It works pretty well to me, I've been using similar masteries a while ago.
Somewhat-offtopic: I loved reading this in the guide
"Wits end - very underrated item that works incredibly well against tanky teams. Having trouble killing tanks? Characters with no mana are useless."
Somewhat-offtopic: I loved reading this in the guide
"Wits end - very underrated item that works incredibly well against tanky teams. Having trouble killing tanks? Characters with no mana are useless."
In a thread about his own ban,
In a thread about toxic players,
gabpin wrote:
stfu I only did that : swearing and thats why i got ban are u ****** or something ?
In a thread about toxic players,
throatslasher wrote:
Go be a whiny baby elsewhere. Find and abuse the ignore button. No sense stinking up this forum with your crying.
I'm actually a big fan of spreading out masteries. Its obviously more viable on some heroes compared to others, but I think it should be "practiced" more than it is. Most people get flamed for mixed masteries.
Ex. I main Nidalee, and I always go 9/9/12
Getting the magic/pen, the dodge increase, xp and monster buff duration increase along with some mana regen.
It works wonders on Nid, getting the magic pen for spear along with the CDR.
You get increased dodge to go with her base dodge in cougar form along with nimblness.
Also much appriciated XP gain, and mana regen.
Ex. I main Nidalee, and I always go 9/9/12
Getting the magic/pen, the dodge increase, xp and monster buff duration increase along with some mana regen.
It works wonders on Nid, getting the magic pen for spear along with the CDR.
You get increased dodge to go with her base dodge in cougar form along with nimblness.
Also much appriciated XP gain, and mana regen.
The battleroom is ready. Liqur's hands are steady. The enemy is deadly.
It really depends on your play styles.
If you feel you don't need the Presence of the Master, and think having the armor pen and extra damage is better, it's perfectly viable.
Really a matter of perspective, because there's really no actual statistics for this.
If you feel you don't need the Presence of the Master, and think having the armor pen and extra damage is better, it's perfectly viable.
Really a matter of perspective, because there's really no actual statistics for this.
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B-Wong wrote:
It scales with every hit
Imagine player 1 does 1 damage a hit but player 2, since he has +3 damage, does 4 damage a hit
That's pretty crazy.
I get that, yes. But isn't the +3 damage added to base Attack Damage?
I'm not familiar with all champions base attack damage, but let's say early game; 1. Ashe has 70 base dmg and 2. Ashe has 70 base dmg + 3 AD from the masteries. If these two Ashes auto-attack eachother say ten times, the 1. Ashe have only lost 30 more HP .. am I right?
I wouldn't call that crazy. Rather get some CDr and the important CDr on flash/ghost ..
EDIT: And not to mention mid/late game. Perhaps you'll notice a slight advantage early game, but I believe you're not going to notice whether you have 200 AD or 203 AD .. however, CDr helps you the whole game.
Regards
Hamduden // Ezaculatte (EUW)
Hamduden // Ezaculatte (EUW)
It helps with last hitting, as does the armor penetration. Squishies generally have around 25 armor early game (if that much). Your level 1 autoattack does 56 damage with a Doran's Blade start. Armor penetration marks give you 15 armor penetration, meaning that your normal level 1 autoattack does 51 damage to carries. Those masteries up that to 57, which adds up over time. Not to mention that it helps with last hits quite a bit.
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