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Not Enough Haunting Guise

Creator: CosmoVibe May 27, 2011 10:25pm
The_Nameless_Bard
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Permalink | Quote | PM | +Rep May 28, 2011 1:32pm | Report
Believe me...I think building it on almost every mage that deals damage is enough HG
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Searz wrote:

I think you'd benefit a lot from know how to graph, Jun. There are instructions in my graphing thread. (link in sig)

Haha, I love how the Heimer avatar is now immediately associated with JunSupport. :P


Already read the thread on the forums, Buf.
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Haha, I love how the Heimer avatar is now immediately associated with JunSupport. :P


Already read the thread on the forums, Buf.

Hehe, I'm tired at times :3
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Searz
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I could agree that HG is a decent item on casters with only 1 damaging spell, but on casters like Annie, Kassadin or Anivia MrP just isn't all that good before lategame and I would thus never get it on them.
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No that's wrong, it's actually MORE effective on champions such as Annie, Kassadin, and Anivia because it's effective mid-game AND scales even harder late game.

Is my math not convincing enough?

P.S. I'm glad I was confused with Jun because I do respect his Heimer guide, even though we pick different roles. I consider that a compliment. :)
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i place HG in the same category as dorans items, tho Mpen is better late game, peopel build void staff for the % pen which u have around 29/49% last time i checked, but with the current items like spell vamp, goldper5 and rabadon rushes, HG has no love for my 6items slots i need for lategame, becuase most games a currently farm farm fight late game.
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I think the only person I build it on is Vlad. Nobody else really needs it.


Thank you to jhoijhoi for the sig, and all the dividers in the guide.

The_Nameless_Bard
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Fiddle can really use the early game health
Searz
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My graphs have proven that HG doesn't do that much unless a skill is maxed out. That's usually around lategame on champions who have more than 1 damaging abilities.
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Searz wrote:

My graphs have proven that HG doesn't do that much unless a skill is maxed out. That's usually around lategame on champions who have more than 1 damaging abilities.


But you've only considered one case. Chances are, whatever skill you max first is more of a "bread and butter" skill. Since you're using that skill more, having that skill do more damage is more important.

On top of that, your total burst damage is about the same, so clearly this is an advantage, not a disadvantage.

I suppose you could counter with the argument "but sometimes you don't want this specifically due a different strategic counter." If you have a very specific target that game, fine, but ultimately, this item still works wonders even mid-game.

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