xSkyDrAx
Diamond Member
- Sep 14, 2003
- 7,706
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Why would go for a CSM and not you know, a Big Daddy.
Well he already looks like a big daddy but ultimately CSM > big daddy
Why would go for a CSM and not you know, a Big Daddy.
New Skins in the Store
Heartseeker Vayne
Subterranean Nautilus
Abyssal Nautilus
PVP.net v1.54
Co op versus AI
Added Ziggs, Master Yi, Nasus, Ezreal, and Nidalee to the bot roster
Players can now add many more of the Beginner bots to Custom Games
Spectator
Major item purchases will now be visually distinguished on the Scoreboard
Ranked Teams
Match History and End of Games stats for Ranked Teams are now accessible via the Team Profile
General
PVP.net will now wait for 8 seconds after a queue dodge before requeuing
League of Legends v1.0.0.134
Nautilus, the Titan of the Depths
Staggering Blow (Passive) Nautilus first basic attack against a target deals bonus physical damage and immobilizes the opponent briefly. Staggering Blow cannot trigger on the same target more than once every 12 seconds.
Dredge Line - Nautilus throws his anchor forward. If he hits an enemy, he'll drag himself to his target and his target to him. If he hits terrain, he'll drag himself to the terrain and the cooldown is reduced.
Titans Wrath- Nautilus places a shield on himself that absorbs additional damage based on his maximum health. While the shield is active, Nautilus' attacks deal damage over time to units around him.
Riptide- Nautilus slams the ground, causing the earth to ripple out in waves. Each wave deals damage and slows the targets hit. This slow decays over time. Multiple waves that hit the same target deal reduced damage.
Depth Charge(Ultimate) Nautilus launches a depth charge towards a target that picks up speed as it travels. This charge knocks up all enemies it encounters while traveling and explodes on impact, stunning the target and launching them into the air.
Ahri
Spirit Rush
The allied ultimate HUD indicator will now remain green until all 3 spell casts are used
Cooldown between casts increased to 1 second from 0.75
Cooldown increased to 110/95/80 seconds from 90/80/70
Alistar
Pulverize mana cost reduced to 70/80/90/100/110 from 80/90/100/110/120
Headbutt mana cost reduced to 70/80/90/100/110 from 70/85/100/115/130
Triumphant Roar mana cost increased at later ranks to 20/35/50/65/80 from 20/30/40/50/60
Cassiopeia
Fixed a bug where Miasma's slow was not stacking with many other slows in the game
Noxious Blast ability power ratio reduced to 0.8 from 0.9
Twin Fang damage reduced to 50/85/120/155/190 from 60/95/130/165/200
Gangplank
Parrley mana cost increased to 50/55/60/65/70 from 40/45/50/55/60
Raise Morale range reduced to 1200 from 1500
Heimerdinger
Fixed a bug where H28G Evolution Turrets could survive when Heimerdinger died if they were being teleported to
Irelia
Transcendent Blades' allied ultimate HUD indicator will now remain green until all 4 spell casts are used
Kennen
Thundering Shuriken cooldown increased to 8/7/6/5/4 from 7/6/5/4/3
Maokai
Vengeful Maelstrom's allied ultimate HUD indicator will now turn grey as soon as it is cast
Nunu
Fixed a bug where Absolute Zero's slow did not grant assists
Rammus
Defensive Ball Curl armor and magic resist values reduced to 40/60/80/100/120 from 50/75/100/125/150
Riven
Blade of the Exile's allied ultimate HUD indicator will now remain green until the shockwave cast is used
Ryze
Overload mana ratio reduced to 7.5% from 8%
Shen
Ki Strike
Damage increased to 10-112 (+10% bonus Health) from 10-95 (+8% bonus Health)
Cooldown is now reduced by 1.5 seconds whenever Shen attacks instead of 2 seconds when being attacked
Now grants Shen 10/20/30 energy when he Ki Strikes
Damage now scale correctly with all sources of bonus Health (% health runes, Juggernaut mastery)
Added a buff timer for Ki Strike's cooldown (like Ziggs' Short Fuse)
Vorpal Blade
Energy cost adjusted to 60 from 70/65/60/55/50
Damage adjusted to 60/105/150/195/240 (+0.6 ability power) from 70/105/140/175/210 (+0.75 ability power)
Heal effect changed to 6/10/14/18/22 (+2% of Shen's maximum Health) from 18/26/34/42/50
If Vorpal Blade deals the killing blow, it will now trigger 33% of the heal effect for Shen
Allied damaging spells can now trigger the heal effect, in addition to attacks (Vorpal Blade cannot trigger itself)
Feint
Feint duration increased to 3 seconds from 2.5
Energy cost reduced to 40 from 45
Shield amount adjusted to 70/120/170/220/270 (+0.6 ability power) from 50/100/150/200/250 (+0.75 ability power)
While Feint is active, Ki Strikes cooldown reduction on hit is increased to 3 seconds from 1.5
Shadow Dash
Cooldown reduced to 10/9.5/9/8.5/8 seconds from 10
Energy cost increased to 120 from 120/115/110/105/100
Restores 40 energy per champion affected (rather than a flat 50 energy if you affect one)
Now deals 50/85/120/155/190 damage (+0.5 ability power) to Champions
Taunt duration adjusted to 1.5 seconds from 1/1.25/1.5/1.75/2
Shadow Dash now grants Shen 50% physical damage reduction from taunted targets
Stand United
Channel time increased to 3 seconds from 2.5
Shield duration reduced to 5 seconds from 7.5
Shield amount increased to 250/550/850 from 200/475/750
Shyvana
Fixed a bug where Flame Breath could shred the armor of shred-immune units (Dragon, Baron Nashor)
Dragon's Descent allied ultimate HUD indicator will now go grey immediately after using
Sona
Power Chord damage adjusted to 10 per level from 14 + 9 per level
Hymn of Valor passive attack damage and ability power aura reduced at earlier ranks to 4/8/12/16/20 from 8/11/14/17/20
Aria of Perseverance passive armor and magic resist aura reduced at earlier ranks to 3/6/9/12/15 from 7/9/11/13/15
Song of Celerity passive movement speed aura reduced at earlier ranks to 4/8/12/16/20 from 8/11/14/17/20
Soraka
Improved Soraka's basic attack to be more responsive
Starcall mana cost adjusted to 20/30/40/50/60 from 35/40/45/50/55
Astral Blessing mana cost adjusted to 80/110/140/170/200 from 90/110/130/150/170
Infuse
No longer affects Soraka when cast on allies and cannot be cast on self
Ally mana restore increased to 40/80/120/160/200 Mana from 25/50/75/100/125
Talon
Shadow Assault's allied ultimate HUD indicator will now go grey immediately after casting
Vladimir
Crimson Pact will now correctly work with all sources of bonus Health (% health runes, Juggernaut mastery)
Hemoplague damage amplification reduced to 12% from 14%
Tides of Blood healing bonus adjusted to 4/5/6/7/8% per rank from 8% at all ranks
Volibear
Fixed a bug where Majestic Roar could reduce minion movement speed to 0
Warwick
Eternal Thirst now deals 3-16 magic damage per stack, and restores an equal amount of health
Infinite Duress damage changed to 250/335/420 (+2.0 bonus attack damage) from 200/300/400 (+1.67 total attack damage)
Base attack speed increased to 0.679 from 0.644
Wukong
Cyclone's allied ultimate HUD indicator will now go grey immediately after using
Fixed a bug where Crushing Blow could reduce the armor of shred-immune units (Dragon, Baron Nashor)
Xerath
Arcane Barrage's allied ultimate HUD indicator will now remain green until all 3 spell casts are used
Zilean
Fixed a bug where Chronoshift could prevent a clone from expiring, allowing them to survive indefinitely until killed
Items
Sight Wards and Vision Wards now have a 0.5 second cooldown
Hextech Revolver spell vamp reduced to 12% from 15%
General
The disconnect notification will now only be shown to enemy players if a player disconnects and remains disconnected for 5 minutes. The message will continue to be shown without a delay for allied players.
Heal and Clarity summoner spells will now restore health/mana to the caster even if they are untargetable when the summoner spell is cast (Fizz's Playful/Trickster, Vladimir's Sanguine Pool, Zhonya's Hourglass)
Baron Nashor can no longer critically strike, but his base damage has been increased 10% to compensate
Updated Baron Nashor's character stats so that his attack damage reflects how much damage he actually deals
Kill messages in chat now have team colors and display who was slain
Added Colorblind colors for Morganas spell shield and Spectator pings
Fixed a bug where some particles would flicker unintentionally
Fixed a bug where kill indicators were missing golden borders
Co-Op Versus AI
Improved Ashe's use of Enchanted Crystal Arrow on long range targets
Sivir will no longer get Sanguine Blade on Summoner's Rift
Changed the disconnect adjustment to remove the Fighter instead of the Tank on Summoner's Rift
tldr: nerf everyone, buff shen, add nautilus
best part is the waiting 8 seconds after queue dodges
Seriously had one experience where there was one 'afk-er' during ranked queue and someone would always dodge for everyone else but the afk-er kept requeueing with everyone and no one could safely cancel before it throws you back into a game (basically no downtown between queues) I don't know how many people had to dodge because of that one fscker but at least 3-4 people before I did. I dodged but only because i tried to cancel by alt-f4 quicky after a dodge.
you know that it will make that person dodge just before the game starts? You all cost yourself 10 Elo.
you know that it will make that person dodge just before the game starts? You all cost yourself 10 Elo.
Well I've come to the conclusion again that playing Nasus in solo queues is never a good idea. He's a great champ but requires massive farm for late game to do anything. If your team is failing hardcore and failing early, he's not the type of champ to turn it around for your team even if he's winning the lane. Happened in every game I played last night. I'd go top and be winning the lane. I would get first blood, out CS the other person in lane, and even do well against jungle ganks.
Problem is that the other lanes would just flat out fail. It's so annoying being 2/0/1 early on, but watching bot lane or mid lane lose tower and have 4+ deaths at the 10 minute mark. Then watching the other team send 4 or 5 people top to kill me constantly after that as at that point I'm the only threat on my team.
I think I've said it before, but I'll say it again. Unless you KNOW your team mates and they are good at holding lanes for 20+ minutes, then playing nasus is stupid. If the game makes it to 30+ or even 40+ minute mark then Nasus is going to steam roll carry harder than anyone else as a champ. He literally insta gibs squishies by that point.
For those wanting the build I use for him...
Tri-force
Aegis
Atmas
Merc Treads
Infinity Edge
Wit's End
I usually get a Philo stone early on though to help with his mana regen, lane sustain, and having a 5 GP/10 item helps for late game. It costs 820 for a philo stone which sells back for 410. At 30 gold per minute so the break even point for the philo stone is 13.6 minutes. Quite double if you are getting the philo stone no later than the 10 minute mark so long as your other lanes are not failing.
The reason I like the above build is because it's very tanky. Should have around 2500 life, and good armor and MR. The damage output is nice as well with atmas for AD and crit percentage, wit's end for attack speed and extra dps, and tri force for all the goodness ir provides. Hitting a massive siphon strike from him is what you are aiming for while still being alive to take a few hits to pull off that Q from him. I've seen 3000+ damage hits from him from his Q.
But again, that is one expensive as hell build. It also takes a long time to get Q farmed up enough for those massive hits. Nothing is funnier though then activating Q, having sheen proc, and then critting as well when Q lands.
As I said though it so annoying trying to get that off though.
I should be picking up Nautilus tonight. He looks like a fun champ from everything I've seen and played against.
I don't play a ton of Nasus but I've found the best bet to be P Stone, Sheen and Frozen Heart. The sheen gives you enough of a damage boost that you're not a pushover and the Frozen Heart/Glacial CDR allows you to farm the q faster. When I have no respect for my opponent I'll just skip the sheen and get my q farm on. Of course changes have to be made against a Rumble/Swain/Ryze other magic damage top lane but the basic point is I like CDR on Nasus to get the q farmed faster.
Maxed Q only has a cooldown of 3 seconds. If you are playing nasus top, then you need to be stealing the other team's blue from 7 minutes onward for CDR. That's way more effective for farming up his Q.
http://www.own3d.tv/live/241699/aT3C
Currently Streaming. See me (and others I suppose) be awesome
Friend in Canada wants me to play this. I've got the install done and setup for the NA servers. Will this game lag on 300-400ms? (I'm in Pakistan). Will I get mauled for being a newbie? I've never played MOBA before.
Friend in Canada wants me to play this. I've got the install done and setup for the NA servers. Will this game lag on 300-400ms? (I'm in Pakistan). Will I get mauled for being a newbie? I've never played MOBA before.
You will defintely lag with 300-400 ms. The game is not even acceptable at 100ms. There's too much precise timing required that any significant amount of lag will cause the game to be virtually unplayable. You will die because you won't be able to react in time to do anything and you will be impossible to last hit creeps for gold.
Moba's are worse than FPS's when it comes to lag and how it affects your play.
I play at 120 Ping and I do quite fine...