Wintermond wrote:
And they buffed the mastery, it was 1 gp10 before.
Oh, yeah you have to spend 4 points into it but if you skill deeper you get wealth aswell, which is pretty ****ing strong.
Wealth is strong on laners. It's pretty bad on junglers unless they're real special.
How can you say that they buffed something when they blatantly NERFED it by 50%?
It was just a big ****ing nerf, nothing more, nothing less ;(
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9/21/0, magic pen on red and blue, armor yellow, hp regen for quints, start with Regrowth Pendant and build into a Philosopher's Stone. Super fast, great early gank on mid or top depending on which side you start at. You are above 90% health the entire time you jungle. Plus tons of cash for wards and to get into your build. On top of that after your first trip back you get Philosopher's Stone and start giving blue to mid and red to ad range or solo. Forget the hype, philo stone/sustain route is the way to go for Amumu/ Rammus/ Shen.
-please note this post was made without reading the responses to the opening post-
Finishing at 3:20 isn't really worthwhile if you don't have enough health to gank.
I'd rather run flat AD marks, because magic pen has little significance, and you always want to land an auto-attack to apply your passive in team fights anyway.
Health Quints are also better then Armor Quints in my opinion. Even at low levels, you want a mix of stats, not focusing too much on a single one. (That's how it feels for Amumu anyway)
As for masteries, 0/21/9 is definitely the way to go.
You're a tank. Spec like one. But I'd rather spec like this: 0 / 21 / 9
Honor Guard > Resistance . You can build more magic resist if necessary, you can't buy damage-reduction. (Well, there's Leviathan, but if you're building that, I can't really offer anymore advice)
Finishing at 3:20 isn't really worthwhile if you don't have enough health to gank.
I'd rather run flat AD marks, because magic pen has little significance, and you always want to land an auto-attack to apply your passive in team fights anyway.
Health Quints are also better then Armor Quints in my opinion. Even at low levels, you want a mix of stats, not focusing too much on a single one. (That's how it feels for Amumu anyway)
As for masteries, 0/21/9 is definitely the way to go.
You're a tank. Spec like one. But I'd rather spec like this: 0 / 21 / 9
Honor Guard > Resistance . You can build more magic resist if necessary, you can't buy damage-reduction. (Well, there's Leviathan, but if you're building that, I can't really offer anymore advice)
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NicknameMy wrote:
^Has no idea of what he's talking about.
I'm a strong independent black mage who don't need no mana.
TcelesBHsup wrote:
9/21/0, magic pen on red and blue, armor yellow, hp regen for quints, start with Regrowth Pendant and build into a Philosopher's Stone. Super fast, great early gank on mid or top depending on which side you start at. You are above 90% health the entire time you jungle. Plus tons of cash for wards and to get into your build. On top of that after your first trip back you get Philosopher's Stone and start giving blue to mid and red to ad range or solo. Forget the hype, philo stone/sustain route is the way to go for Amumu/ Rammus/ Shen.
How good of you to join us. Too bad you didn't even bother to READ THE THREAD.
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JunSupport wrote:
Finishing at 3:20 isn't really worthwhile if you don't have enough health to gank.
Eh? What are you talking about?
You recall after clearing the camps to get a Philo Stone at 03:30. That'll help immensely with the rest of your jungling.
Quoted:
I'd rather run flat AD marks, because magic pen has little significance, and you always want to land an auto-attack to apply your passive in team fights anyway.
That AD is nigh useless in mid/lategame. Even if it does help jungling a little, I'm pretty sure Armor marks will help more than AD marks.
Quoted:
Health Quints are also better then Armor Quints in my opinion. Even at low levels, you want a mix of stats, not focusing too much on a single one. (That's how it feels for Amumu anyway)
Uneducated opinion.
You will go much lower with HP than with Armor quints. Armor>HP in quints. Period.
Quoted:
As for masteries, 0/21/9 is definitely the way to go.
Probably, but I'm not entirely convinced yet.
Quoted:
Honor Guard
>
Resistance
. You can build more magic resist if necessary, you can't buy damage-reduction.
Again uneducated opinion.
I realized that Honor Guard was bad the moment I compared them, because I've done math research on the subject for my guide.
It's explained pretty well in this thread.
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The thing is, you want to have the most usefull masteries for your character through the whole game. The thing is, while
Bladed Armor
only helps you at jungling, HP helps you at jungling and also later in the game. With high resists, any bit of HP is very effective.
I think stonewall said that already.
Focus build and transition build.
I would everytime go for a transition build.
And this is because, you have to go with Greater Quintessence of Movement Speed. It is the best Quint you can get on Amumu through the entire game.
I think stonewall said that already.
Focus build and transition build.
I would everytime go for a transition build.
And this is because, you have to go with Greater Quintessence of Movement Speed. It is the best Quint you can get on Amumu through the entire game.
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Not really, since you said it yourself. With 0/21/9, you finished the jungl with 130 HP. With 0/9/21 you finished it with 80 HP. 21 points in utility won't make a huge difference in the time it takes you to finish the jungle. You might do it 3-5 seconds faster, not more and not worth it IMO.
Yes really. Without the Smite on golems you would be several seconds slower with utility than with defense.
But you didn't really understand what I said anyways..