You do know that auras stack right? One per hero? You could actually have 5 abyssals, just an fyi.
You know that they don't, right? Each person can own the scepter and give off the aura, but the debuff won't stack on the enemy. The same thing applies to friendly auras. If you have two nearby allied units both with Aegis of the Legion, for instance, you will only benefit from it once. However, if you yourself have the item and an ally does too than you can have the aura buff on you at most twice.
Funny thing, though, the way it's mentioned there leads one to think that two allies with the same aura will give two auras to a third ally. This isn't the case.
I want to do a 5 man normal premade with the following heroes: Karthus Morgana Soraka Fiddlesticks Amumu
What do they have in common? Abilities that reduce enemy magic resist. For the unaware, magic reduction is applied before magic penetration and magic reduction can actually put their magic resist in the negatives, amplifying damage.
Fiddles: Dread (passive)- Nearby enemy champions have their magic resistance reduced by 10 Morgana: Tormented Soil- Curses a large area for 5 seconds. Enemies on the cursed ground take damage and have their magic resistance reduced by 4/5/6/7/8 every second Soraka: Starcall- Strikes nearby enemy units dealing damage and reducing their magic resistance by 8 for 8 seconds. This effect can stack up to 20 times Karthus: Wall of Pain- Creates a 800/900/1000/1100/1200 distance wide wall at target location. Enemy champions that pass through the wall have their armor and magic resistance reduced by 15/20/25/30/35 and reduces movement speed; debuff lasts 5 seconds. The wall lasts 7 seconds Amumu: Cursed Touch (passive)- Amumu's attacks reduce the target's magic resistance by 15/25/35 for 4 seconds.
Add in an abyssal scepter and its theoretically possible (not going to happen) to reduce and enemy champion's magic resist by 300. If everyone builds Tanky/AP/Maybe-some-sunfires and one person gets an Abyssal then this team would have massive AoE damage, no need to build any magic penetration, good survivability, ridiculous CC (Amumu stun and AoE snare, Morgana Snare and AoE stun, Fiddles mass silence and 3 second fear, Karthus's Slow, Soraka's silence), good support, a tank and a jungler (amumu).
Anyone want to try it? I own Fiddles, Amumu, and Soraka.
I would be down for this, I own Fiddles and Morgana.
I want to do a 5 man normal premade with the following heroes: Karthus Morgana Soraka Fiddlesticks Amumu
What do they have in common? Abilities that reduce enemy magic resist. For the unaware, magic reduction is applied before magic penetration and magic reduction can actually put their magic resist in the negatives, amplifying damage.
Fiddles: Dread (passive)- Nearby enemy champions have their magic resistance reduced by 10 Morgana: Tormented Soil- Curses a large area for 5 seconds. Enemies on the cursed ground take damage and have their magic resistance reduced by 4/5/6/7/8 every second Soraka: Starcall- Strikes nearby enemy units dealing damage and reducing their magic resistance by 8 for 8 seconds. This effect can stack up to 20 times Karthus: Wall of Pain- Creates a 800/900/1000/1100/1200 distance wide wall at target location. Enemy champions that pass through the wall have their armor and magic resistance reduced by 15/20/25/30/35 and reduces movement speed; debuff lasts 5 seconds. The wall lasts 7 seconds Amumu: Cursed Touch (passive)- Amumu's attacks reduce the target's magic resistance by 15/25/35 for 4 seconds.
Add in an abyssal scepter and its theoretically possible (not going to happen) to reduce and enemy champion's magic resist by 300. If everyone builds Tanky/AP/Maybe-some-sunfires and one person gets an Abyssal then this team would have massive AoE damage, no need to build any magic penetration, good survivability, ridiculous CC (Amumu stun and AoE snare, Morgana Snare and AoE stun, Fiddles mass silence and 3 second fear, Karthus's Slow, Soraka's silence), good support, a tank and a jungler (amumu).
Anyone want to try it? I own Fiddles, Amumu, and Soraka.
I would be down but I might be considered too noob for you guys (Oli's Kassadin scares me). I own Fiddles, Morgana, and Amumu but I never played as Fiddles and Amumu yet.
In other news I finally caught up to my starting losses with wins. I'm like 59/58/1 now
Agreed about the patching. What's worse, I've gotten addicted to Epic Battle Fantasy 3 and Newgrounds is currently down for maintenance as well. What the hell am I to do in the wee hours before my Calculus class?
Oli's Kassadin is godlike. I want to be in a game with him, find a good spot to go AFK, and record the mayhem that will ensue from a 4v5 rape. I think Teemo would be a good choice...just sit for like 2 seconds and away I go.
EDIT: Holy crap, I like Trundle. Too bad I only have about 4k IP. Early Christmas gift anyone?
Post has been edited 1 time(s), last time on Dec 1 2010, 3:35 pm by poison_us.
This patch is focused upon the following main issues:
Area of Effect damage and disable spells being too powerful Area of Effect is taking a pretty large hit this patch, especially to the damage on Galio’s Idol of Durand, Morgana’s Soul Shackles and Vladimir’s Hemoplague. After seeing its effect on the game over a longer period of time, we’ve found something more akin to Annie’s Summon: Tibbers is a proper mix of area size, damage, and disable. We have several area-effect skills in the game that have snuck past this and we’re looking to bring these back to acceptable levels.
Strong supports are able to protect powerful ranged carries too well, cancelling their fragility too easily We’re starting with a duration nerf to Morgana's Black Shield and Janna's Eye of the Storm to reward better timing of the spell reactively and to raise the skill ceiling a bit on these spells. If this proves too little, we’ll evaluate the need for additional changes in a future patch.
Ranged carries, holistically, are too safe considering their damage output While we predict bigger changes will be required, our first adjustments are to lower the movement speeds of ranged carry-style champions to provide more of a tradeoff, and nerf Blessing of the Lizard Elder when used on ranged champions. We’d like to keep ranged carries “safer” than melee, while beginning to provide more tradeoffs that both give melee a place in the game and differentiate the roles of melee and ranged characters. League of Legends v1.0.0.106
Rabid Bite: Trundle bites his opponent, dealing damage and sapping some of their attack damage. Contaminate: Trundle infects a target location with his curse, gaining attack speed, movement speed, and crowd control reduction while on it. Pillar of Filth: Trundle creates a plagued beacon at a target location, which becomes impassable terrain and slows all nearby enemy units. Agony (Ultimate): Trundle immediately steals his target’s health and a percentage of their armor and magic resistance. Over the next six seconds the amount of health, armor, and magic resistance stolen is doubled. Decompose (Passive): Whenever an enemy unit near Trundle dies, he heals for a percentage of their maximum health. Akali
Fixed a bug where Shadow Dance could sometimes deal damage even if interrupted by a knockup / knockaway Blitzcrank
Overdrive no longer has a movement speed reduction when it ends Fixed a bug where Power Fist was not breaking spell shields Fixed a bug where Static Field and Power Fist did not display the hit particle when they killed a unit Base attack speed increased. Updated recommended items Corki
Phosphorous Bomb no longer reveals stealthed units Fixed a bug where Gatling Gun could hit unseen, non-champion stealthed targets like wards Fixed a bug where Gatling Gun was dealing too much damage Fixed a tooltip typo with Missile Barrage Base movespeed reduced to 300 Galio
Resolute Smite ability power ratio increased to 0.75 from 0.7 Righteous Gust ability power ratio reduced to 0.5 from 0.65 Righteous Gust movement speed bonus increased to 20/25/30/35/40% from 20/24/28/32/36% Idol of Durand Ability power ratio reduced to 0.6 from 0.8 Damage percent increase on hit reduced to 5% from 10% Total damage cap reduced to 140% from 180% Janna
Tailwind will now persist for her allies while Janna is dead Eye of the Storm duration reduced to 5 seconds from 10 Monsoon heal per second reduced to 70/110/150 from 90/130/170 Monsoon slow reduced to 30% from 40% Kayle
Kayle now counts as a ranged attacker while using Righteous Fury Kog'Maw
Base movement speed reduced to 305 from 310 Malphite
Seismic Shard damage reduced to 70/120/170/220/270 from 80/135/190/245/300 Miss Fortune
Base movement speed reduced to 300 from 310 Double Up base damage reduced to 25/60/95/130/165 from 35/70/105/140/175 Morgana
Black Shield duration reduced to 5 seconds at all levels from 4/5/6/7/8 Soul Shackles Stun duration reduced to 1.0/1.5/2.0 from 1.5/2.0/2.5 Ability power ratio reduced to .8 from .9 Cooldown increased to 120 seconds at all levels Nidalee
Pounce no longer deals damage if her jump is interrupted by another movement effect Pantheon
Spear Shot base damage reduced to 20/31/42/53/64 from 30/40/50/60/70 Heartseeker Strike attack damage conversion increased to 28/31/34/37/40% from 18/22/26/30/34% Grand Skyfall mana cost reduced to 150 from 150/250/350 Aegis Protection now shows a counter as you build up charges The threshold required to trigger the Aegis Protection now increases with Pantheon's level. Sona
Hymn of Valor base damage reduced to 60/110/160/210/260 from 70/120/170/220/270 Hymn of Valor ability power ratio reduced to 0.5 from 0.6 Aria of Perseverance healing reduced to 30/55/80/105/130 from 40/65/90/115/140 Song of Celerity active movespeed reduced to 6/8/10/12/14% from 8/10/12/14/16% Tristana
Base movespeed reduced to 300 from 310. Rocket Jump no longer deals damage and slows if her jump is interrupted by another movement effect Twitch
Spray and Pray duration reduced to 6 seconds from 7. Base movespeed reduced to 305 from 310 Veigar
Baleful Strike missile speed increased by 100 Equilibrium mana regeneration percent increased to 0.75% from 0.5%. Basic attack missile speed increased by 100 Vladimir
Fixed a bug where Tides of Blood was not providing Vladimir with enough increased regeneration and healing Fixed a bug where Tides of Blood did not deal full damage if you had 4 stacks before casting Hemoplague Cooldown increased to 150/135/120 seconds from 120 Damage amplification effect changed to 14% at all ranks from 10/14/18% Base damage reduced to 150/250/350 from 200/300/400 Ability power ratio reduced to 0.7 from 0.75 Warwick
Eternal Thirst Heal per stack increased to 6/12/18 from 5/10/15 Maximum number of stacks reduced to 3 from 4 Duration increased to 4 seconds from 3 Base attack speed reduced slightly Xin Zhao
Audacious Charge no longer deals damage and slows if Xin Zhao's dash is interrupted by another movement effect Items
Aegis of the Legion no longer buffs allies while the holder is dead Chalice of Harmony passive effect unique to match the tooltip Doran's Blade Damage increased to 8 from 6 Health reduced to 100 from 120 Lifesteal reduced to 3% from 4% Doran's Ring Ability power increased to 15 from 10 Health reduced to 100 from 120 Mana regeneration per 5 reduced to 4 from 5 Frozen Mallet tooltip now shows slow % for melee and ranged attackers Innervating Locket no longer buffs allies while the holder is dead Rylai's Scepter Slow duration reduced to 1.5 from 2 Updated the tooltip to reflect slow information for single target and damage-over-time slows Sword of the Divine has a new hit effect and a new activation particle Tiamat tooltip now shows splash % for melee and ranged attackers Will of the Ancients no longer buffs allies while the holder is dead Wriggle's Lantern wards now show a duration in the mana bar like sight and vision wards Masteries
Fixed a bug with Rank 2 of Utility Mastery where it was not working properly General
Blessing of the Lizard Elder now slows for 10/20/30% if melee and 5/10/15% if ranged Autumn Summoner's Rift Moved Nashor to the same location as the summer version of Summoner's Rift. Twisted Treeline - Grez the Lizard Lord Health per player level increased to 175 from 150 Magic resistance increased to -20 from -30 Gold granted reduced to 50 from 100 Twisted Treeline Super Minions Health increased to 1200 from 1000 Base damage increased by 30 Fixed a bug where various 'modified attacks' were not firing while taunted or silenced (examples: Twisted Fate's Pick a Card, Udyr's Bear Stance) Fixed a bug where players that never connect were not being granted +1000 magic resist Removed "hun" from the word filter Skins
Reduced the size of the Monarch Kog'Maw skin by approximately 10%
Reduced the size of the Monarch Kog'Maw skin by approximately 10%
A needed nerf, Turtles would purposely pick this skin to annoy me.
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Righteous Gust ability power ratio reduced to 0.5 from 0.65 Righteous Gust movement speed bonus increased to 20/25/30/35/40% from 20/24/28/32/36% Idol of Durand Ability power ratio reduced to 0.6 from 0.8 Damage percent increase on hit reduced to 5% from 10% Total damage cap reduced to 140% from 180%
Woot, Galio getting deserved nerfs, unlike Garen.
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Eye of the Storm duration reduced to 5 seconds from 10 Black Shield duration reduced to 5 seconds at all levels from 4/5/6/7/8
Thank god, Morgana and Janna would be like "derp derp, shield is up all the time, we rock." Now they can't just spam that crap all day and be magic immune to everything. It's like when Jereziah got nerfed in HoN.
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Base movement speed reduced to 300 from 310 Double Up base damage reduced to 25/60/95/130/165 from 35/70/105/140/175
I love MF nerfs.
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Hymn of Valor base damage reduced to 60/110/160/210/260 from 70/120/170/220/270 Hymn of Valor ability power ratio reduced to 0.5 from 0.6 Aria of Perseverance healing reduced to 30/55/80/105/130 from 40/65/90/115/140 Song of Celerity active movespeed reduced to 6/8/10/12/14% from 8/10/12/14/16%
I need more Sona nerfs man, she's still op support.
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Hemoplague Cooldown increased to 150/135/120 seconds from 120 Damage amplification effect changed to 14% at all ranks from 10/14/18% Base damage reduced to 150/250/350 from 200/300/400 Ability power ratio reduced to 0.7 from 0.75
Vlad needs more of the nerf stick, but this is a good start.
Also yes, ranged carries are still very superior to melee carries in most instances, so movement speed nerf might help a little.
Post has been edited 1 time(s), last time on Dec 1 2010, 11:26 pm by Neki.
I like patch. They did the right changes but I think they didn't change them enough.
Also, what is the best way to counter tanky dps's who have uber lifesteal? (xin, olaf, irelia, etc.) 1. Don't say CC for xin, basically you could say that you can counter any champ with cc (besides irelia+olaf ofc). 2. Don't say madreds, I realize they have a ton of HP and low defenses, but if a dps gets madreds they are still way to squishy to last long enough to actaully deal good damage to them.
Who needs premades when you got me. With 20 stacks and an elixir, I was running close to 600 AP. Laser deals 1000 damage and then my Lich Bane gave me +600 attack power, yum.
Wtf teach me how to play Lux because I'm obvously doin it wrong
It's easy, KS and whore your AoE slow. Combining your ult with your AoE slow or your snare is a must as well. Neki plays a different Lux than myself or Lingie, he focuses on AP while we are more focused on CDR and maximizing her passive.
Neki just knows how to pro KS and get those hard to reach kills with the AoE since it's range is ridiculous. It is definitely the longest range of any AoE, excluding other champion's ultimates. Which leads you to wonder... How many ultimates does she have? ;o
Ap chogath is amazing. My build: Nashor's tooth, sorc boots, deathfire grasp, zhonyas, abysal ceptor, and void staff. I end around ~570 AP I could 1v1 practically anyone. Deathfire grasp takes away more than 1/3 of their hp, stun/silence takes a chunk and then ult finishes them completely.
Yeah I'm not a big fan of Westernhagen either, Fanta vier much better! But they didn't drop the lyrics that fit the situation. Farty: Ich bin wieder hier; nobody: in meinem Revier; Me: war nie wirklich weg