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Armor Paths

Creator: Hatted September 25, 2015 3:04pm
31 posts - page 2 of 4
Vynertje
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tbh I dont know the professional outlook on it but to me, Randuins feels pretty well balanced to me. The slow is fixed at 4s/35% which is pretty decent anyway so I guess it's okay.

I think Randuins and Dead Man's Plate are both in an healthy state meaning you should just look for whatever item is the strongest for your situation.
PsiGuard
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Randuin's is good against crit. If the other team doesn't really build crit you might as well get a different armor item imo.
Thanks to Nyoike for the sig!
Vynertje
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PsiGuard wrote:
Randuin's is good against crit. If the other team doesn't really build crit you might as well get a different armor item imo.


Yeah, but that's pretty much the point. With Zekes Harbinger, the hypercarry meta and Yasuo being a top pick, in about 95% of the games Randuins is at least a viable choice.
Ekki
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Vynertje wrote:
Yeah, but that's pretty much the point. With Zekes Harbinger, the hypercarry meta and Yasuo being a top pick, in about 95% of the games Randuins is at least a viable choice.
This. Current meta favours randuin's. The 200 hp difference is worth it as the attsp/crit reduction is not minor. Dead man's plate and randuin's are pretty balanced as I see it.
Hatted
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Vynertje wrote:


Yeah, but that's pretty much the point. With Zekes Harbinger, the hypercarry meta and Yasuo being a top pick, in about 95% of the games Randuins is at least a viable choice.


This thread is still about armor, so I want to touch on this a tad. I use Randuin's more often now as a support item, but I think Zeke's could potentially be a really good jungle item (I doubt lane, but possible). Someone like an Evelynn could make decent use of Zeke's without sacrificing much of her build, to potentially give the support another item to build if there is a Yasuo or like minded ap/crit carry.
Eyy
OTGBionicArm
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I noticed no one's touched on Thornmail. It was changed recently. Is it not worth talking about for armor options anymore?
Kazega
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I noticed no one's touched on Thornmail. It was changed recently. Is it not worth talking about for armor options anymore?


I feel that Thornmail always was a luxury item. the Big 3 (sorry Deadman's Plate) all have an AoE affect that is useful for tanks to have, Sunfire cape burns nearby champs. Randuin's can launch a small Slow and Frozen Heart slows the attacking speed of all nearby enemy champs. Thornmail requires an AA on the tank (most often a bad idea) to work and Deadman's plate is more an offensive tool rather than defensive, rooting it more as a tool for the Juggernauts like Darius, Garen, and Sion.
OTGBionicArm
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Last I checked Thornmail is the cheapest of the bunch. How does that make it a luxury item? Tanks and juggernauts build defensive items anyway. Damage items are luxury to them. You're also forgetting that most of the time, ADCs often do have to attack tanks. Doing minimal damage to tanks is better than attempting to damage squishier targets and getting killed by said tanks anyway. And just cause DMP gives MS and a tiny bonus to your first auto makes it offensive apparently. That's cute. xD It's meant to help you close gaps and stick to targets easier, sure, offensive. But it's still a defensive item as it's intended for tanks and juggernauts.
Kazega
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The point I was making is that you'll have an affect on the team fight with the AoE items. DMP allows you to close a gap but that's pretty much it. Most tanks have a gap closer anyway. and Thornmail relies you you being attacked. In my experience it is better to rely on your own play rather than the enemy's stupidity, because it won't always be there.
OTGBionicArm
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Kazega wrote:
The point I was making is that you'll have an affect on the team fight with the AoE items. DMP allows you to close a gap but that's pretty much it. Most tanks have a gap closer anyway. and Thornmail relies you you being attacked. In my experience it is better to rely on your own play rather than the enemy's stupidity, because it won't always be there.


Except it's not that stupid for an adc to attack the closest target (A tank) when there are no other safe alternatives.

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