Well, I consider MS quints to be pretty bad on Malph..
"Games may not be art, but this one did wonderful things to my ****." - Roger Ebert
"I AM PRETTY SURE THIS MANGA IS VIOLATING SOME LAWS ABOUT CHILD PORNOGRAPHY
I CANNOT GET ENOUGH
****" - mencretnas, on Gigantomakhia
"I AM PRETTY SURE THIS MANGA IS VIOLATING SOME LAWS ABOUT CHILD PORNOGRAPHY
I CANNOT GET ENOUGH
****" - mencretnas, on Gigantomakhia
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.
Thanks to Nyoike for the sig!
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..
"Games may not be art, but this one did wonderful things to my ****." - Roger Ebert
"I AM PRETTY SURE THIS MANGA IS VIOLATING SOME LAWS ABOUT CHILD PORNOGRAPHY
I CANNOT GET ENOUGH
****" - mencretnas, on Gigantomakhia
"I AM PRETTY SURE THIS MANGA IS VIOLATING SOME LAWS ABOUT CHILD PORNOGRAPHY
I CANNOT GET ENOUGH
****" - mencretnas, on Gigantomakhia
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 Nyoike for the sig!
You're missing my point, but I'm too lazy to write it --.--
Play as you like, you may notice that QoS/BoS are bad/worse later.
Play as you like, you may notice that QoS/BoS are bad/worse later.
"Games may not be art, but this one did wonderful things to my ****." - Roger Ebert
"I AM PRETTY SURE THIS MANGA IS VIOLATING SOME LAWS ABOUT CHILD PORNOGRAPHY
I CANNOT GET ENOUGH
****" - mencretnas, on Gigantomakhia
"I AM PRETTY SURE THIS MANGA IS VIOLATING SOME LAWS ABOUT CHILD PORNOGRAPHY
I CANNOT GET ENOUGH
****" - mencretnas, on Gigantomakhia
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.
Thanks to Fatelblade for the sig!
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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.