I'm not quite sure if anyone has noticed, but my blogs have stopped. I haven't lost hope or motivation, but I have not been able to sit down at my computer very much. The holidays are absolutely destroying me schedule wise. 40 hrs a workweek + family coming and going non-stop has put a halt to my blog writing.
League weekly will be back. I will pick up right where I left off with s4 changes. Once the holidays clear up I'm going to be writing with renewed vigor, so get ready.
Welcome back to League Weekly! This week we will be going over the changes to the mastery trees in s4 and what they mean. I'll be breaking this entry into 3 pieces. One for the offense tree, one for the defense tree, and one for the utility tree. There is a lot of subtle changes that actually have a pretty large presence in game. I'm going to try and point out the overall logic behind the new masteries and hopefully arm you with the knowledge to adapt to S4.
The offense tree is essentially the same. There is more a re-arrangement than a rework here, but the result produced is pretty huge. If you remember last season offense masteries it was 9 points for AS, scaling AD, and %ArP. This basically served as a way for people with heavy potential damage to scale decently while building essentially tanky. With the changes to offense tree this season, Riot made it more enticing for someone looking to scale through the game to invest deeper into the tree. They made this even more possible with the way that they re-arranged the defense tree. It may not be too crazy to go 21 offense Irelia. It would even be a decent Idea to go with a 15/15 on bruisers now.
This was the main focus of the offense tree changes. If you're looking to do and build damage all game, you're going to need to invest in your masteries. No more can you go 9 points in offense, build a brutalizer, and do a relevant amount of damage all game stacking different sources of ArP. On the flip side, ArP built into kits has become that much more valuable. For some roles 21 offense isn't going anywhere anytime soon. If you are a bruiser however, you will have a lot more flexibility to change your game up depending on the situation of your lane/game.
Another big change to the offense tree is the combination of %ArP and Mpen to 1 mastery. This alone has opened up all new possibilities for hybrid damage champions. People like Evelyn, Shyvana, Teemo, Mundo. They have all received a huge boost in damage potential by being able to achieve dual penetration without having to invest 25+ points into offense. Add in the new masteries that give a stacking %dmg increase on abilities when you hit someone with an auto attack and vice versa, and you have yourself a new glimmer of hope for the fading hybrid champions.
The defensive tree is almost like the offense tree except flipped. More of your late game scaling masteries are in the earlier tiers of the tree. However the change isn't nearly as drastic as the offense tree. It almost seems like Riot did the changes they did in the earlier tiers of the defense tree to accommodate the re-arrangement of the offense tree. There's a few things that need pointing out in the earlier teirs defensive tree this season.
1. Veterans scars is flat hp that builds into juggernaut for 3% hp at 9 points.
2. Enchanted armor got moved to teir 1.
3. You can only get 5 early flat resistances by investing 11+ points.
Like I was saying, I feel like Riot made a lot of these changes to accommodate the new offensive tree. With the new defense tree you can go 21 offense and build tanky without committing complete late game suicide. It's important to take note that enchanted armor increases only BONUS armor/mr. Still a decent couple of points if you plan on building tanky. You can get +5 armor at the 3rd tier of the tree for 3 points. If you buy just 1 armor item you will get +5 armor out of these 2 points easily, albeit later in the game.
There is a bunch of different things to go over in the later branches of the tree so I'm going to try and expedite the process here.
Reinforced Armor and Evasive T4
10% reduced damage from crits can easily add up to a lot of mitigated damage. That's 30 damage taken off of a 300 crit. Evasive kind of pales in comparison to Reinforced Armor. No where near as enticing as its counter-part. 4% off of a Gragas full combo can save you some pain, but not as significant. (Think 40 for every 1000 damage.)
Perseverance and Second Wind. T4&5
In my opinion, health regen is a very underrated stat. Perseverance is actually a pretty ridiculous amount of regen when you couple it with the regen in T1. The fact that it builds into Second Wind makes it a much more enticing route for built in sustain champions(Olaf) or even if you plan on building a blade.
Is trash after level 1.
Tenacious and Legendary Guardian. T5&6
Legendary Guardian always has been a great mastery, and continues the trend today. There's not much to it beyond that. I'm not quite sure why they renamed this, but don't confuse it with Tenacious which is probably my favorite mastery. 4 points for +4/+2 armor/mr in a team fight. This can add up to 20 armor and 10 mr. That is a ton of stats to come out of your masteries at all. I always take this mastery if I'm that deep into the tree.
The utility tree was for the most part left alone. Tweak here and there, and they swapped the movement speed masteries. I'm just going to list the things that stick out in rapid succession as there's not much worth explaining here.
Strength of Spirit is back in low tiers (Regen based on max mana.)
Potion masteries seem decent, not sure if they are worth the points yet though.
The gp10 mastery actually gives you less gold than in s3, but there are more ways to get gold for "free" deeper in the tree.
In an overall look at the situation, it seems like Riot is really pushing us towards adapting game to game with masteries. Be sure you are looking at your mastery page in every champion select. There are more and more specific paths available for certain different champions with every change to the masteries. Get in there and pick your way around until you find what fits your own playstyle in that particular game. Maybe you'll catch the edge you need to win.
I'm excited to watch the season develop and the metas emerge. I hope you are too. I hope my articles are arming you with the knowledge you need to succeed in S4. I apologize for getting this article out late. I don't know if I have any regular readers, but you deserve better. I will continue to bring you content and discussion about whats going on around you in League of Legends. I'm still concentrating on different aspects of S4 right now, but please comment and tell me what YOU want to hear. My last article had 90+ views last time I looked so I know you're out there! Don't be shy! I want to know what my audience wants so that I can give it to you. Comment if you have anything to say at all, I love discussion and review.
Welcome ladies and gentlemen to another installment of League Weekly! This week I'm going to be bringing you the first of many season 4 change entries. Pre-season has been underway for a while now and we've all had a chance to get our noses in it. The game has definitely changed in a lot of ways that are both evident and subtle. However, we are still rather early in the pre-season, so there is bound to be more change on the way. I plan to cover the changes as they come out to try and help my readers(and myself) adapt as fast as possible. Things are just now settling down from the initial pre-season patch and trends are beginning to emerge already. In this installment I'll be going over the logic behind them to help you have a broader understanding of the changes around you. Times like this are the most exciting in League of Legends because anyone can discover a new way of doing things that can bring an edge if they have a proper understanding of whats going on.
So let's take a step back and try to examine the direction that Riot is aiming to take the game. What is the motivation for all the drastic changes?
Let's list the changes that we know.
Increased gold for supports and junglers
Exp/Gold changes and dragon re-work
Riot has repeated time and time again that they aim to reduce snowballing with these changes, and they have done a wonderful job with that particular objective in my humble opinion. They have also told us that they want to increase the impact of junglers and supports as the game progresses. They have achieved this with supports in a large way, but the jungle continues to have a hit or miss feel to it. Not that the jungle is particularly worse off. I just feel like Riot didn't quite get the results they were hoping for. Like always, certain champions are shining with the overhaul while others are falling off in a big way, but I wont hold that against them. I'll be going over things like the jungle and masteries in more detail in later entries. For now I'm going to focus on a broader outlook of the S4 changes.
Most of the changes out now are particularly tuned towards changing the snowball nature of the game. Riot has given the losing team a LOT more room to breathe, and it wasn't easy. Almost every change we see is geared towards this concept. What does that mean for the us? We need to find every bit of help Riot has given us when we are on the losing team, and take advantage of it. To do this we have to know what those potential advantages are.
Dragon gives scaling gold and XP.
Vision changes make it hard for an enemy team to control the map with impunity.
Minions no longer grow stronger in side-lanes when an inhibitor goes down.
The days of losing and inhibitor and being forced to "turtle" until it comes back up may be passing. The vision changes make it where you can venture out of your base and ward your way around the map. The enemy may have wards watching your every move, but at least they cant just spam pinks and oracles to completely blind you. The minion wave "balancing" makes it so you are able to actually push when you make a pick off of your aforementioned wards. Managing to grab a dragon when your behind is a life saver right now. Not to mention it's all the more possible due to the rest of the changes.
Dig deep in S4. Comebacks can happen. Plays can be made. Play smart and play for objectives. You have a much healthier chance of coming back than you have had in the last season.
These changes strike both ways though. As the winning team in season 4, you have to get yourselves together and close that game! You can no longer take a deep breath and relax once you've gotten an inhibitor and baron. The enemy team has way too many ways of coming back if you let up on the pressure. However, if you keep you aggression on high and immediately press your advantage to secure more objectives, it can still be a smooth road to victory. Don't let up. Step up and lead your team. Group and take objective after objective. If you let up at the wrong time, a couple of plays will bring the game right back to even.
Support income increase
Now that we have gone over what the game flow changes mean, I want to delve into what the changes to support and jungle income mean. This is somewhat of a shaky subject to discuss so early. I feel like we haven't seen the end to the adjustments in this category by far. However, there has already been a notable change in game play from these changes, and I want to discuss them.
As far as supports go, I'm noticing a huge front line presence coming out of the tankier supports(Taric, Leona, Alistar), a great off-carry presence out of the ap caster supports(Fiddle, Zyra, Annie), but a mediocre presence out of the traditional utility based caster supports.(Janna, Sona, Nami) Not that I feel like they have gotten particularly weaker, I feel like they are just still limited in what they can spend their gold on. Riot has tried time and time again to give supports a new item path destiny, and has even completely changed the vision system to help with this. These utility based supports are coming up short when compared to people like Leona who can realistically build a Randuins Omen and a Banshees Veil. They have half assed AP ratios and a squishy ranged nature. How can they build to compare to someone like dcap support Annie? How can they take this extra gold and contribute to the team in such a meaningful way? Riot tried to compensate by updating and tweaking these supports, but the directly tangible advantage of gold spent is plainly evident. I expect Riot to tweak supports further, but for now, If you're a strap my boots on and kick some ass with Leona kind of player. Don't shy away from the support role. Your dream of a true tank support has come true.
Jungle income increased.
I haven't had as much of a chance to study the jungle as intimately as I would like before writing too much about it. I'm going to keep this particular section short and sweet. I promise to delve deeper into this subject in the coming weeks. Riot has put a ton of extra gold in various different points of the jungle, including a new camp, and basically said "Show me what you got". The jungle is such a delicate position that is affected by almost every single change in the game. Masteries, champion picks, vision changes. All of these things have a huge impact on your decisions as a jungler. The dust is still settling, but one thing is for certain. There is a LOT of potential gold income if you can jungle successfully. So there is a lot more potential for old favorites like Lee Sin, and long time maybes like Kha'Zix. Don't be afraid to jump in there and find what works for you.
Some points to remember in S4 jungle.
Masteries are way different. Don't be afraid to experiment with weird setups for any particular game.
Everyone can have a ward now, but the first batch only last for 60 seconds!
A lot of things are different right now. It important for you to pick according to the game you are in during this transitional phase.
I hope you enjoyed reading this installment of League Weekly. Please comment below and tell me what you think, I want to hear all of your theories! I want to learn as much as I can from you as much as I want to teach you. Please like and share.
If you want more content keep an eye on my stream: www.twitch.tv/lolbabit
Hi guys and welcome to the first entry of a weekly blog that I plan on using for League of Legends related articles and information! My name is Rapid! I'm a G1 Marksman(adc) main. I've always loved writing about the things I know about, and I love teaching others what I know. I'm going to be bringing in a new article every week to help anybody trying to improve their game or just trying to get some info on whats going on around them in the world of League of Legends.
I was wanting to do an article covering the S4 changes for you guys, but there is just too much risk writing about a lot of things that are going to be getting tweaked this way and that by riot while they sit on PBE. Do not despair! I will be doing an entry about the S4 changes when I deem the time appropriate.
Now, let's get into the nitty gritty here. I have put together a list of 5 tips/concepts that I have developed over the last 2 seasons playing as mainly ADC. I want to share them with you here so that maybe someone else can learn and grow from it.
I know what you're thinking. Duh I need to CS, but before you skip this section, think about all the times you didn't have 100 CS at 12 mins and you don't know why. You would be surprised how many people have CSing take a priority back seat in their play style without even knowing it. There is a few different ways it can happen, but the main one I'm going to focus on here is prioritizing kills over CS in lane.
Just imagine this scenario. You just went back or got forced out of lane. You shop, now you have a item advantage on your opponent. At the same time the enemy ADC has overstayed their welcome trying to push creeps up to your tower. When you get back to lane the creep line is set where the melee minions are taking turret damage, but the caster creeps are still out of range.(This is fairly common.) You know you're stronger. You know there is no way your opponent can fight you and win. So you go for it as soon as returning to lane. However, the caster creeps are pushing into your turret and dying to turret damage.
It almost sounds like a logical risk reward situation to go for the kill. Say the creep wave you miss equals out to 2 waves (12cs), but you get the kill.
2 waves is roughly 220 gold. 1 kill is 300-450(assist) gold. This looks good at first glance, but you are actually only netting 80-230 gold because you missed those creeps.
This brings me to my point. Kills happen happen in the blink of an eye, CS scores take a lot of time. Time is money.
I can't tell you how many times I've been 0/1 or 0/2 in lane, kept csing my heart out, and eventually ended the game 10/3 with the most gold and damage in the game. If you are behind an opponent in CS it's extremely hard to catch back up(as you rise in skill level), because your opponent has equal opportunity to CS. Since they are ahead of you, they actually have a slight edge. This goes both ways though. If you establish a CS lead on your opponent you can have somewhat of a lead on your opponent in the big picture even if they are ahead in kills. 1 triple kill can turn the tables.
Now lets go back the previous scenario. The same conditions apply. Instead of going for the kill you decide to freeze the lane against your opponent who can't pressure against you since they are at an item disadvantage, and lowish from being in lane. You farm the 12 cs while setting up a lane freeze. I'm going to say you freeze 1 and 1/2 waves from your opponent (9 creeps). That's roughly 160 gold taken from your opponent. In combination with the fact that you got (only) the original 12 creeps(220 gold) of the scenario you net a 380 gold differential. Say you got 3 more creeps while freezing. That differential increases (by gold in your pocket) to 430. This is a lead that is theoretically permanent due to equal opportunity on csing.
If you get the kill you may be able to scrape out a small gold + at the cost of lane control and long term game security. This no longer sounds like a worthy risk reward situation to me. How many times have you heard that an ADC is supposed to farm like crazy? Later on in the game you will be one of the few people on the field capable of killing anyone in a timely manner. Kills will happen if you hold on, cs, and scale as hard as possible.
League is a game where I could probably come up with a thousand scenarios though. This isn't a specific trick unless you find yourself in that particular situation. It was merely an example of the logic behind my theory of CS>kills. I'm also calculating creep kills at and estimated 18g a piece rounded. If you can get me a real number I'll update the math.
2. Siege and Objectives.
As one of, if not the highest consistent damage on your team, it is your job to make sure you are present/focused on big objectives like dragon/tower/baron/inhibi.
This is a major problem I see in just about every game STILL. Your team is ahead. You're winning every skirmish, making picks, stealing blues yolo style, but nobody wants to just group and end the game. As ADC you hold the power to really pick up the slack of your team while taking advantage of the opposing teams tendency to make the same mistake. Chances are you are the safest tower damaging champion on your team. So do just that. Take bot tower? Go b and rotate to mid. Push the wave for tower damage/kill, then go back bot as the wave arrives back at your turret. While literally everyone else in the game is looking at what is the most immediate goal for them, you have a plan. A plan that focuses on gaining a gold advantage for not only you, but your whole team.
Another (not so)small note about siege; Do not dive when you can just get the turret instead. Try to communicate this with your team before they do it and ruin your plans. An easy pick is one thing, but things can quickly turn sour if you overcommit.
3. Working with your support
This one is going to be applied more often in solo que. Your support is going to be about 60% of your lane phase. You absolutely have to work around them. Where as they can do just about whatever they want. And I don't mean waiting for them to engage work around them, but finding a harmony that is a compromise of your separate play styles. If they are playing passive, guess what, so are you. This is can be extremely frustrating when you draw a bad support, but it can also be extremely rewarding if you find a rhythm with your lane partner. If you cant get on the same page just try to cs as hard as possible, and hope it goes better when teamfights start up.
If you have a regular duo, just play together more and try to focus on improving as a unit. Note mistakes and talk about them after the game. After a time you will develop a well polished compromise of play styles.
4. Kiting and Mechanics.
Being and ADC is almost stressful in this manner. Your mechanics have to be on point. You don't have a bunch of extra tankiness to save your mistakes. You have to be doing as much damage as possible while staying safe from the entirety of the enemy front line. You need to keep moving, and the best way to do this is orbwalking. If you are trying to play ADC you better have this technique down to a second nature status. Orbwalking is basically just moving in-between auto attacks. When you are standing and auto attacking something, your champion is going through an auto attack animation loop, but in realty it's purely for cosmetic effects. You can cancel this animation by moving as soon as your projectile hits your target. Then you will have a certain amount of time (calculated by your attack speed) to travel before being able to attack again as soon as your auto is qued up.
So mid-write here I decided to put together a little commentary clip showing orbwalking and the massive difference it can make in your play.
Please excuse the horrible quality
Being as agile as possible is absolutely critical. Most people use their "Attack move click" hotkey as a way to do this effectively. What that does is moves you toward wherever you click in an "attack mode" where you will shoot the closest enemy that's in your range. You can rebind this hotkey in game in League (mine is on shift). I highly recommend you do this, and that you get as comfortable as possible with this mechanic in specific. You need to also be on point with other mechanics such as Caitlyn's E>Q combo and know your limits and timings. Things like that are a lot more obvious than the effect of orbwalking, and you should see where you need to improve easily.
5. Stay Calm and Carry
Save the best for last right? Being ADC is seriously fast paced gameplay. Its extremely easy to get a little overexerted and worked up trying to kite a massive dive team, or when you cancel your auto attack that would've gotten the kill, or when nobody on your team will peel. In the end however, you must carry. Keep you cool and make your decisions with a unbiased calm demeanor. You are the only factor you have total control of in your games. Make sure you are using that advantage to its fullest.
I hope you guys have enjoyed my little article here. If you want more please please give me suggestions on what you want to see. I have a few ideas lined up, but they will run out pretty quick.
If you want to learn more stop by my stream @ www.twitch.tv/lolbabit and keep an eye on my youtube channel @ https://www.youtube.com/channel/UCeA1_Y1LnVQ8E_1YO9sCbzQ?feature=watch