Well, so nothing changes to now.^^
BTW: The counterpart to this has been already created, look at
Ninja Tabi. And you know, that I suggested that before. But that stat should be also avaiable in the defense mastery tree(Replace that useless
Evasion
), maybe on
Phantom Dancer or more items.
BTW: The counterpart to this has been already created, look at




Yukimaru wrote:
The crit wasnt free cuz u also need to decide do i take Critmastery or Mastery XY?
What else are you going to take? 4 of the remaining choices are AP masteries, not suitable for AD (most CDs are already pretty low and a lot of damage is from AAs, so CDR is fairly pointless). Havoc adds a whole 1.5 damage when you do 100 damage (late-game when I crit for 750, it adds ~11 damage, big whoop), Demolitionist adds nothing to team fights or duels, and Butcher isn't worth taking over increased crit chance.
So no, there isn't a decision there. For any AD carry, crit chance was the only choice.
Quoted:
Trynd's kit is based around crit. But he rushes zeal(after vamp scepter) and has a lot of natural crit. 1 gp parrley that crits, can basically force a B, just because there is the chance his next parrley crits again, ultimately resulting in that a flash ignite will be the end of u.
Yeah, 4% crit on trynd is nice. And he build his kit around crit, BUT he builds a phantom dancer, like allways.
:Tryndamere, 35% from passive+25%from Infinity edge+30% from phantom dancer. that's 90% crit chance. Let's say u add 4% to that, that's a relative increase of:4,5'ish percent. , if u build atmas as well, that's 108%(wasting an 8%)
I personally only build atmas(18%)+tri-force(15%)+IE(25%)=58% for crit on GP, atmas and tri-force being situational.
4% is now a relative increase of something like: 7'ish percent. With some extra passive AD and extra AD from parrley. I believe GP's kit synergizes just as well with crit as trynds does.
4,5% relative increase end-game vs. 7% relative increase endgame. Add to that at early game, the relative increase is EVEN farther apart.
-Vamp Scepter
-Boots
-Brutalizer
-IE
-Ghost Blade
-Blood Thirster
-Atmas
-Either PD or Defensive item
That's how I build Tryn...Everyone gets so hung up on rushing Zeal neglecting the fact that early ArP is a great way to ensure that when you crit you hit hard, and counter whatever early game counterbuilding the enemy team has started...Just my 2 cents.
i rush zeal after T1 boots for the exact same reason i rush zeal as Ashe/Tristana/any ie-building character, cuz it gives u more MS than upgrading to T2 Boots, gives u same'ish amount of AS, and gives crit upon that.
Ty MM and Blood for the sigs :3 | Rammus is comming back - heard it here first!

"Carrying"-guide | My reviewservice

"Carrying"-guide | My reviewservice
Quoted:
i rush zeal after T1 boots for the exact same reason i rush zeal as Ashe/Tristana/any ie-building character, cuz it gives u more MS than upgrading to T2 Boots, gives u same'ish amount of AS, and gives crit upon that.
Brutalizer gives you Damage/ArP/CDR versus Zeals MS/AS/CrC
10 or 12 arp from runes +15 ArP from Brutalizer you're practically hitting squishy champs for true damage. Tryn already gets passive CrC as he gains Fury; getting Zeal gives you an abundance of a stat you already have enough of (for early game). Factor in getting IE as your third item and you're right around 60% CrC with a good chunk of damage to make your Crits matter....Get ghostblade and now you have an AS/MS steroid with CrC/ArP built in...
But I play Tryn differently than most people now I guess :/
i just feel that MS is a much too important stat on trynda to have it on a Active.
But i know for a fact Ghostblade is strong on him. But when ppl stack armour, ****'s gon be getting real bad for ya matie..
But i know for a fact Ghostblade is strong on him. But when ppl stack armour, ****'s gon be getting real bad for ya matie..
Ty MM and Blood for the sigs :3 | Rammus is comming back - heard it here first!

"Carrying"-guide | My reviewservice

"Carrying"-guide | My reviewservice
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