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Creator: Pacho7 October 11, 2011 1:07pm
25 posts - page 2 of 3
Luther3000
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ZioSerpe wrote:

I think aspd runes are a waste on some junglers as they still attack fast and don't really need em to jungle or invade I prefer ar pen marks on WW for early ganking power and lategame arpen, aspd are too focused on jungling per se, but early game ganks are what gives you the true advantage.


You should probably pick another jungler then, Warwick has horrible early game ganks.

They only become godly once he hits 6. =D
DuffTime
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Can someone explain to me why AS reds are good on WW? Doesn't he already have an AS buff?

And wouldn't that mean that getting the 12 ArP and using AD for the rest would be better if we're speaking solely on the topic of jungling, and using his built in AS buff instead?
Lugignaf
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AS reds are good on WW because, like XZ, it's a straight heal. Not based off damage you deal. His also scales off the amount of attacks you get off. Faster attacks, faster healing.
It's also up 100% of the time unlike the skill which has a CD and mana cost.
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Luther3000
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DuffTime wrote:

Can someone explain to me why AS reds are good on WW? Doesn't he already have an AS buff?

And wouldn't that mean that getting the 12 ArP and using AD for the rest would be better if we're speaking solely on the topic of jungling, and using his built in AS buff instead?


It's not like the runes stop working when he uses his AS buff, and it's certainly not like he can keep it up all the time. AS marks increase the speed of his jungle, and increase his health due to his passive healing each time he attacks.

As for why AS over AD...I'm not entirely sure, but I don't think that having AD runes would actually speed up the jungle. It would need to be enough extra damage that the creeps died in one less hit, and I don't think it adds that much.

Additionally, Warwick generally builds at least one on-hit item. I tend to buy Wit's End fairly early, and sometimes also get Bloodrazor if the game goes on late. AS marks would benefit this, if only slightly.
DuffTime
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Mmhmm. Curious.

I bet it also depends on masteries and such.

Doesn't WW have a reasonably healthy jungle anyway?
Luther3000
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Yes, Searz prefers to go 9-0-21 and I THINK his Warwick runes are ArP quints, six AS reds and three ArP reds.

Depends. With cloth there's no danger unless you have virtually no runes/masteries at all, with longsword it can get a little close if you only have armour yellows.

Warwick doesn't really need any runes at all, but this is if you want to get the best clearing times at the highest possible health.
DuffTime
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Yeah. Interesting.

6 AS reds is 10.2 AS so... He'll get like, ionno exactly how much ARP. Around 15 I think.

Those runes sound alright to me.

6 AS reds and 3 ArP reds 3ArP quints is one of my longest standing jungle pages that I've used for quite some time.
Luther3000
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I believe 15 ArP is suppposedly the 'optimal' amount for jungling. In my page I don't need the extra ArP reds to achieve it though, because I have the +6 from offence mastery, bringing me to 16 ArP.

Basically my setup is a more offensive page to clear as fast as possible, Searz' one is more focused on reasonable speed while getting the movespeed and cooldowns from utility.
DuffTime
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I've heard it was 12 ArP.

I just ran the 15 cause 10% AS looks like a good number and it felt smooth in my test runs and then strong in my games so I kept it :P

I also run offensive masteries in a lot of games. ^^
Luther3000
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DuffTime wrote:

I've heard it was 12 ArP.


Perhaps, I'm a pretty ****py jungler in all honesty, Warwick is the only jungler I have much experience with. I did make a thread in theory crafting and got a bunch of advice from Searz and some others about the runes before I bought them though.

DuffTime wrote:
I just ran the 15 cause 10% AS looks like a good number and it felt smooth in my test runs and then strong in my games so I kept it :P


Yeah, I like even numbers. OCD. :P

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