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Spellvamp Quints on Swain?

Creator: AncientNecro
June 4, 2012 1:57pm
22 posts page 1 of 3 Forums » Theory Crafting & Ideation » Spellvamp Quints on Swain?
Permalink | Quote | PM | +Rep | Commend by AncientNecro » June 4, 2012 1:57pm | Report
I love Swain. I love facerolling as Swain. I've always viewed him as a bit of a "power" champ, if not OP. Therefore, I never ever ever in a million years thought that the good old bird would get a buff!

..and one HELL of a buff at that.

So here's whatsup. I usually run Magic Pen Reds, HP or Mana Regen Yellows, and AP/level Blues. For quints, I choose to go 2 movement speed quints and 1 AP quint.

With the upcoming buffs, I'm definitely thinking about changing all 3 quints to spellvamp. That's a pretty big investment of IP for me, so I was hoping to get some good discussion and hear your guy's opinion on it.

PROS:
It's Swain. With pre-6 sustain. I enjoy building him slightly tanky anyway. With 2 single target spells, I think the 6% spellvamp would really work out. Possibly even moreso for toplane?

NEGS:
-3% movespeed
-5 AP

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Permalink | Quote | PM | +Rep | Commend by DuffTime » June 4, 2012 3:01pm | Report
Never was OP. But, certainly could be a viable top laner with these buffs vrs certain melee champs.

AKA he might be an excellent counterpick now.
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Permalink | Quote | PM | +Rep | Commend by FalseoGod » June 4, 2012 7:01pm | Report
The buffs are good, but they don't suddenly turn him into a disgusting monster <.< Depends on who you're going up against, but I'm guessing the unsustained ones suffer quite a lot (early Akali, per example)

About the quints question:

1 - Movement speed. Why? What? What's the loss, really? You have a speed debuff that's getting buffed in range and %, plus a snare. You shine in teamfights, where those quints wouldn't exactly help you run if you wanted to, and chasing with Swain is usually pointless coz most of the time you're chasing a champ that would have more movement speed than you (enemy carry with boosts and PD's and whatnots, etc). Get a Rilay's if you're so bugged about people getting away;

2 - More spellvamp. Eh. It's thoroughly known that Swain's greatest thing is that the more AP he has, the more he heals. You might get those for your early game, but not sure how much you'd benefit from them. Heck, you could even consider lifesteal Quints since you'll be hitting minions more often than sending valuably healing spells. Plus, if you gave him AD bonus with Masteries (which I now recommend, because of last hitting and how it gives you a bigger attack bonus with Torment harass), you might benefit more from that 6% if the idea is getting more survivability early. But still, I'd go for full AP Quints, dunno what the math gods say in terms of post level 6 healing.
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Permalink | Quote | PM | +Rep | Commend by AncientNecro » June 4, 2012 10:52pm | Report
Whoa. You guys are coming at it from a completely different angle than I was. I appreciate the feedback on the quints - but I never run Swain top. He's AP mid all day long if he's in my care.

I know some people play him top, but is that the norm? I hardly ever seem to have a problem going mid with Swain, and when I do have problems, they are usually only because of bad decision making.


- Movement Speed : In almost every game I roll Swain, I grab a double or a triple due to people trying to focus me down. I feel faster with them ^_^ it gives me the small bonus that I felt I needed when I was learning Swain, and it's just kind of become a tactic of sorts for me. Works rather well, actually. They aren't necessarily for chasing :P Having 2-3 champs chase you through the jungle for a full 15 seconds of blue-buffed ult can be quite fun!

Good point with the lifesteal thing. I figured I wouldn't go through with the spellvamp idea. I searched around a bit after I posted this and most of the numbers that I did find did not look very good compared to Flat AP / Magic Pen Quints.


Thanks guys

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Permalink | Quote | PM | +Rep | Commend by CasterMaster » June 4, 2012 10:55pm | Report
It works but just not worth the IP in my opinion. Also never tried it and I don't think I'd ever bother to =P

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Permalink | Quote | PM | +Rep | Commend by PsiGuard » June 4, 2012 11:00pm | Report
Can't say for sure, but I think I'd prefer 15 AP for trading over pre-6 sustain. Once you have your ult, you'll have all the sustain you need (especially if you pick up a revolver or catalyst).

I think spellvamp quints have their uses, but I don't think Swain is a particularly good candidate for them. I could be wrong though.
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Permalink | Quote | PM | +Rep | Commend by Slappiz » June 4, 2012 11:28pm | Report
PsiGuard wrote:

I think spellvamp quints have their uses, but I don't think Swain is a particularly good candidate for them.


You don't spam spells on Cs, feels kinda pointless if your main goal with the quints is to have pre lvl 6 sustain.
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Permalink | Quote | PM | +Rep | Commend by CasterMaster » June 4, 2012 11:40pm | Report

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Permalink | Quote | PM | +Rep | Commend by A Chubby Baby » June 5, 2012 12:09am | Report
could work, but not to the point that it's worth the IP.
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Permalink | Quote | PM | +Rep | Commend by Lugignaf » June 5, 2012 12:12am | Report
TO be fair, with 2 DoT spells and an AoE, it's not very effective in sustaining yourself in a fight. Kinda less so in just general lane things because you're not usually using any of your spells on minions who don't have MR for you to get full spellvamp potential.
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