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Shak3y's corner: to the untrained eye...

Creator: Shak3y June 23, 2011 9:12am
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Miraisen
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Well I've tried it and it has worked pretty well for me so far. It gives extra health and magic resist for the survivability, cooldown reduction which is always nice (although controversial for ninjas, but I bought lucidity runes, so it works fine with me) and combined with a Hextech Gunblade, you get 61% spellvamp. It shifts her playstyle from nuke assassin to more of a sustained assassin. Of course, this is assuming you get the Gunblade and not the Lich Bane which is a great item too.
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Shak3y
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Actually hextech got nerfed. back to 15% not 20%

And yea, i think in current meta akalis role will change to a more sustained killer. Im gna change my build soon to reflect this.

N yea, i used to write alot when i was younger , so hoping to get back into a nice writing style again.
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JunSupport
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Take note that Ignite how affects spell vamp and life steal now too.

I think this is great. It means that late-game Master Yi can't out life steal my Akali's spell-vamping nuke if I drop an ignite on him.

And the gold for death streaks is also lowered.
Everyone knows that 1 person doing well doesn't win the game, but one person doing badly can RUIN the game for you.
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Miraisen
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There were many interesting changes this patch. I'll probably start running a QSS on lifestealing characters now that the cooldown is even shorter.

However, I was observing other players lately and, at least at the level I'm playing, more and more people have been rushing a hextech revolver as their first item. I'll see if the nerf back to 15% SV changes that trend.

I don't understand how they could lower the gold for deaths streaks AND for killing sprees. Seems counter productive :<


EDIT: Ah okay, thanks JunSupport, I didn't think of it that way. Makes sense.
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JunSupport
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@Miraisen:

Lowering both makes the game more dependent on team play, and less on individual skill.

Feeders give less gold, team is punished less.
Skilled players give less for making little mistakes, team is punished less.
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Hah Shakey, greetings.

Tried out your freakin' idea with spirit visage, and also got rylai early, left sheen->lichbane as 5th item. Rolling around at 2,6-2,7k HP with Akali who has gunblade+spirit visage, hah freakin awesome. If they don't have an oracle you can freakin initiate in case your tank is too lousy... Healing from 50% health to 100% in just using Q on one of the enemies and adding an E to that when you're among them will pretty much get you back to full health, so yes I can say that you're right about sustainability :D Akali has never been such a "mkay let me jump in, who the **** cares, I can heal back to full in no time" type of champion. This makes her even more scary. When people realise that they can't kill you and you still burst them down, hell I'm sensing a nerf :(, will probably surrender or feel your continuous wrath :D
orochinagi
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JunSupport wrote:

@Miraisen:

Lowering both makes the game more dependent on team play, and less on individual skill.

Feeders give less gold, team is punished less.
Skilled players give less for making little mistakes, team is punished less.


But it also makes the game snowball a lot harder... (500g for a guy with a huge kill spree isn't that much). It'll end up being harder for the losing team to recover.
10. The Blitz on your team will never land his grabs, but the one on the other team will.
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