

Commented
Posted a Comment: May 30th, 2011
"In my other I wrote some weird stuff. I like your approach more.
HG is good, my point is/was simply: People have to know a lot about the mechanics to use it correctly. I'd say it distinguishes good players from top players.
HG is almost always worth it at some point in the game, and as you wro"
Commented
Posted a Comment: May 17th, 2011
"{quote}"
Thread
Created a Thread In Theory Crafting & Ideation On: May 16th, 2011
Fiddle Tank Theory
Greetings,
I'd like to note: Everything in this post here is pure theory. So I'm open for all hints/stuff I didn't consider so far. I don't mind being called out "that will never work", however,...
Commented
Posted a Comment: May 16th, 2011
"My basic point is: Getting straight AP is almost always the more secure choice. However there are situations, where HG outweighs AP by an extreme amount.
An example for this would be:
- If you have
+ a Fiddlesticks in your Team (Aura -10 Magic Resist passive)
+ Spell Pen Boots (-20)
+ Abyss"
Thread
Created a Thread In Theory Crafting & Ideation On: May 14th, 2011
Haunting Guise - a very situational item
Greetings,
looking only at the damage output - I just finished a small spreadsheet that tells me, how much AP is required to be more worthwhile than a Haunting Guise (only considering the...