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

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ivan2

Diamond Member
Mar 6, 2000
5,808
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www.heatware.com
i don't think there's a nerf on jax. if anything it is a buff at lower level to make him easier to farm up and evens out things at the high level so there won't be those 4k HP wtfpwn jax.
i think the play as and against jax virtually left unchanged, start engage if 1v1, wait for teammate to engage if 1vmany, pop ult (dodge now) and jump at the carry.
 

hans030390

Diamond Member
Feb 3, 2005
7,326
2
76
I'm glad for the Jax changes. As Morello pointed out in the patch preview, Jax became extremely hard to kill late game without having to buy any tanky items. Not only that, but he would basically murder an entire team with a bit of help regardless of whether or not he was fed early game. Ever since I started playing, I have always considered him the top champion that needed a nerf. Finally glad to see that realized now.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Patch notes

Code:
New Skins in the Store

    Sabretusk Sejuani
    Darkrider Sejuani

PVP.net v1.52

    Ranked Teams
        Ranked Team roster size has been increased to a maximum of 9
        Provisional Ranked Teams will now be automatically disbanded after a certain period of time to prevent name squatting
        Made it easier to invite members of your Ranked Team to a group chat
        Team Tags will now show up in more parts of the PVP.net and in game UI
        Team Game invites will now play a different sound to differentiate from normal invites
        Team Member status will now show up in the Team Profile screen so you can see who is online and available to play
        Cleaned up the Ranked Team creation process to be more clear
        Tweaked the Ranked Team matchmaking algorithm to be more accurate
    Spectator
        Fixed a bug where Spectators would sometimes get stuck at the loading screen
        Fixed a bug where the last few minutes of a spectated game get sped up
    General
        Summoner's Rift (Winter) has been removed from matchmaking
        Chat windows and buddy tooltips have been re-skinned to be visually consistent with the rest of the buddy list
        The horizontal “arrow button” scrolling (for when you have more than 4 chat windows) has been removed. Chat windows will now scale down their presence in the task bar so they all fit.
        Text input focus stealing on new incoming IMs has been removed
        Fixed a bug where chat windows would scroll down to the bottom for every incoming message, regardless of your current scrolling position

League of Legends v1.0.0.132
Sejuani, the Winter's Wrath

    Frost (Passive) - Sejuani's basic attacks apply Frost, reducing enemy Movement Speed by 10% for 3 seconds.
    Arctic Assault - Sejuani charges forward to deal magic damage and apply Frost to enemies. Sejuani stops upon colliding with an enemy champion.
    Northern Winds - Sejuani summons an arctic storm around her which deals magic damage to nearby enemies every second. Damage is increased against enemies affected by Frost or Permafrost.
    Permafrost - Sejuani converts Frost on nearby enemies to Permafrost, dealing magic damage and increasing the Movement Speed reduction dramatically.
    Glacial Prison (Ultimate) - Sejuani throws her weapon, stunning the first enemy champion hit. Nearby enemies are stunned for a shorter duration. All targets take magic damage and are affected by Frost.

Ahri

    Orb of Deception mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
    Spirit Rush cooldown increased to 90/80/70 seconds from 80/70/60

Dr. Mundo

    General
        Base attack speed increased to .625 from 0.595
        Attack speed per level increased to 2.8 from 2.5
        Magic resist per level increased to 1.25 from .75
    Burning Agony health cost reduced to 10/15/20/25/30 from 20/25/30/35/40
    Sadism ultimate cooldown reduced to 65 from 75

Fizz

    Implemented the following changes to Chum the Waters which were in Ahri patch changelog, but not actually moved into the patch:
        Fixed a bug where Chum the Waters stopped working if Fizz died
        Hitting an enemy who is immune to the Fish now causes the Fish to drop on the ground instead of fizzling
        Using Quicksilver Sash now drops the Fish on the ground instead of causing the shark to emerge immediately
        Added a 3-2-1 timer like Time Bomb
        No longer hits nontargetable units like Vladimir in Sanguine Pool

Graves

    Buckshot Mana cost increased to 60/70/80/90/100 from 60/65/70/75/80
    Collateral Damage
        Initial damage reduced to 250/350/450 from 250/375/500
        Explosion damage reduced to 140/250/360 from 140/275/400
        Cooldown increased to 100/90/80 from 80/70/60

Jarvan IV

    Mana per level increased to 40 from 30
    Golden Aegis mana cost reduced to 65 from 75
    Demacian Standard mana cost reduced to 55 from 60

Jax (remake)

    General
        Base health increased to 551 from 506
        Health per level increased to 88 from 83
        Armor per level increased to 3.5 from 3.2
        Added an animation to Jax's Joke
    Relentless Assault - Passive (Remade)
        Every time Jax attacks an enemy he gains 4-10% increased attack speed (stacks up to 6 times)
    Leap Strike
        Cooldown changed to 10/9/8/7/6 seconds from 13/11/9/7/5
        Damage changed to 70/110/150/190/230 (+1.0 bonus attack damage)(0.6 ability power) from 20/45/70/95/120 (+1.0 total attack damage)(0.7 ability power)
    Empower
        Cooldown reduced to 7/6/5/4/3 seconds from 9/8/7/6/5
        Damage changed to 40/85/130/175/220 from 60/95/130/165/200
        Ability power ratio increased to 0.6 from 0.4
        Mana cost increased to 30 from 20
    Counter Strike (Remade)
        Jax dodges all incoming basic attacks for 1.5 seconds. At the end of the effect, Jax deals 40/70/100/130/160 (+0.8 bonus attack damage) physical damage and stuns nearby enemies for 1 second. This spell deals an additional 10/15/20/25/30 damage for each attack dodged.
    Grandmaster's Might (Remade)
        Passive: Every third consecutive attack deals an additional 100/160/220 (+0.7 ability power) magic damage.
        Active: Jax gains ability power equal to 25/45/65 (+ 20% of his ability power) and attack damage equal to 25/45/65 (+ 20% of his bonus attack damage) for 6 seconds.

Nunu

    Base attack speed increased to .625 from .613
    Attack speed per level increased to 2.25 from 1.08

Rammus

    Powerball duration reduced to 7 seconds from 8
    Powerball initial speed increased to 30% from 25%
    Defensive Ball Curl damage return reduced to 15/25/35/45/55 from 20/30/40/50/60

Riven

    Base movement speed reduced to 320 from 325
    Base health regen reduced to 10.4 per 5 seconds from 12
    Health regen per level reduced to 0.9 per 5 seconds from 1
    Broken Wings base damage increased to 30/55/80/105/130 from 30/50/70/90/110
    Ki Burst base damage reduced to 50/80/110/140/170 from 50/90/130/170/210

Shaco

    Jack in the Box duration lowered to 60 seconds from 90
    Jack in the Boxes now show their remaining duration (in seconds) in their mana bar

Skarner

    Crystal Slash mana cost adjusted to 20/22/24/26/28 from 15 at all levels
    Crystal Slash slow decreased to 20/25/30/35/40% from 25/30/35/40/45%
    Impale cooldown increased to 130/120/110 from 110/100/90

Tryndamere

    Base attack damage lowered to 56 from 59.2
    Base health regen per 5 seconds reduced to 7.9 from 10.9
    Mocking Shout attack damage reduction lowered to 20/35/50/65/80 from 20/40/60/80/100
    Fury decay now begins after 5 seconds, as opposed to 8 second previously

Vayne

    Base movement speed reduced to 300 from 305
    Night Hunter movement speed reduced to 30 from 40
    Tumble bonus damage reduced to 30/35/40/45/50% from 40/45/50/55/60%
    Final Hour Tumble stealth duration reduced to 1 second from 1.5

Veigar

    Fixed a bug where killing a unit with Baleful Strike would not create the particle effect

Vladimir

    Transfusion cooldown reduced to 10/8.5/7/5.5/4 seconds from 12/10/8/6/4
    Crimson Pact ability power to health conversion reduced to 1.4 from 1.8
    Hemoplague no longer costs 15% of your current health and is now no cost to cast
    Tides of blood health cost ramp up reduced to 25% from 50%

Volibear

    Base armor increased to 20 from 17.5
    Rolling Thunder
        Damage increased to 30/60/90/120/150 from 25/50/75/100/125
        Volibear now gains 15% Movement Speed for the duration. This bonus increases to 45% Movement Speed when moving toward enemy champions.
        Fixed a bug where Rolling Thunder's attack would sometimes cancel against fast moving targets
    Frenzy bonus health to damage ratio reduced to 15% from 18%
    Majestic Roar damage increased to 60/105/150/195/240 from 60/95/130/165/200
    Chosen of the Storm (Passive) cooldown no longer resets on death

Warwick

    Hunter's Call cooldown reduced to 24/22/20/18/16 seconds from 30/27/24/21/18

Xerath

    Fixed a bug where Mage Chains could sometimes stun the target for 2 seconds instead of 1.5

Items

    Ionic Spark is now purchasable on Summoner's Rift and Twisted Treeline
    Nashor's Tooth
        Total cost reduced to 2735 from 2885
        Ability Power increased to 65 from 55
    Ninja Tabi
        Dodge has been removed
        New UNIQUE Passive: Reduces the damage taken from non-turret basic attacks by 10%
    Stinger total cost reduced to 1090 from 1140
    Sword of the Divine has been removed

Summoner Spells

    Surge cooldown reduced to 180 seconds from 220

General

    Colorblind Mode
        New mode which improves visualization of health bars and various graphical effects and animations for colorblind players.
        Location (while in game): Options > Video > Advanced Options > Colorblind Mode (checkbox)
    Blessing of the Lizard Elder no longer triggers on spell damage
    Updated several Champions recommended items
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
i don't think there's a nerf on jax. if anything it is a buff at lower level to make him easier to farm up and evens out things at the high level so there won't be those 4k HP wtfpwn jax.
i think the play as and against jax virtually left unchanged, start engage if 1v1, wait for teammate to engage if 1vmany, pop ult (dodge now) and jump at the carry.

Pretty much. They kept changing his early game all the time and that wasn't the problem with Jax normally. Except when they super buffed his early game at one point way too much while keeping his late game monstrosity. THAT was when Jax was perma banned every game. Level 2 and hitting you for 200+ hit every 8 seconds safely was stupid!

Now he's in line. Strong early to late game without being broken. He can be handled and dealt with late game at least.


Ohh, and I thought of a new team now with the new champ.

Team Cold!
Sejuani
Ashe
Nunu
Anivia



Last position can he a toss up from Janna (Normal or Frost queen skins), Fizz (any skin), Shen (Sub zero skin), Nocturne (Frozen terror skin), Kennen (Arctic warfare skin), Caitlyn (Arctic warfare skin), Annie (Frost fire skin), Tryndamere (King skin), or Brand (Cryocore skin).
 
Last edited:

RPD

Diamond Member
Jul 22, 2009
5,056
565
126
Good changes in the patch notes, tweaked down some characters that were pretty cruise control. But really, the buffs to Mundo, well to me atleast don't seem to do much for him. It's like they did that so they could say "See we looked at his kit and fixed it!" just to get it off their list.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
Pretty much. They kept changing his early game all the time and that wasn't the problem with Jax normally. Except when they super buffed his early game at one point way too much while keeping his late game monstrosity. THAT was when Jax was perma banned every game. Level 2 and hitting you for 200+ hit every 8 seconds safely was stupid!

Now he's in line. Strong early to late game without being broken. He can be handled and dealt with late game at least.


Ohh, and I thought of a new team now with the new champ.

Team Cold!
Sejuani
Ashe
Nunu
Anivia



Last position can he a toss up from Janna (Normal or Frost queen skins), Fizz (any skin), Shen (Sub zero skin), Nocturne (Frozen terror skin), Kennen (Arctic warfare skin), Caitlyn (Arctic warfare skin), Annie (Frost fire skin), Tryndamere (King skin), or Brand (Cryocore skin).


That team even works out nicely assuming Sejuani can play top lane. Nunu in the jungle, anivia mid and Janna + Ashe bottom lane.
 

crownjules

Diamond Member
Jul 7, 2005
4,858
0
76
Red buff no longer trigger's its slow on spell damage. I don't get Riot sometimes. It's like their schizophrenic - one week something is a good idea, the next week it's not.

There goes the ability to play a bunch of junglers. Malphite returns to his place in obscurity.
 
Oct 25, 2006
11,036
11
91
By the way, sorry I left that one game a day or two ago. Something important came up and I couldn't come back into the game.

Feel really bad about that.
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
Had a Sejuani as a jungler for my game this morning. Seemed to do alright. First time I saw the champ being played, but it was right after the patch and first game for me to play after the patch. Later tonight after work I'll probably pick the new champ up.
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
Honestly, I think the real reason we haven't seen many non-traditional supports is because the sustain with a good Soraka/Sona/Taric is too massive to overcome. LeBlanc, GP, Ashe, Nunu, Blitz, Leona, Shaco and even Fiddlesticks have all seen some playtime as support champs but unless you can fully burst down someone they're insufficient and will lose over time to the side with sustain.

Pretty much this. The primary supports are heals because low levels of damage by any champ can't overcome the sustain by the main healing champs of Soraka, Sona, and Taric.

Alistar healing can be overcome, but he has stuns and knockbacks to help protect his carry to avoid bursts. His CC can be used to harass or save.

Non-traditional supports that do decently are Leona, and Blitzcrank. Leona because her stuns, high health regen, high base health, and tanky buffer ability allow her to take the hits and protect her AD range. This is more true if the person they are laning against is a skillshot based opponent such as Ezreal, Sivir, or Graves. Leona just basically takes the hit and stuns people to save her AD range. Which can also be used offensively as well.

Blitzcrank stuns and can nab easy kills at his tower with a well placed grab if the enemy team over extends. He also allows a quick burst to be done on an enemy champ by separating that champ with a grab from his support. That with his tankiness allows him to take hits very well early on instead of his AD range he is supporting.

Both Leona and Blitzcrank are great for brush control as well as they have skillshots that can be used to clear a support sitting in the brush.

Nunu works as a weaker version of Blitzcrank and Leona. He has a ranged slow which does a pretty big slow as well as a speed boost. These abilities can be used for chasing or escaping although a harder CC would be easier. He can take his for the AD range against and heal back up with consume. The problem is this steals CS from his ad range. Nunu's biggest gimmick is reaching level 6 and killing 1 or both of the enemies from using his ult in the bush where they can't see the particle effect. It's abuse of a bug in my opinion. It forces the other team to buy way more wards than they normally would just to make sure that all the bushes near the lane are always warded to prevent that Nunu ultimate trick.


Nidalee has been used as support on bot lane as well. She does well with a heal and great brush control with spear. She has no CC to also help save her AD range and really requires significantly more farm than other supports to do well late game. That's her downfall.


I've seen just about every combo played bottom and some are better than others. The reason for the standard heal support with AD range is because it works the best most of the time.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
Red buff no longer trigger's its slow on spell damage. I don't get Riot sometimes. It's like their schizophrenic - one week something is a good idea, the next week it's not.

There goes the ability to play a bunch of junglers. Malphite returns to his place in obscurity.

So long Pantheon (jungle), I'll miss you except for those rare occasions where I counterpick a Kassadin.
 

Fenixgoon

Lifer
Jun 30, 2003
31,811
10,346
136
how is a permanent slow on your passive not OP? normally it takes 3200g for that (frozen mallet)
 

hans030390

Diamond Member
Feb 3, 2005
7,326
2
76
I'm glad they didn't change Ahri too much. Slight mana increase on her Q, longer cooldown on her ult. No big deal.

I still feel like her W and R don't always prioritize champions like they say they do.
 

sash1

Diamond Member
Jul 20, 2001
8,897
1
0
GP has it as well. Also, it's only 10% slow not the 25% of FM. Of which you get AD and Health from FM.

yup, GP slows on everything as well. slows are annoying, but only Ashe's slow is really deadly. i don't mind it, hard CC is far harder to deal with than just slows.

about the patch, the thing i like is Jarvan mana cost reductions and overall mana increase. can be really annoying early game with his high mana costs. been getting back into jungling him again lately. with this new mana change, can probably give the second blue to mid instead of needing it myself.
 

hans030390

Diamond Member
Feb 3, 2005
7,326
2
76
What's the AD rammus dominion build?

Really depends on the situation. I tend to get Berserker's Greaves, Phantom Dancer, and Bloodthirster with AD Rammus as my "core" items. Any other AD carry items tend to work well (Infinity Edge, Black Cleaver, Last Whisper, a second Phantom Dancers, etc.). Buying health is never a bad idea either. I used to get Warmogs for sure with AD Rammus in Dominion until they removed it. I generally don't recommend many tanky items with AD Rammus for Dominion. You should be relying on his shield for defense, as you'll be able to take out most champions 1v1 before your shield runs out (assuming you taunt them and chase them down when they run away!).

He has a weak start and is very susceptible to dying early game. However, thanks to his speed from his Q and the fast-paced nature of Dominion, this is not so much of an issue. If you focus on capturing and defending early game while avoiding deaths, you'll have enough items to be a formidable fighter fairly quickly. AD Rammus shines late game in Dominion and is probably one of the best champions at turning around a Dominion match. Don't let his weak start discourage you!

Also keep in mind that armor translates into additional AD for Rammus. Sometimes it is not a bad idea to buy armor (Thornmail is great against AD teams). This also means that it is more important to focus on attack speed than pure attack damage, as you'll do most of your fighting while using your W shield (boosts his armor, which boosts his attack).

Because of his Q, don't forget to try and capture points that the enemy is not paying attention to. You can get in and out of almost any situation very quickly. He's great at capturing points quickly or pulling the enemy away from points they are defending/attacking so that your teammates have an easier time.

Never be afraid to defend, either. If you have 3 points and can't easily take more without losing what you have, just turtle your points. I generally pick Garrison as one of my summoner spells for this purpose (or capturing points). AD Rammus can often defend a turret against 3 enemies (sometimes more) by himself. Pop Garrison when they move in to attack, taunt your primary target, pop your shield, pop your ult, and lay into them with auto attacks while keeping in the boundaries of the capture point.

I tend to pick standard AD masteries and runes with him as well in these situations, though it really doesn't hurt if you want to use those to give him a slight tanky edge.
 

Onita

Golden Member
Feb 24, 2004
1,158
0
71
Cool, thanks. I just played Dominion for the first time yesterday (accidentally clicked it). Its sure a hell of a lot different and I'm sure I'm not doing it right. No clue what items to build, etc., and most people are terrible I've noticed, lol. It gets frustrating watching people constantly farm while ignoring someone capping.
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
Cool, thanks. I just played Dominion for the first time yesterday (accidentally clicked it). Its sure a hell of a lot different and I'm sure I'm not doing it right. No clue what items to build, etc., and most people are terrible I've noticed, lol. It gets frustrating watching people constantly farm while ignoring someone capping.

yea...rule #1 in dominion. Don't farm. At all. There is no need.

I tend to have luck with rammus on dominion using normal AD/AS runes / masteries and I start with boots (built into the fastest boots..can't remember the name now..not boots of speed). Then build a PD. At that point I build some tank depending on what is needed. Truthfully they took away the 2 items that made rammus a god on that game, but he's still really good. Just be prepared to take alot of trash talk if you die and they see you have a PD.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
yea...rule #1 in dominion. Don't farm. At all. There is no need.

I tend to have luck with rammus on dominion using normal AD/AS runes / masteries and I start with boots (built into the fastest boots..can't remember the name now..not boots of speed). Then build a PD. At that point I build some tank depending on what is needed. Truthfully they took away the 2 items that made rammus a god on that game, but he's still really good. Just be prepared to take alot of trash talk if you die and they see you have a PD.

I disagree though it's more pushing minion waves than farming but it's quite useful especially if you're 1v1 in bottom lane.
 

ImpulsE69

Lifer
Jan 8, 2010
14,946
1,077
126
I disagree though it's more pushing minion waves than farming but it's quite useful especially if you're 1v1 in bottom lane.

Agreed, however I think it's a terminology thing. There are definitely people who it play that "farm". I've watched people last hit minions.
 

zebano

Diamond Member
Jun 15, 2005
4,042
0
0
Agreed, however I think it's a terminology thing. There are definitely people who it play that "farm". I've watched people last hit minions.

If you're bottom or pushing you might as well make sure you last hit the gold is noticable, you just don't have to refrain from hitting a full health minion while waiting for one to get low.
 

xSkyDrAx

Diamond Member
Sep 14, 2003
7,707
1
0
Any thoughts on the Jax remake?

I was messing around with his jungle yesterday and he seemed to do alright. His ult now gives him a pretty heft bump in ap/ad even if it's only for about 6 seconds. With a wriggles and rageblade he had about 180 ad and was hitting pretty fast.

I'd say he's okay in the jungle not terribly fast but it's probably an easier time in lane pre 6 anyhow. Once he has a wriggles though and past 6 he can kill most things really quick.

I think he's not too different from before aside that he has a more consistent path to his late game which is still damn strong especially if you build something like Frozen Mallet to accomade the lost hp from his old passive and some tankiness.
 

Hacp

Lifer
Jun 8, 2005
13,923
2
81
Any thoughts on the Jax remake?

I was messing around with his jungle yesterday and he seemed to do alright. His ult now gives him a pretty heft bump in ap/ad even if it's only for about 6 seconds. With a wriggles and rageblade he had about 180 ad and was hitting pretty fast.

I'd say he's okay in the jungle not terribly fast but it's probably an easier time in lane pre 6 anyhow. Once he has a wriggles though and past 6 he can kill most things really quick.

I think he's not too different from before aside that he has a more consistent path to his late game which is still damn strong especially if you build something like Frozen Mallet to accomade the lost hp from his old passive and some tankiness.

Jungle jax needs red buff to do anything.
 

ivan2

Diamond Member
Mar 6, 2000
5,808
0
0
www.heatware.com
vs bots i tried to build him AP and max empower first (lichbane, nashors, and rylais) and it seems decent, nowhere near what he was though. with the suggest AP leech build I couldn't do anything because of the long CD of the stun and the slow and dismal build up of the atk speed. Looks like he needs a buff in the next patch.
 
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