UsernameSayWha wrote:
MrPen Marks, and Health quints. /thread
0 mr jungle creeps care a lot about mpen marks.
That's why i suggested attack speed.
Tri lane for life.
Hmm, I like the idea of spellvamp, with masteries you will start with 9%.. I need to test this.
I'm looking for a high sustained jungle build for Mundo when starting with boots (cloth armor is so ineffective for ganks). It's a shame that his sustain is so poor when going Movement speed quints and boots, so I really need to change those quints for something that will enhance my jungle sustain.
I'm looking for a high sustained jungle build for Mundo when starting with boots (cloth armor is so ineffective for ganks). It's a shame that his sustain is so poor when going Movement speed quints and boots, so I really need to change those quints for something that will enhance my jungle sustain.
Slappiz wrote:
Hmm, I like the idea of spellvamp, with masteries you will start with 9%.. I need to test this.
I'm looking for a high sustained jungle build for Mundo when starting with boots (cloth armor is so ineffective for ganks). It's a shame that his sustain is so poor when going Movement speed quints and boots, so I really need to change those quints for something that will enhance my jungle sustain.
Health Quints would leave you at a higher health than spell vamp quints i would argue.
Tri lane for life.
Temzilla wrote:
Health Quints would leave you at a higher health than spell vamp quints i would argue.
Haven't used health quints since they nerfed them. Just think it's a poor choice of quints atm and I the Spellvamp probably scale better for late game.
Haven't tried neither of them yet but I'll try the quints with flat health quints as well.
Slappiz wrote:
And spellvamp also applies to Smite, should heal about 40hp with 9% spellvamp (at lvl 1).
I actually forgot about smite.
40hp every 60 seconds is really strong, i take back everything, spell vamp quints are king.
Tri lane for life.
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i use health quints, because mundo.
Best part of the thread. +Rep