League of Legends - F2P MOBA (like DOTA) part 2

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crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Have only been playing LoL sporadically as of late. Since I had a day off work today with nothing much to do, I played some. 4/4 in ranked as Ashe and Corki.

Corki's nerfs last patch haven't really effected me all that much. IIRC, it wasn't a full blind on PBomb anyway. It gave affected enemies a 35% chance to miss on each attack for 2 seconds. And I almost always carry Exhaust w/mastery which is 70% reduction to all damage (sidenote: kind of stupid that's in the offensive tree and not the defensive - offense would be more like give it AR/MR pen as well). And the Big Missle damage reduction isn't very noticeable.
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
Best change:

Warwick

Infinite Duress
Fixed a bug where Infinite Duress would sometimes tick only 4 times
Fixed a bug where Infinite Duress could sometimes break early even if not interrupted

Got I hate that bug. So many times someone slips out just before ID wears off and gets a split second lead on running away from me. I inspect them, expecting to see merc treads, but nothing. I've known 'of' this bug for a long time, but not exactly what causes it. If it's completely fixed I might finally have a reason to go back to playing WW.


Another nice change:
Added a new in-game option for "Borderless Window Mode" that allows people to alt-tab more efficiently
 
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crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Full notes for patch 1.0.0.123

Code:
New Skins in the Store

Sandscourge Skarner
Earthrune Skarner
Bloodstone Taric


PVP.net Store

Added a Purchases tab that contains a history of all your purchases


PVP.net v1.41.XX

Players will now receive a popup message when they attempt to join a game lobby that is already full
Fixed a bug where Summoner icons were displaying incorrectly in chat rooms
Fixed a bug where All Random Mode in Custom Games was not correctly selecting your previously used skin for a Champion


League of Legends v1.0.0.123
Skarner, The Crystal Vanguard

Crystal Slash: Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Crystal Slash again while empowered by Crystal Energy, he deals bonus Magic Damage and slows all targets hit.
Crystalline Exoskeleton: Skarner gains a shield and while the shield persists his movement speed and attack speed are both increased.
Fracture: Skarner summons a blast of crystalline energy which deals damage to enemies struck and marks them. Any further damage dealt to marked targets by Skarner will allow him to consume the mark to heal himself.
Impale (Ultimate): Skarner suppresses an enemy champion and deals magic damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt additional damage.
Energize (Passive): Basic attacks lower the cooldowns of Skarner's abilities by 1 second against champions and 0.5 seconds against non-champions.


Akali

The cooldown before Akali's next Shadow Dance charge and her current stacks are now shown in the same buff


Amumu

Amumu will now attempt to attack the target after successfully pulling himself to an enemy champion with Bandage Toss


Ashe

Fixed a bug where Frost Arrow would consume mana if Ashe canceled her auto-attack early


Blitzcrank

Mana Barrier
Fixed a bug where Mana Barrier could be bypassed if the damage taken would instantly kill him
Fixed a bug where Mana Barrier would activate when the cooldown expired even if not taking damage
Fixed a bug where Power Fist failed to grant lifesteal effects


Brand

Fixed a bug where Pyroclasm would fizzle if Brand died


Caitlyn

Fixed a bug where planting a Yordle Snap Trap after a trap was recently triggered caused a previous trap to be consumed (as if you placed too many)


Cho'Gath

Fixed a bug where Cho'Gath could gain a Feast stack when the target did not die


Corki

The cooldown before Corki's next Missile Barrage charge and his current stacks are now shown in the same buff


Evelynn

Fixed a bug where Malice and Spite was healing for incorrect values
Fixed a bug where Malice and Spite's cooldown would be reset upon killing enemy clones


FiddleSticks

Basic attack projectile speed increased to 1750 from 1500
Dark Wind
Damage reduced to 65/85/105/125/145 from 65/90/115/140/165
Fixed a bug where Dark Wind would fizzle when Fiddlesticks died
Fixed a bug where Dark Wind was bouncing 4 times instead of 5
Drain ability power ratio reduced to .45 from .5
Terrify cooldown increased to 15/14/13/12/11 seconds from 14/13/12/11/10 seconds


Gangplank

Grog Soaked Blade max stacks has been reduced to 3 from 4
Cannon Barrage
Fixed a bug where Cannon Barrage would not grant gold on minion kills
Fixed a bug where Cannon Barrage's slow was not always applying consistently


Garen

Decisive Strike movement speed duration increased to 4 seconds from 3 seconds
Judgment cooldown reduced to 13/12/11/10/9 seconds from 14/13/12/11/10 seconds
Courage maximum armor and magic resistance now 25 at all ranks from 5/10/15/20/25


Heimerdinger

H28G Evolution Turret
Heimerdinger will now place Frost Turrets if he places a turret while UPGRADE!!! is active
Fixed a bug where turrets could be moved by Crystallize, Pillar of Filth, and Cataclysm


Irelia

Irelia will now attempt to attack the target after dashing to an enemy champion with Bladesurge


Jarvan IV

Cataclysm
Jarvan will no longer follow the target while he is in the air during Cataclysm
Cataclysm will now create the ring of terrain regardless of whether the enemy can be targeted or not
Cataclysm will now be slightly more likely to push targets that the ring lands on into the center rather than out
Fixed a bug where Cataclysm could be interrupted by movement displacing abilities such as Crystallize or Pillar of Filth
Fixed a bug where Dragon Strike reduced the target's base armor rather than total armor


Jax

Jax will now attempt to attack after Leap Striking if the target is an enemy champion
Fixed a bug where Jax's attacks could not be dodged


Karma

The cooldown before Karma's next Mantra charge and her current stacks are now shown in the same buff


Katarina

Katarina will now attempt to attack the target after teleporting to an enemy champion with Shunpo


Kayle

Holy Fervor
Armor and magic resistance shred increased to 3% from 2%
Fixed a bug where Holy Fervor was shredding the target's base armor and magic resistance rather than total armor and magic resistance


Kennen

Thundering Shuriken ability power ratio increased to .75 from .66
Lightning Rush
Energy cost adjusted to 100/95/90/85/80 from 100 at all levels
Ability power ratio increased to .6 from .55


Kog'Maw

Updated Living Artillery's reveal particle effect


Lee Sin

Lee Sin will now attempt to attack the target after dashing to a champion with Resonating Strike


Leona

Shield of Daybreak cooldown reduced to 11/10/9/8/7 seconds from 12/11/10/9/8 seconds
Zenith Blade
Mana cost reduce to 60 at all ranks from 60/65/70/75/80
Particle adjusted to more accurately reflect the area of effect (actual area of effect unchanged)
Leona will now attempt to attack the target if she uses Zenith Blade to jump to a target
Solar Flare cooldown reduced to 90/75/60 seconds from 105/90/75 seconds
Fixed a bug where Eclipse would break enemy spell shields on activation


Lux

Updated Lux's autoattack to feel more responsive and increased its missile speed
Light Binding cooldown reduced to 15/14/13/12/11 seconds from 16/15/14/13/12 seconds


Malphite

Brutal Strikes mana cost reduced to 50/55/60/65/70 from 55/60/65/70/75
Ground Slam
Radius increased to 400 from 350
Mana cost reduced to 50/55/60/65/70 from 60/65/70/75/80
Fixed a bug where Unstoppable Force sometimes failed to pass through Crystallize, Pillar of Filth, and Cataclysm


Maokai

Maokai will now attempt to attack after using Twisted Advance if the target is a champion


Master Yi

Alpha Strike
Master Yi can now use Wuju Style and Highlander while Alpha Strike is active
Master Yi will now attempt to attack the target after using Alpha Strike to teleport to a champion


Mordekaiser

Fixed a bug where Mace of Spades was providing the diminished Spell Vamp effect even if used against a single target
Fixed a bug where Children of the Grave would fail to clone targets if they were nontargetable when they died (Sanguine Pool, Alpha Strike, etc)
Fixed a bug where Children of the Grave could clone a clone


Morgana

Updated Morgana's autoattack to feel more responsive and increased its missile speed
Base movement speed increased to 310 from 300
Dark Binding cooldown reduced to 11 seconds from 12 seconds.
Tormented Soil mana cost reduced to 70/85/100/115/130 from 70/90/110/130/150
Soul Shackles
Stun duration adjusted to 1.5 at all ranks from 1/1.5/2
Cooldown reduced to 120/110/100 seconds from 120 seconds at all ranks
Shackle activation time reduced to 3 seconds from 4 seconds


Nasus

Attack range increased to 125 from 110
Soul Eater lifesteal increased at earlier levels to 14/17/20% from 10/15/20%
Wither
Cooldown reduced to 15/14/13/12/11 seconds from 15 seconds at all ranks
Mana cost reduced to 80 from 100
Wither will now reach its max slow even if its duration is reduced (ie: by tenacity)
Spirit Fire
No longer has a 0.5 second delay before taking effect
Now deals half of its damage initially and the other half over the duration -- initial 55/95/135/175/215 (+0.6 ability power) Magic Damage and 11/19/27/35/43 (+0.12 ability power) Magic Damage each second for the next 5 seconds
Fixed a bug where Siphoning Strike sometimes gained extra lifesteal


Nidalee

Bushwhack
Updated Bushwhack's reveal particle effect
Fixed a bug where Bushwhack was reducing the target's base armor and magic resistance rather than total armor and magic resistance


Nocturne

Paranoia
Nocturne will now attempt to attack the target after using Paranoia
Paranoia no longer grants assists for limiting enemy vision


Pantheon

Heartseeker Strike
Now does a better job of hitting targets on top of Pantheon
Damage increased to 13/23/33/43/53 from 4/6/8/10/12
Scaling adjusted to a .6 bonus Attack Damage ratio from a .2/.25/.3/.35/.4 total Attack Damage ratio
Now fires 3 strikes instead of 5
Cooldown reduced to 10/9/8/7/6 seconds from 18/17/16/15/14 seconds
Mana cost reduced to 45/50/55/60/65 from 70 at all ranks
Channel duration reduced to .75 seconds from 1.8 seconds
Spear Shot
Damage increased to 65/105/145/185/225 from 16/28/40/52/64
Now scales off of a 1.4 bonus Attack Damage ratio from a 1/1.15/1.3/1.45/1.6 total Attack Damage ratio
Certain Death now causes Spear Shot to critically strike for 1.5x damage
Aegis of Zeonia
Cooldown adjusted to 13/12/11/10/9 seconds from 12 seconds at all levels
Stun duration adjusted to 1 second from .7/.9/1.1/1.3/1.5
Pantheon will now attempt to attack the target after using Aegis of Zeonia
Grand Skyfall
Jump channel time reduced to 2 seconds from 3 seconds
Land time reduced to 1.5 seconds from 2 seconds
Edge damage increased to 50% from 33%


Renekton

Fixed a bug where Slice and Dice was only reducing the target's base armor rather than total armor


Rumble

Fixed a bug where The Equalizer would fizzle if Rumble died


Shaco

Jack-in-the-Boxes can no longer be disabled or pushed by effects like Crystallize


Sion

Fixed a bug where Enrage would consume health if Sion canceled his auto-attack early


Teemo

Noxious Traps will now 'level up' if Teemo ranks up his R slot while the traps are active


Trundle

Fixed a bug where Rabid Bite was not blocked by Spell Shield, Shroud of Darkness, or Banshee's Veil


Tryndamere

Bloodlust heal per 1 fury increased to .65/1.15/1.65/2.15/2.65 from .5/.95/1.4/1.85/2.3
Spinning Slash
Base damage increased to 70/100/130/160/190 from 60/90/120/150/180
Bonus AD ratio increased to 1.2 from 1
Fixed a bug where Tryndamere was not gaining the proper Fury upon using Spinning Slash


Urgot

Noxian Corrosive Charge will now update as the target gains or loses armor


Warwick

Infinite Duress
Fixed a bug where Infinite Duress would sometimes tick only 4 times
Fixed a bug where Infinite Duress could sometimes break early even if not interrupted


Wukong

Wukong will not attempt to attack a target champion after using Nimbus Strike
Cyclone Attack Damage ratio increased to 1.2 from 1
Wukong is now properly considered melee for items and spells that differentiate between melee and ranged characters.
Fixed a bug where Crushing Blow was shredding the target's base armor rather than total armor


Yorick

Omen of War attack damage ratio increased to 1.2 from 1


Items

Quicksilver Sash is now unique
Tears of the Goddess, Manamune and Archangel's Staff now display your unique bonus mana in their tooltips.


General

Made adjustments to reduce the load time for games
Made adjustments to how death and kill streaks work
Dying to non-champions no longer resets kill streaks or increases death streaks
Assists now reduce (not reset) death streaks
Using Summoner Teleport on a ward will no longer reveal the ward through fog of war to enemies. Instead, it will destealth the ward to be seen if an enemy is near and reveal the teleport particle through fog of war to enemies
Allied champions can no longer block targeting of an enemy champion if they are standing on top of one another
Added a new in-game option for "Borderless Window Mode" that allows people to alt-tab more efficiently
Attack-move improvements:
Attack-move targeting is now more predictable (now targets closest enemy)
Attack-move will now target visible wards
Changed attack-move cursor color to red from green
Added new keybindings for "Self+Smart Cast" for abilities and Summoner spells. Casting with these binds will first try to Smart-Cast the ability; if there is no target or an invalid target under the cursor, it will attempt to Self-Cast the ability
Fixed a bug where clones did not show items in their inventories
Fixed a bug where certain particle effects would not show up if using the minimap for targeting
Fixed minor tooltip errors on Kayle, Soraka, Nasus, Sona, and Renekton
Fixed a bug where some Energy runes were giving less Energy than their tooltip stated
Fixed a bug where several spells were triggering on-cast events more than once
Fixed a bug in which players could get stuck in a "dead" state until they disconnected and then reconnected.
 

Firsttime

Platinum Member
Mar 31, 2005
2,517
0
71
Solid patch. The only thing that worries me is that new improved cd Panth may be an absolute beast in the jungle. With the improvements to his ulty for ganking and the cd reduction on HSS, he may be the new Noct.

Also that bug mentioned at the bottom about dying and having to dc and reconnect got me several times yesterday, it was super annoying. Glad it got fixed.
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
AD Morgana is fun as hell. That is all

LOL glad you liked the build.


Anyhow, glad they are finally fixing some of the more annoying bugs. There are plenty of them still left. Some of auto attack targeting bugs are really annoying as well as the bugs for not receiving gold when killing a minion. Those are two of the more important bugs to fix in my opinion. More so for some chars than others. The auto attacking bug is really damn annoying for Sona for example. I can't tell you how many times I've had her power chord ready, I want to use it to hit an enemy champ, and I click on said champ to attack when that champ is far away from any minion and then Sona just turns around and smacks the nearest minion with the auto attack after running into attack range of the enemy champ first. Damn that is so annoying too!

There are still plenty of attack target after using X power bug fixes they need to finish as well. Leona for one. Nothing more annoying than using her Xenith blade to close the gap on a champ, hitting Q to power up her stun, and watching her 180 degrees around to smack a minion with it that I didn't click on.

One last thing I wish they would add to LoL is a function that DotA has. The H key to hold your actions. You press H and your character won't auto attack or auto move while it is held down. So many times I want to do no action but move back and forth or stand behind a minion wave without doing anything else. Stupid game wants to try and force auto attacks in for some characters while you are doing that at random times which is damn annoying.
 
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L337Llama

Senior member
Mar 30, 2003
358
0
0
Leona buffs sound good. I got her but havent used her much. Her kit is fun, but it felt like she needed a little more damage to be a bigger threat and get focused more. Plus once she uses her skills, she doesn't have much to do.
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
Leona buffs sound good. I got her but havent used her much. Her kit is fun, but it felt like she needed a little more damage to be a bigger threat and get focused more. Plus once she uses her skills, she doesn't have much to do.

Yep, pretty much. She does damn decent damage early game, but she is reliant on her teammates to do much. Also in late game team fights, she is reliant on her team being able to blast away the enemy after she stuns a couple of them in the time they are stunned. Otherwise she just sorta sits there for a few seconds not doing much.
 
Oct 25, 2006
11,036
11
91
LOL glad you liked the build.


Anyhow, glad they are finally fixing some of the more annoying bugs. There are plenty of them still left. Some of auto attack targeting bugs are really annoying as well as the bugs for not receiving gold when killing a minion. Those are two of the more important bugs to fix in my opinion. More so for some chars than others. The auto attacking bug is really damn annoying for Sona for example. I can't tell you how many times I've had her power chord ready, I want to use it to hit an enemy champ, and I click on said champ to attack when that champ is far away from any minion and then Sona just turns around and smacks the nearest minion with the auto attack after running into attack range of the enemy champ first. Damn that is so annoying too!

There are still plenty of attack target after using X power bug fixes they need to finish as well. Leona for one. Nothing more annoying than using her Xenith blade to close the gap on a champ, hitting Q to power up her stun, and watching her 180 degrees around to smack a minion with it that I didn't click on.

One last thing I wish they would add to LoL is a function that DotA has. The H key to hold your actions. You press H and your character won't auto attack or auto move while it is held down. So many times I want to do no action but move back and forth or stand behind a minion wave without doing anything else. Stupid game wants to try and force auto attacks in for some characters while you are doing that at random times which is damn annoying.

Does the "s" key do that?
 

TheUnk

Golden Member
Jun 24, 2005
1,810
0
71
Does the "s" key do that?

The s key is a stop key, to stop all actions, but it's buggy. Sometimes I find I have to press it 2-3 times to actually stop auto-attacking. I use it all the time though, when playing melee it's really helpful to be right next to the minions for last hits.

I think they have a hold key too though.
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
Fixed a bug where certain particle effects would not show up if using the minimap for targeting

I hope this fixes the current Jana whirlwind bug. If she casts her tornado skill using the minimap it has no start up particle effect. You hear nothing and see nothing until it is coming at you as if she cast it from inside a bush. Man that was getting annoying because it then because almost impossible to dodge.
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
Fixed a bug in which players could get stuck in a "dead" state until they disconnected and then reconnected.\

Nice. I've been getting this a lot lately.

Grr..Ok, still updating. For some reason the folder was read only and fails the update. I had this issue in the past and had to reinstall. Annoying. Anyway, anyone try the new champ?
 
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zebano

Diamond Member
Jun 15, 2005
4,042
0
0
Unneeded in the competitive scene too as they don't address any of the problems those heroes have. Mainly that they get kited entirely too easily.

Actually the Nasus change to wither might (and I stress might) help there. I haven't had a chance to try yet.
 

Firsttime

Platinum Member
Mar 31, 2005
2,517
0
71
I think it will help his lane phase a little. He'll be a slightly more viable top solo with the lifesteal and whither changes, but his team fights will still be brutal, exhaust->dead nasus. If he can find a good spot in the jungle he might be interesting.
 

Leopardos

Senior member
Jul 15, 2009
332
2
81
This game is very good , i just love it soo much ...
i just started before 3 days , and i cant belive how lucky that i found it, Thanks Riot for the youtube videos that brought me to play it..

As an old WoW player for years , i had to find a new game like League of Legends after 1 year without playing Wow " got bored" ... and here i am ..

See you ingame, FEEEED me plx haha
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
I think it will help his lane phase a little. He'll be a slightly more viable top solo with the lifesteal and whither changes, but his team fights will still be brutal, exhaust->dead nasus. If he can find a good spot in the jungle he might be interesting.

They were stating the changes to nasus was to make him able to jungle effectively as well as gank from the jungle effectively with the change to wither. Late game he is still a tank + tower killer + squishie killer (if not exhausted). If he gets exhausted though that is one less for the AD carry on your team to have toss on them instead. So it's not all bad. Basic bruiser build for nasus works well I've seen. Which is right now..

Philo Stone
Boots (your choice but usually mercs)
HoG (complete to Randiuns later in the game)
Tri-force
Aegis

With Nasus this gives you a bit of tank potential as well as good damage and team support in team fights. This build works well for just about any bruiser or off tank. Some mana + health regen, some extra health, armor, MR, AD, slows on your attacks, extra movespeed, crit chance, and attack speed. Everything a tanky dps needs.

From here you can build more attack if that is needed for your team or more defense.
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
I like nasus and I feel like I do well with him (if I say I am good I'll curse myself to lose the next 10 games with him, so no I am not good ).

I like to build him as pure tank, with lots of regen. I agree with philo stone first item, and max q first for easy last hits. I used to make tri-force regularly, but I've decided it's not really needed, you do pretty crazy damage with ultimate + Q anyway, and building the triforce puts your tankyness on hold for too long. Merc treads are usually the most appropriate boots, unless the enemy team suggest dodge boots. I like a sunfire cape, fits with his ultimate and just gives you another reason to get right in the middle of everything. Beyond that I build to the enemy team, force of nature + banshee for casters, warmogs for true damage, thornmail for excessive ad carries. I usually don't build any real damage items, but I'd build a ghost blade if the game really called for it, just to make him shred towers a little harder.

Tower kill is his main role IMO, but he also allows for very early and quick baron kills. The way his ultimate works you can take baron down to half hp or less just from your ultimate.
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
I like nasus and I feel like I do well with him (if I say I am good I'll curse myself to lose the next 10 games with him, so no I am not good ).

I like to build him as pure tank, with lots of regen. I agree with philo stone first item, and max q first for easy last hits. I used to make tri-force regularly, but I've decided it's not really needed, you do pretty crazy damage with ultimate + Q anyway, and building the triforce puts your tankyness on hold for too long. Merc treads are usually the most appropriate boots, unless the enemy team suggest dodge boots. I like a sunfire cape, fits with his ultimate and just gives you another reason to get right in the middle of everything. Beyond that I build to the enemy team, force of nature + banshee for casters, warmogs for true damage, thornmail for excessive ad carries. I usually don't build any real damage items, but I'd build a ghost blade if the game really called for it, just to make him shred towers a little harder.

Tower kill is his main role IMO, but he also allows for very early and quick baron kills. The way his ultimate works you can take baron down to half hp or less just from your ultimate.

I'm not a huge fan of Sunfire. The 45 damage per second is reduced by MR significantly. It is only good if you rush it early, because it is an early/mid game item. Late game it's damage output for the cost is bleh. Sure you get some defense and life from it as well, but the combine cost isn't worth the cost of putting it together late game. That and it requires you to be right on top of people. Nasus can do that at least with wither, but not every hero can. The only three heroes I consider putting it on is Amumu, Malphite, and Warwick. Warwick because you should be getting madreds + malady to actually make sunfire worth while late game when you use your ult.


I like the bruiser build I listed above (duh because I listed it) mainly because it still gives you good health, defense, and dps in a few items. Plus gold generation. The cost isn't that high to get into either for the returns.

If you decide to build extra tanky completing the HoG to Randiun and grabbing a banshee will put you at around 250~ish armor and 180 MR. With tri-force + randiun + Reverie (once you complete philo stone) that puts any hero over 3K health. If the other team has a lot of true damage, like vayne and ignites, then dropping the philo stone for a warmogs + atmas will allow you to be super tanky and have ridiculous damage output late game. Of course that is a lot of gold to get there, but Nasus is capable of that.

Personally the ultimate Nasus build, and pretty much the ultimate AD bruiser/offtank build, is the following items.

Merc Treads
Aegis Of Legion
Tri-Force
Atmas
Warmog
Last item is based off enemy team. Either Randuins or Banshee Veil depending if they are more AD or AP. Or last but not least is GA if they are a mix.

For most AD bruiser chars these items puts them around 4K hitpoints , 300 AD, 1.3 attack speed (with attackspeed quints), ~100 MR, ~100 armor, 420 movespeed, 35 tenacity, and 39% crit rate. Plus all the nifty effects from tri-force, aegis, and warmogs. That's without taking into consideration any of the abilities or passives of the champion being played or the 6th item to be picked. Once you go past 100 armor or MR you start getting massive depreciating return value per point. 100 in either is 50% reduction. 200 is 64%. The only reason to go higher is if the other team has items or abilities to reduce your defensive values. Which a lot of enemies do so getting either value higher based on who you are fighting with that 6th item is usually a must.

However that "ultimate" build I just posted is not exactly practical, nor easy to gain. It takes a ton of gold to reach that level so unless the character you are playing is a massive farmer or can get fed pretty hard, it isn't going to happen. Also most game are over FAR before you can complete the build.

Just for reference, for most bruiser champs I used the item builder for with this build it puts them at an effective 9-11K hitpoints (meaning the enemy team has to do around that much damage in total to kill you), with around 650+ dps. It's pretty disgusting actually.
 
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ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
So is it just me or is it impossible to get into the game? I haven't been able to yesterday or today. Just keeps resetting queue at 9000
 

nsafreak

Diamond Member
Oct 16, 2001
7,093
3
81
I got in yesterday after about a 20 minute wait. Haven't tried yet today but I'll let you know what happens when I do in a few minutes.

Edit: Just got into the login queue currently showing 26 minutes.

Edit 2: Got into the game after waiting through the 26 minute login queue.
 
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