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AD Quints

Creator: Rudmed March 31, 2011 11:09pm
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Rudmed
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So I was making a few changes to a build, and I happened to look over the two Greater AD quints. I noticed that the gives you more AD when you reach lvl 18. Then just give you straight up AD. So I was wondering which ones should I use, and would like to know which ones you use. I imagine the Quints of Might are for champs whose late game is weaker then their early game. Meanwhile the Quints of Strength are for those slow starters.

Just leave me your thoughts. Thanks in advanced.
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It all depends on where you're having trouble. On junglers and some carries, flat AD is good. On other physical people, AD per level is good. You need to know where their strengths lie to use them well.


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yeah, unless you're using them on a jungler i would grab the scaling. its twice as powerful as the flat ones.
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Hmmm I see, I might make that change, which would be the 3rd change in a row that I've made with this darn build. Well....HERP DERP. Though I am gonna wait for some more feedback, before I make my decision.
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If it's a carry I'd honestly prefer ArP, but I'd have AD flats on junglers, and ad scaling for mid-late game sleepers.
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Rudmed
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Though you achieve the same amount of ArP with 6 greater marks of desolation fyi.
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DON'T use the scaling AD quints. AD is very powerful on early levels, but slightly less powerful than other runes in lategame. If you get AD/lvl you'll have almost no bonus early on and they won't even be more powerful than ArP or CrC in lategame.

I would use flat AD quints on all crit carries or those who have AD scaling magic dmg spells. ArP or CrC for lategame damage.
NEVER AD/lvl quints.
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I agree that AD/level is not such a good idea. Just think about what you're doing: You can either get 2.25 AD * 9 straight off, which is, to put it bluntly quite a bit. Especially for people as Jarvan IV for instance, who's skills scale with AD. If you take fx. AD Marks, ArP Quints and maybe Attack Speed for the rest, you at least have one rather strong AD scaling champ early game.

I think, the idea of getting flat AD, is that you can catch opponents off-guard early game, especially when they're squishy.
I have many times been Xin Xhao when my teammate played Jarvan. We would both just dps away, as I throw the enemy into the air. Bam, Firstblood. Really a nice tactic.

On the other hand, with AD/level, you kind stay weak for a while, and basically unless you have some other runes with it, to back you up, you'll get dominated pretty much in early laning phase. (Ofc. depending on your skill, and the enemies your facing, etc.)

Any melee(or ranged, whatever) will have a nice game if they can dominate early game, and get perhaps get an early B.F. Sword = Game Finished.

So yeah, I'm definitely FOR flat AD, and sort of against-ish AD/level, as I don't really see the purpose as I see the early game to be the most crucial for a melee dps.
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Armor Penetration scales throughout the game.
Armor Pentration lets you deal virtually true damage on jungle creeps for Junglers.

AD Quints just don't have the impact to be worth while.
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I see, well it looks like I'm going with those flat AD quints then for the champion I play has a weaker early game, and I usually like to pick up lifesteal. So that little bit of extra AD will hopefully go a long way.
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