Trojan995 wrote:
You can also achieve the AS bonus using 7 ArPen marks, 2 AS marks, and 3 AS quints.
TheOddOne shows you how to rune and mastery properly. I'm a fan of more AS in runes than he has, but that's just preference.
Oddy has way too much ArP for optimal survivability and speed. He's at 26 >.>
He does get enough (9%) AS to survive with Long Sword, but the whole point of offensive masteries are speed. That's not what you get when you go above 16ArP in the jungle.
I'm using 15 and that's from runes only. I'd go down to 10 in runes if I were to grab the mastery.
I really just see 9/0/21 as the superior jungle masteries for WW. They give you soo many benefits.
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Benefits if you're going sustained, which you probably should be. I guess if you're jungling aggressively you'd be more suited to a 16/0/14 or 19/0/11 or some variant of that but if you're doing sustained you probably want 21 utility - I'm not sure how well this relates to Tankwick, though.





DEWO wrote:
Why? For Havoc? read the mastery again... totaly not worh the Utility Mastery point as Searz said.
4% (I think it was after the change) extra damage in total is HUGE imo.
Late game, that 4% added onto your R can secure a kill you otherwise wouldn't get.
If anything, it's equal to Utility Mastery.

Quick update, I tried using OddOne's 16/0/14 masteries and it IS possible to do both routes with longsword using them and my current runes. I'll probably use 16/0/14 and eventually get around to buying ArP quints and AS reds to give me a total of 16 ArP and 19.3% AS (if I'm working it out properly).
May try using this on Xin too, although I do really like 21 offence on him :c.
Any opinions? :P
May try using this on Xin too, although I do really like 21 offence on him :c.
Any opinions? :P
When you got the runes you can go 9/0/21. Dat's da wee to go, son.
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Searz wrote:
When you got the runes you can go 9/0/21. Dat's da wee to go, son.
Why exactly would you say 9/0/21 is better? I don't feel that 3% move speed is all that great. I guess the 6% cooldown reduction and the summoner cooldown reduction are both pretty useful, but eh.
Also, while you're lurking, what masteries and runes would you say for jungle xin? :P
I dun lurk son, I rape.
Jungle Xin could be good with either 21/0/9 or 1/8/21.
AD or ArP quints, ArP and AS marks (10 TOTAL ArP in runes and masteries). Vamp scepter if not taking the aggressive route.
Jungle Xin could be good with either 21/0/9 or 1/8/21.
AD or ArP quints, ArP and AS marks (10 TOTAL ArP in runes and masteries). Vamp scepter if not taking the aggressive route.
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"MY WHOLE LIFE IS A WANK." - WTTNHK
"There are boobs...LOTS OF BOOBS. And then Obama comes out of no where." - JEFFY40HANDS, on Air Gear
Searz wrote:
I dun lurk son, I rape ***.
Oh god, the memories are coming back. *shudder*
Yeah I was thinking the same runes (attack speed red, ArP quints). Why do you say a total of 10 ArP? I thought you said before that you should have a total of 15 or 16?
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Why? For Havoc? read the mastery again... totaly not worh the Utility Mastery point as Searz said.
My pick is 20/0/10
I get what i need from utility and go offensive rest skipping lethality since i dont depend on crits.
This champ is quite flexible, so you can try diferent builds/ideas and find your own path.