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Well, I consider MS quints to be pretty bad on Malph..
"If I had asked people what they wanted, they would have said faster horses." - Henry Ford
"I contend we are both atheists, I just believe in one fewer god than you do. When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours." - Stephen F Roberts
"I contend we are both atheists, I just believe in one fewer god than you do. When you understand why you dismiss all the other possible gods, you will understand why I dismiss yours." - Stephen F Roberts
xLiqur wrote:
Ya malph shouldnt need it with his speed steal.
Yeah, and Fiddlesticks doesn't need Abyssal b/c of his passive.....
Granted, the bonus is multiplicative, but it's still compounding one of Malphite's strengths. It basically makes him super-mobile and near-impossible to outrun.

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Yea, but it's near useless in the lane --.--
And that's where Malph has the biggest problems..
And that's where Malph has the biggest problems..
The moment a religious person unknowingly calls his own ways stupid: "And lol. I highly doubt you have magic powers. If you proved it I would believe you, but since you 'refuse to', I choose not to."
Just played Malphite against noobswillownu as Kog'Maw. I got Boots of Swiftness (don't have quints yet) since they didn't have a ton of CC anyway. Believe me when I say it was NOT useless in lane. All of a sudden I could dodge every E and 75% of his ults, plus he couldn't harrass me with his W range b/c I could just skip out of range.
Speed is also important for dodging skillshots and outrunning champions with temporary steriods (Kog's W). As soon as a gank is ready, it's great for fast initiation and quickly exiting tower range after a dive. This isn't even mentioning the simple mobility you get for moving around the map.
The day I get QoS I will be a happy camper.
EDIT: Forgot one thing. Like CDR and defense pen runes, MS quints are one of the best late-game runes. They're nice to have early, but they give you quite a big bonus late game, especially compared to fortitude or potency runes.
Speed is also important for dodging skillshots and outrunning champions with temporary steriods (Kog's W). As soon as a gank is ready, it's great for fast initiation and quickly exiting tower range after a dive. This isn't even mentioning the simple mobility you get for moving around the map.
The day I get QoS I will be a happy camper.
EDIT: Forgot one thing. Like CDR and defense pen runes, MS quints are one of the best late-game runes. They're nice to have early, but they give you quite a big bonus late game, especially compared to fortitude or potency runes.

Thanks to Jovy for the sig!
Talking about QoS.
""Toshabi took thy **** and strucketh Hotshot in his face 'thou art no god'" Toshabi 3:16" - Toshabi
"And then, TheJohn said something so Brazilian that it made all the Brazilians in Brazil turn to look at him" - Toshabi
"abloobloo ur triggering me" - Toshabi
"And then, TheJohn said something so Brazilian that it made all the Brazilians in Brazil turn to look at him" - Toshabi
"abloobloo ur triggering me" - Toshabi
I assume you mean at higher levels quints of fortitude or resilience are more necessary for laning phase. That may be the case (I list them as options), but in my experience so far speed has been superior. My guide is always open to changes however.

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Trojan: That's a nice suggestion. Force of Nature is my second main item, which is far too late for MS for my liking. I need Sunfire Cape earlier for the armor, health and aura.