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Runes Question

Creator: bongjebong March 12, 2012 5:43pm
Luther3000
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Slappiz wrote:



I doubt it.


Tell that to Chaox. :P

Like I said from what I understand they're roughly the same with a very minor advantage to ArP, but AD also helps with last hitting. And don't say you don't need help last hitting because no matter how good you are you do. Obviously that doesn't apply to junglers. Either one is gud.
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But later I assume with % ArP mastery and LW, the AD > the flat ArP.
Luther3000
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I think so, but it probably also depends how much armour your targets have. It's way too complicated for me to actually math it out.
Klausenheim
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I didn't realize the added benefit of last hitting AD marks had > ArP until recently. Now I wish I hadn't bought full ArP reds and Quints. Ugh. Not that they are "bad", but I'm already bad enough at last hitting as it is. I need all the help I can get.

Is there a particular balance of flat AD / flat ArP that works best for bottom laners, or is it better to go either full flat AD or full flat ArP?
(I'm assuming flat marks for all of these as no one seems to favor AD/level or ArP/level runes)
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Luther3000
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ArP reds and AD quints has been standard for a while now, but since the 10% ArP mastery was introduced using both AD reds and quints is becoming popular for AD carries and top lanes. Which is what I prefer to use.
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Prty sure you hit a lot harder very early game with AD? o_O Might be wrong about that but it feels that way.
Luther3000
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I kinda feel that way too...just not sure of the maths behind it. I'm nowhere near good enough at maths to figure it out for certain and it'd probably take ages if you factored in opponent armour. I'm sure someone out there already figured it out and made a spreadsheet or something.

I do know that the difference is minor either way against champions. It's worth it imo just for the way easier last hitting.
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Luther3000 wrote:

Wait until you can buy the tier 3 runes before you buy any or you're just wasting IP. I suggest starting by reading Searz rune guide.

Some good all around runes to begin with are:

Caster:
Greater Mark of Magic Penetration
Greater Seal of Scaling Mana Regeneration
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power

Everything else:
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Damage

Get the armour seals and MR/lvl glyphs first, they are strong on anyone. 4/6 of my runepages use MR/lvl and 5/6 of them use armour.


I would 100% of the time suggest armor runes over mp5/lvl.

Mana is only an issue in the early laning phase (1-6), and if you want mana in the laning phase, flat mp5 are better runes.

If you have to buy a minimum of runes to be prepared for almost every lane possible.


Greater Quintessence of Life Steal
Greater Quintessence of Ability Power
Greater Quintessence of Attack Damage
Greater Quintessence of Attack Speed meh

Greater Mark of Attack Damage
Greater Mark of Armor
Greater Mark of Magic Penetration
Greater Mark of Attack Speed

Greater Seal of Armor
Greater Seal of Scaling Ability Power

Greater Glyph of Scaling Ability Power
Greater Glyph of Magic Resist
Greater Glyph of Scaling Magic Resist
Greater Glyph of Attack Speed meh


I'm pretty sure you can rune 99% of champions with some combination of these runes.

I've been doing some math, and i think that lifesteal quints are really strong on Auto attack top laners like Shyvana or Trynd.

Edit: 8.55AD vs 15.3arp

8.55AD gives you roughly 2.5% dps @ level 18.

15 ArP is equal to 8.55AD @ 391~ armor, and is superior at everything below that.

If you want late game runes, arp reds are vastly superior.

But, if you want ease of last hitting, ad reds are superior, and it's only a 2.7% dps loss @ 80 armor.
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Luther3000
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If you want defence on AP just go health/lvl yellows imo. Maybe even armour/lvl. Why get flat armour when you're laning against an AP?

You also listed way too much stuff bearing in mind he only has two runepages and probably not much IP.
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Although they're quite expensive, everyone loves Greater Quintessence of Movement Speed. More movespeed is never bad. They remain effective on pretty much every champion, so they're a great general buy, and they're near best-in-slot for quite a few things.

It's hard to give anything but general advice without knowing that kinds of champions you play, though, so could you give us an idea? Nothing complicated is necessary, but knowing which roles you prefer would help a lot. The standard rune setup for AD carries is way different from the rune setup for AP mids, for instance.
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