Gangplank
* Grog-Soaked Blade
o No longer reduces healing and regeneration, but now slows movement speed by 7%
o Now stacks up to 5 times, but duration reduced to 3 seconds from 10
o Damage changed to 4-21 from 5-19
* Parrrley
o Fixed a bug where Parrrley could sometimes restore gold to other players
o Now applies Grog-Soaked Blade
* Raise Morale duration increased to 7 from 6
* Cannon Barrage damage increased to 75/120/165 from 65/110/155
Items:
Vampiric Scepter
OR
Cloth Armor
Choice reds, armor yellow, CDR blue, quints are debatable.
21/0/9 OR 14/0/16
Wolves, blue, wraiths, golems, red.
* Grog-Soaked Blade
o No longer reduces healing and regeneration, but now slows movement speed by 7%
o Now stacks up to 5 times, but duration reduced to 3 seconds from 10
o Damage changed to 4-21 from 5-19
* Parrrley
o Fixed a bug where Parrrley could sometimes restore gold to other players
o Now applies Grog-Soaked Blade
* Raise Morale duration increased to 7 from 6
* Cannon Barrage damage increased to 75/120/165 from 65/110/155
Items:

OR






Choice reds, armor yellow, CDR blue, quints are debatable.
21/0/9 OR 14/0/16
Wolves, blue, wraiths, golems, red.
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When did jungle gp start getting so popular?
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SinDelta wrote:
When did jungle gp start getting so popular?
I've done it for the lols in the past, but we have nicosharp to thank.
http://www.leagueoflegends.com/board/showthread.php?t=822611
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I see...Hmm I've always used straight crit chance runes on gangplank and I have yet to lose a game with him in like the past 2 weeks. Are jungle runes that much better on gp? a.k.a armor pen armor ect..
I'll try nicosharp's set up and see how that goes.
I'll try nicosharp's set up and see how that goes.
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Crit is no longer the optimum build. I'd focus more on survivability and consistent damage with some crit.
All you need for crit is Tri Force and an IE.
All you need for crit is Tri Force and an IE.
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Armor Pen Marks
Armor Seals
Attack Speed Gylphs
Armor Pen Marks
Skill-sequence: E,Q,Q,W
Cloth armor + 5 health potions.
Standard start at small golems, ending at small Golems.
You want mana and cooldowns to spam E and Q.
I'd also say GP is now effectively a better Tanky DPS then a Melee Carry.
Better to build likes like Trinity Force, Aegis, and Atma's.
Armor Seals
Attack Speed Gylphs
Armor Pen Marks
Skill-sequence: E,Q,Q,W
Cloth armor + 5 health potions.
Standard start at small golems, ending at small Golems.
You want mana and cooldowns to spam E and Q.
I'd also say GP is now effectively a better Tanky DPS then a Melee Carry.
Better to build likes like Trinity Force, Aegis, and Atma's.
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EQWE imo, then R>Q>W>E
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Vamp Scepter should be possible with AD quints.
ArP marks
Armor seals
Choice glpyhs (I'd probably go CDR)
AD quints (because GP is all about crit)
Stonewall's path. (wolves->golems->b->blue->golems)
ArP marks
Armor seals
Choice glpyhs (I'd probably go CDR)
AD quints (because GP is all about crit)
Stonewall's path. (wolves->golems->b->blue->golems)
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Searz wrote:
Vamp Scepter should be possible with AD quints.
ArP marks
Armor seals
Choice glpyhs (I'd probably go CDR)
AD quints (because GP is all about crit)
Stonewall's path. (wolves->golems->b->blue->golems)
Stonewall's path is Wolves > Wraiths > Golems..
And you die at golem if you dont have attack speed reds, tested it pretty much all day yesterday xD
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What I think:
-standard route, no reason why we should deviate.
-21 utility if possible, probably will be so it'd be best; alternatively, something like 16/0/14 (much like oddone's masteries on jungle warwick)
-wriggles is a must - the reason trundle is unique is because he has incredible dragon control with on-hit wriggles procs independent of his auto-attacks - this means that the dragon AS debuff doesn't affect him as much. Since gangplank has parrrrley, it should be the same way.
Your thoughts?