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Well warmog starts out being worth about 3300. When maxed out it's up at a good ~4900. But you've got to work for it.
Sunfire is actually very cost effective. While the stats are worth just 1900 alone you need to account for the fire damage too. I'd compare the 35 AoE DPS to 35AD. 35AD is worth ~1450. That would make for a total of 3350. You're paying 2600 for it.
Randuin's stats alone are worth ~2900 (~100 less than you pay for it), but stats can't measure how good the passive and active slows are and
not to mention the 5%CDR.
Warmog is close to fine. The only thing they need to change is the stat cap. Maybe cap it at about 280hp. That's ~40% less max stacks.
Sunfire is actually very cost effective. While the stats are worth just 1900 alone you need to account for the fire damage too. I'd compare the 35 AoE DPS to 35AD. 35AD is worth ~1450. That would make for a total of 3350. You're paying 2600 for it.
Randuin's stats alone are worth ~2900 (~100 less than you pay for it), but stats can't measure how good the passive and active slows are and
not to mention the 5%CDR.
Warmog is close to fine. The only thing they need to change is the stat cap. Maybe cap it at about 280hp. That's ~40% less max stacks.
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Searz wrote:
Well warmog starts out being worth about 3300. When maxed out it's up at a good ~4900. But you've got to work for it.
Nevermind the fact you equate 35 magic damage AoE to 35 AD...
Here's what I see.
It only takes 10 assists or 100 minion kills to "work" for Warmog's bonus health.
That could also be:
2 assists + 80 cs
4 assists + 60 cs
7 assists + 30 cs
Warmog's passive bonus cap is ridiculously easy to reach, and it can't even be really called "work" because this would be considered a natural progression of the game.
You just buy it, and play normally, and naturally receive more free gold in health stats.
It's practically a GP5 item in top-tier form.
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I didn't think enough about it before saying that. Warmog's end stats definitely needs a nerf. Not more than 50% tho (I'd say 30 or 40%).
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I'd rather see the base health bonus requirements nerfed.
Warmog's Armor - Kills/assists only grant 22.5 HP, and 0.75 hp regen.
Then perfect the base health a bit. Make them work more for their HP, so there's less unstoppable snowballing with Atmog's builds.

Then perfect the base health a bit. Make them work more for their HP, so there's less unstoppable snowballing with Atmog's builds.
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Totally agree. It's like he's got 3 ultimates.
Doesn't matter if the cooldowns are long. Used properly, he can anti-carry better then any tanky dps in the game.
Q Fling -> E+R -> Smack them around -> W execute the squishy -> Run away while the passive heals you.
@Searz:
Do a cost-effectiveness analysis on
Then tell me it's fine where it is.