of making sure you get a good CS count, don’t go overboard. Focusing on purely last-hitting can also cost you your lane. Take a rather early-game strong ranged AD champion, like Caitlyn. Caitlyn’s potential is significant because of her range advantage over most ranged AD champions. However, if you do nothing but aim for CS, your opponent ranged AD will realize this and farm on par with you. When this happens and the time approaches late-game, your opponent ranged AD will become stronger than you.

Understanding Your Role

Solo Top, AP Carry (Solo Mid), AD Carry, Support, Jungler… These aren’t just fancy “game terms” that make you sound like a pro. Each role has a number of important responsibilities and playstyles that are required. As of the current metagame, the most frequent line-ups involve a Attack Damage-based solo top, AP Carry solo mid, a jungler, and a ranged AD carry bot lane with a zero-CS support. (Note that a lot of low-to-mid-tier North America games, as well as a relatively large bracket of Europe West games, usually utilize an Ability Power-based solo top – a duo AP carry lineup. This lineup can be strong, but falls short of the AD solo top lineups more often than not.)

Because of my lack of standard champion experience with the roles of AP Carry and Jungler, I will only cover Solo Top, Support, and AD Carry (my dedicated role).

Solo Top

Solo Top is a very volatile and difficult lane. It is probably the most difficult lane and, in my personal opinion, the second most difficult role, only second to the role of the jungler. This lane often snowballs ridiculously hard. A minor advantage leads to out-CSing and out-iteming your opponent, which is usually enough to continuously dominate the lane.

As discussed by Wickd, one of the strongest solo top Irelia players, the solo top role requires the player to play extremely aggressive, almost to the point where you practically ignore the danger of a possible jungler gank. Warding properly will allow you to avoid that danger.

Support

Support is a rather difficult role to understand, but has a whole variety of styles to execute properly, depending on which champion you select.

Standard sustain supports, such as Sona, Soraka, Taric, and Alistar, are pretty straight forward. Sona offers much early-game poke/harass, decent healing/armor/MR buff, and mid-game and late-game utility through her AoE stun, speed buff, and versatile passive Power Chord. Soraka is a passive heal/armor/MR buffer who requires a couple levels to kick into gear (level 5+ for her level 3 Astral Blessing). Taric is a heal/armor buffer with an easy-to-use stun. Alistar has less healing power, but much more killing potential with his multiple CCs, a powerful, quick stun combo, as well as tankability through his ultimate.

Non-sustain supports, such as Janna and Leona, are not quite as straightforward, but still offer much to their lanes. Janna has an effective shield that doubles up as a powerful AD boost, quite a bit of CC, a strong but long cooldown heal that also functions as a push or disengage, and an often-overlooked speed buff passive. Leona, with her extensive CC combos, transform her lanes into kill lanes, lanes that are won by outright killing the opposition.

In my opinion, the strongest standard supports currently include Janna, Leona, Sona, Soraka, and Alistar.

In competitive level of play, Janna, Leona, and Alistar stand out strongest. Their abilities are powerful in lane and offer so much in team fights. Sona and Soraka, while also powerful in lane, don’t offer anywhere as much to the team as the game pulls away from laning phase and into more team-fight-oriented play.

AD Carry

As AD Carry is my main role, I can share greater insight over this topic.

The AD Carry role is fairly very simple to understand. Harass appropriately and zone your opponents when possible, know when to back and buy, and outfarm your opponent. This constitutes the key characteristics to winning your bottom lane. The most important factors of an AD Carry is Creep Score (CS), properly building DPS items and in what order, and understanding bot lane 2v2 match-ups. Like with various support champions, each AD carry champion varies in strengths, weaknesses, and laning strategy. It is best to communicate ahead of time to decide on a strong pair of AD carry and support.

The top priority of an AD Carry is to farm. Getting kills is nice, but when you attempt to chase for a kill, you are risking a chance of wasting time that could be spent towards farming. Often, if there’s a toss-up between whether or not I can secure a kill on an enemy champion, I would rather take the safer route and go back to CSing.

When determining how well you have been laning, you should consider both your CS difference with the enemy AD carry and your CS at various breakpoints (10 minutes, 15 minutes, 20 minutes, etc.) Here’s a clear example: you have 40 CS at the 10-minute mark and your opponent has 20 CS. In terms of your bot lane, you are dominating your opponent. However, your 40 CS at the 10-minute mark is a fairly poor performance. The best way to judge your own CS is by understanding how much you can CS optimally under a free-farm scenario and giving yourself some leeway based on how difficult your early-game laning would be.

In general, the acceptable CS breakpoints for me:

  • 10 mins – 70-114 CS
  • 15 mins –  110-177 CS
  • 20 mins – 150-240 CS
  • 30 mins – 230+ CS
This table shows the maximum possible CS from the start of the game to 30 minutes.
Harassment

What Winning Your Lane Means for Your Jungler

Winning your lane means your opponent(s) in your lane are kept down, either behind in HP, behind in farm, or both. What does this mean?

  • The obvious gain is that low HP opponents become more susceptible to being successfully ganked, and similarly, less farmed opponents have weaker items.
  • If your lane is too pushed out, the enemy jungler may most likely consider your lane for a gank. Because of the lower HP or lower farm your opponent(s) are at, this lets you have a much higher chance for your jungler to pull off a successful counter-gank.
  • If the enemy jungler is too fearful of your lane, that usually means a free turret.
  • Winning mid lane and/or bot lane yields a direct advantage in dragon control.
  • Winning top lane means the enemy jungler needs to spend more resources top lane. With a smart top lane player, they can survive/stall the enemy jungler’s gank attempt. This indirectly leads to an advantage in dragon control.
  • If a majority of lanes are winning, this allows for the jungler to gank or put more resources into counter-jungling.

Furthermore, with how the metagame is currently quite snowball-like, winning lanes generally leads to winning the game.

Other Neat Tips and Tricks

  • The number one, easiest way to improve is to thoroughly practice your gameplay mechanics. Everything from as simple as mouse control to making your last hitting consistent and smoothly using smart-cast. You will see results through personal improvement, and it is the easiest aspect of LoL to work on.
  • Elixir of Fortitude (more commonly known as “red elixir” or “red pot”) grants “140–235 health, based on champion level and 10 attack damage for 4 minutes”. The bonus Health granted is instantly added to both your current HP and your Max HP, which definitely can help you survive a very close-call skirmish. Furthermore, the bonus Health granted is not considered a “health regeneration or healing effect”, so it is not reduced by Ignite.
  • Health Potions CAN save you through Damage over Time abilities such as Ignite or Mordekaiser’s ultimate Children of the Grave. Keep in mind that Ignite reduces any form of healing by 50%. Also, do keep note that you cannot activate items, including Health Potions, when you are silenced.
  • Carrying wards is obviously useful in helping your team gain vision over key locations on the map, enabling multiple gank opportunities. Furthermore, certain champions can use skills on wards, such as Katarina’s Shunpo, Jax’s Leap Strike, Lee Sin’s Safeguard, etc., which would allow you to close gaps needed for a clutch kill, or enable you to escape from delicate situations.

Best of luck on the Fields of Justice!


Amazing League of Legends Resources/Links:

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Dear Blog Reader,

I know it’s been quite a while since my last blogpost. I also haven’t exactly come up with much to write about in terms of Final Fantasy Tactics A2: Grimoire of the Rift. Instead, I have decided to discuss some of my recent musings from playing League of Legends. In this blogpost, I will be covering:

  • Runepage Design
  • Importance of Creep Score (CS)/Last Hitting
  • Understanding Your Role
  • What Winning Your Lane Means for your Jungler
  • Other Neat Tips and Tricks

Of course, this is a disclaimer to warn readers that this blogpost, as well as most theoretical discussions, assume a relatively equal skill level among all the players of the game. A lot of games outside of high-tier or professional-level brackets, especially among lower-skill level bracket games, depend a lot more heavily on skill level difference, rather than champion selection and team composition.

Runepage Design

Lately, I’ve been heavily tweaking around with my runepages. Currently, I’m a rather diversified player, playing champions that span AD Carry, Support, Solo Top, and AP Carry (although my focus is AD Carry). In general, there are some runes that are good ALL AROUND, and should almost always be considered first when designing one’s runepages.

Quintessences

Flat AD
Flat AP
Gold per Second
Flat Health
Flat Health Regen
Movement Speed
Attack Speed

Marks

Flat AD
Magic Penetration
Attack Speed
Armor Penetration
Flat Armor

Seals

Flat Armor
Health per Level
Flat Mana Regen
Mana Regen per Level
Gold per Second

Glyphs

Flat Magic Resist
Magic Resist per Level
AP per Level
Flat AP
CDR per Level
Flat CDR

These are the top-tier runes available to cover virtually any role. Any other runes are most likely not as effective. The only exception to these runes would be extremely specialized rune pages, such as the “Full Magic Resist rune page” (yielding a total of +42.3 MR).

These are my rune pages as of currently, which can serve as an example of properly designing a rune page with appropriate goals.

http://www.lolking.net/summoner/na/21358808#runes

Importance & Pitfall of Creep Score (CS)

The most obvious importance of Creep Score, or CS, is that you receive bonus gold upon getting the killing blow on a minion/monster. That gold bonus adds up significantly over time. If your opponent is out-CSing you, you can painfully feel that effect when you both return to the lane and see that he/she has more powerful items than you do. That directly ties into the fact that not only is the person with more CS stronger, they also can use that strength to zone you out of your lane gold and exp. In many cases, early aggression and strong grasp of gameplay mechanics can let you dominate your lane. This may lead your opponent to start making hazardous play to try to keep up with you, which will leave them at lower health, poorer position, etc., becoming vulnerable targets to ganks.

However, despite the benefits of making sure you get a good CS count, don’t go overboard. Focusing on purely last-hitting can also cost you your lane. Take a rather early-game strong ranged AD champion, like Caitlyn. Caitlyn’s potential is significant because of her range advantage over most ranged AD champions. However, if you do nothing but aim for CS, your opponent ranged AD will realize this and farm on par with you. When this happens and the time approaches late-game, your opponent ranged AD will become stronger than you.

Understanding Your Role

Solo Top, AP Carry (Solo Mid), AD Carry, Support, Jungler… These aren’t just fancy “game terms” that make you sound like a pro. Each role has a number of important responsibilities and playstyles that are required. As of the current metagame, the most frequent line-ups involve a Attack Damage-based solo top, AP Carry solo mid, a jungler, and a ranged AD carry bot lane with a zero-CS support. (Note that a lot of low-to-mid-tier North America games, as well as a relatively large bracket of Europe West games, usually utilize an Ability Power-based solo top – a duo AP carry lineup. This lineup can be strong, but falls short of the AD solo top lineups more often than not.)

Because of my lack of standard champion experience with the roles of AP Carry and Jungler, I will only cover Solo Top, Support, and AD Carry (my dedicated role).

Solo Top

Solo Top is a very volatile and difficult lane. It is probably the most difficult lane and, in my personal opinion, the second most difficult role, only second to the role of the jungler. This lane often snowballs ridiculously hard. A minor advantage leads to out-CSing and out-iteming your opponent, which is usually enough to continuously dominate the lane.

As discussed by Wickd, one of the strongest solo top Irelia players, solo top requires the player to play extremely aggressive, almost to the point where you practically ignore the danger of a possible jungler gank.

Some examples of the strongest solo top champions of the current metagame include Nidalee, Riven, Tryndamere, Shyvana, Gangplank, Irelia, etc.

Support

Support is a rather difficult role to understand, but has a whole variety of styles to execute properly, depending on which champion you select.

Standard sustain supports, such as Sona, Soraka, Taric, and Alistar, are pretty straight forward. Sona offers much early-game poke/harass, decent healing/armor/MR buff, and mid-game and late-game utility through her AoE stun, speed buff, and versatile passive Power Chord. Soraka is a passive heal/armor/MR buffer who requires a couple levels to kick into gear (level 5+ for her level 3 Astral Blessing). Taric is a heal/armor buffer with an easy-to-use stun. Alistar has less healing power, but much more killing potential with his multiple CCs, a powerful, quick stun combo, as well as tankability through his ultimate.

Non-sustain supports, such as Janna, Leona, and Blitzcrank, are not quite as straightforward, but still offer much to their lanes. Janna has an effective shield, quite a bit of CC, a strong but long cooldown heal, and an often-overlooked speed buff passive. Leona and Blitzcrank, with their extensive CC combos, both transform their lanes into kill-lanes, lanes that are dedicated for outright destroying their opposition for being slightly out of position.

As of currently, Sona is arguably the number one support pick due to how much she provides to her lane and team throughout early game, mid game, and late game.

AD Carry

The AD Carry role is very simple to understand. Harass appropriately, zone your opponents when possible, and outfarm your opponent. This constitutes the key characteristics to winning your bottom lane.

Like with various support champions, each AD carry champion varies in strengths, weaknesses, and laning strategy. It is best for a teammate to select a support that best complements your AD carry champion.

  • Champions like Ashe and Vayne are primarily late-game focused, so selecting a particularly late-game type support would synergize very well, such as Soraka. (In addition, Vayne offers situational killing power with her skillset, so Alistar would be a great lane partner for her.)
  • Champions like Caitlyn have great range, so Janna’s shield (which increases Attack Damage) and CC offers much to bottom lane, though Taric is another great support for Caitlyn with his heal and stun.
  • Champions with fantastic early-game, such as Sivir, Miss Fortune, and Urgot, benefit the most from supports that provide a lot to the early game, including Sona, Taric, and Alistar.

It is interesting to note once more that Sona works well with any of these ranged AD carries, making her a virtually omnipotent support pick.

What Winning Your Lane Means for Your Jungler

Winning your lane means your opponent(s) in your lane are kept down, either behind in HP, behind in farm, or both. What does this mean?

  • The obvious gain is that low HP opponents become more susceptible to being successfully ganked, and similarly, less farmed opponents have weaker items.
  • If your lane is too pushed out, the enemy jungler may most likely consider your lane for a gank. Because of the lower HP or lower farm your opponent(s) are at, this lets you have a much higher chance for your jungler to pull off a successful counter-gank.
  • If the enemy jungler is too fearful of your lane, that usually means a free turret.
  • Winning mid lane and/or bot lane yields a direct advantage in dragon control.
  • Winning top lane means the enemy jungler needs to spend more resources top lane. With a smart top lane player, they can survive/stall the enemy jungler’s gank attempt. This indirectly leads to an advantage in dragon control.
  • If a majority of lanes are winning, this allows for the jungler to gank or put more resources into counter-jungling.

Furthermore, with how the metagame is currently quite snowball-like, winning lanes generally leads to winning the game.

Other Neat Tips and Tricks

  • The number one, easiest way to improve is to thoroughly practice your gameplay mechanics. Everything from as simple as mouse control to making your last hitting consistent and smoothly using smart-cast. You will see results through personal improvement, and it is the easiest aspect of LoL to work on.
  • Elixir of Fortitude (more commonly known as “red elixir” or “red pot”) grants “140–235 health, based on champion level and 10 attack damage for 4 minutes”. The bonus Health granted is instantly added to both your current HP and your Max HP, which definitely can help you survive a very close-call skirmish. Furthermore, the bonus Health granted is not considered a “health regeneration or healing effect”, so it is not reduced by Ignite.
  • Health Potions CAN save you through Damage over Time abilities such as Ignite or Mordekaiser’s ultimate Children of the Grave. Keep in mind that Ignite reduces any form of healing by 50%. Also, do keep note that you cannot activate items, including Health Potions, when you are silenced.
  • Carrying wards is obviously useful in helping your team gain vision over key locations on the map, enabling multiple gank opportunities. Furthermore, certain champions can use skills on wards, such as Katarina’s Shunpo, Jax’s Leap Strike, Lee Sin’s Safeguard, etc., which would allow you to close gaps needed for a clutch kill, or enable you to escape from delicate situations.

Well, that about sums up  for this blogpost! Best of luck on the Fields of Justice!

 


Amazing League of Legends Resources:

League of Legends Guides – http://www.solomid.net/guides.php

League of Legends own3d.tv Livestreams – http://www.own3d.tv/game/League+of+Legends

Comprehensive Laning Guide! According to your Jungler – by Rowen Lemmings – http://www.solomid.net/guides.php?g=4959

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