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General runes for AP/ AD

Creator: Knee July 25, 2011 2:02pm
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Mofolycs
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Permalink | Quote | PM | +Rep July 26, 2011 10:32am | Report
AD:
Quint: ArP
Mark: ArP
Seal: IAS
Glyph: CdR
The weak lose their freedom to the strong. Such is the way of the strong. And it is the providence of nature that only the strong survive. That's why I needed strength.
Adovid
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Permalink | Quote | PM | +Rep July 26, 2011 7:14pm | Report
Searz wrote:

@Avovid
You're cluttering it up with a few bad/meh choices --.--

Which ones in particular? The armor and the attack speed?
Searz
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Scaling Ability Power seals are meh.
Magic penetration glyphs are BAAAD.

Scaling Mana Regeneration quints are bad. Magic penetration quints are meh. Movement Quints are good, but I just don't find them very useful on most casters.

I've done the math on MrP vs AP and it's just not worth it to get 30MrP to reduce early MR to 0.
"Blizzard spoke thus; Thou shalt not BM. And the players replied Nay, I shall Play my hand with Lethal already on the board. And so Blizzard sent unto them this Brawl of Yogg, As a lesson for their sins of Pride and Greed, for he is the Prophet of Madness and RNG. On that day, the tavern descended into an era of chaos and darkness, until the weekend passed and everyone forgot all about it. Amen. Book of SMOrc, Verse 20, Chapter 4." - Feam T
Adovid
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Permalink | Quote | PM | +Rep July 27, 2011 7:29am | Report
A reasonable argument. Thanks for the feedback.

Yes you probably don't want to waste your quints on magic regeneration.

Yes, I guess I did think that that 1.8 extra magic penetration changed more than I thought it would-- now that I checked into it, yea its definitely not worth the extra ability power even if it does amount to dealing true damage to certain champs. Definitely not worth using glyph's for.
kavinh
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tbh i've never heard anything good about hp yellows usually ppl use armor or dodge.
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