theBMB wrote:
makes sense to build him with health, his ghosts last longer that way
No matter how much HP you have, the ghouls lose 20% of their HP every second.
Thus, a ghoul can be alive (if not atacked by the enemy) for a max 5 seconds at every level, no matter of your hp :P
o that's kinda stupid I guess, I guess it's nice to prevent the ghost from getting nuked down by AoE during a team fight I guess
And they also take 50% reduced AoE dmg if I am correct :D
Dunno, having played him the last 2 days, i think that the ghouls themselves don't do so much work... The effects you get from summoning them seem way better for me
Dunno, having played him the last 2 days, i think that the ghouls themselves don't do so much work... The effects you get from summoning them seem way better for me
Gizmoh wrote:
Yeh people build him with health, not a lot of mitigation :(
And when you get the jump on him he's pretty easy to take down...depending on who you're using ofcourse, and hopefully there's 2 of you. Feels like the same people calling Yorick OP are the ones that QQ about Morde. >:[ Positioning is key!
I'd love it if they changed his ghouls so that they lose X+Y*lvl+15% of max HP instead of 20% of max HP(or 10% of HP with a larger base value). That way they'll be able to stay alive longer in lategame if you buy some HP.
"Gold can't buy you rape." - Mr Sark
Yorick is pretty easy yo take down, he does do a great deal of damage early but that tapers off, if you make the ghouls last longer they would do way to much damage especially with their scaling. I have written a Yorick guide already. Currently I feel like its a requirement for Yorick to have Manamune, for the mana and the raw attack damage, this item is what makes Yorick so strong early.
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