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S1 Championship, AP Alistar: What runes?

Creator: Hamduden June 21, 2011 2:36am
Searz
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You're doing something wrong.
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OR maybe I'm just good at managing my mana usage on low mana champs....=P
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No.
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I understand that, but I found I didn't need it so I'm not sure why I should keep something that feels redundant.
(I brought up your guide because I read through it when I made the decision to completely change my third page so I'd have something more useful)

In this particular case, more mana means more E spam, meaning more healing, nullifying the need for health regen, while mana regen itself enables you to spam other skills more.

In addition, mana regen seals are commonplace while health regen seals are not.
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In addition, mana regen seals are commonplace while health regen seals are not.


Commonplace doesn't necessarily mean best...but in this case I already said I know the other option is better, I just prefer other options. (Plus if I replace the HP/regen with MP/regen I won't have a page for mana-less champs.)
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Thanks for all the answers!

I was somehow right about the runes I thought he used.


More questions:
- Why would AP/lvl be better than flat AP? Often personal preference like always, but since especially you, Searz (+ ofc a lot others incl. me), like flat ability runes for an early game advantage, is there a special reason for AP/lvl runes here?

- Until I got AP/lvl or flat AP glyphs, would it then be cool the use Greater Glyph of Cooldown Reduction? Together with masteries, Lucidity boots and perhaps a Deathfire Grasp (another items maybe) you'll reach the 40% CDr cap almost perfectly (15% + 15% + 5%(from glyphs)+ 9% (from masteries)). I know you'll get 44% CDr, but that only when you buy Deathfire Grasp which will certainly be after Rabadon's and then the game is almost at 25-35 min I guess.
Regards

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Searz
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Hamduden wrote:

More questions:
- Why would AP/lvl be better than flat AP? Often personal preference like always, but since especially you, Searz (+ ofc a lot others incl. me), like flat ability runes for an early game advantage, is there a special reason for AP/lvl runes here?

They break even very early. AP/lvl is equal at lvl5 and then gets stronger after that.
AP/lvl quints break even at like lvl 13 or 14, so they're ****.

Quoted:
- Until I got AP/lvl or flat AP glyphs, would it then be cool the use Greater Glyph of Cooldown Reduction? Together with masteries, Lucidity boots and perhaps a Deathfire Grasp (another items maybe) you'll reach the 40% CDr cap almost perfectly (15% + 15% + 5%(from glyphs)+ 9% (from masteries)). I know you'll get 44% CDr, but that only when you buy Deathfire Grasp which will certainly be after Rabadon's and then the game is almost at 25-35 min I guess.

Use whatever you like in the mean time.
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OR maybe I'm just good at keeping my heal at rank 1 the whole game.... =P


Fixed :)
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Searz wrote:


They break even very early. AP/lvl is equal at lvl5 and then gets stronger after that.
AP/lvl quints break even at like lvl 13 or 14, so they're ****.


Mhm. Yeah, a quick calculation could've told me that ^^ - thanks for the info mate. Glyhps will be whatever I like until AP/lvl ;)


lol @ Temzilla btw :p
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Hamduden // Ezaculatte (EUW)
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Temzilla wrote:



Fixed :)

lol no

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