Pacov's place to enjoy the show.

I've locked/archived this thread/blog and have started a new discussion over here:  http://forums.demigodthegame.com/454943/

Please join me if you like.

 

 

 


 

 

Am I streaming


 

 

Well, I started a thread  back in August (https://forums.joeuser.com/411269/) that's seen a lot of activity and actually had quite a few good bits of information for new and old players alike.  I figure it's time to start a new thread and perhaps keep the OP up-to-date with useful information, etc.  Feel free to use this post for any LoL discussion, etc.

Super fast background:  I played a lot of Demigod as pacov/cheesuscrust.  Back in August 2011 or so, I started getting heavily involved in LoL and folks have been kind enough to chime in with tips and links to various sites that have been quite useful to me.  In addition, I've been able to keep up with folks that I've played Demigod with in the past and meet some new folks that play LoL and frequent these message boards. 

Here's some of the things I've learned in the previous thread:

 New Player tips

  • Play the tutorial.
  • Consider picking up the starter bundle.  It's 530 RP (that's about $4).  You get 8 champs unlocked, a 4 win IP boost and a 10 win XP boost.  It's a pretty good deal (used it recently on an alt account).  You can find it in the game store under bundles.
  • Riot gives you 400 RP as soon as you hit level 5.  It's enough to buy some skins, a boost, or a cheap character. 
  • Learn to last hit!  Last hitting is simply landing the last hit on creeps.  If you last hit, you get gold for that kill.  The number of creeps you have killed is tracked in a value called CS.  You can see this number in the top right hand corner of the ui or by pressing tab.  Here's a really simple tutorial re: last hitting if you are brand new - http://www.youtube.com/watch?v=LheiRB76x5g
  • Read some guides on any character you want to try out.  The recommended builds (what you see when you go to a shop) are not optimal.  The guides include item suggestions and skill orders.  These are very useful in learning decent ways to build characters
  • Use the rune combiner to get level 3 runes prior to level 20 if you like.  You will need 375 IP.  Buy any tier 1 rune that costs 15 IP.  You need to purchase 25 of these.  Click on your rune page.  In the bottom right hand corner there is a button called the Rune Combiner.  If you place 5 runes in there, you can get a random rune that is 1 tier higher (eg if you have 5 tier 1 runes, you will get 1 random tier 2 rune.  Anyway, the math works out such that you spend 375 IP ( buy 25 tier 1 15 IP runes) and you get 1 completely random tier 3 rune.  Some of the quintessences are 2k IP, so if you luck out and get one of those, you just won the lottery.  You can always keep the random tier 2 rune if you end up with something good and don't want to trade it out yet.
  • Consider setting aside IP for tier 3 runes (available at level 20 and above).  You can't purchase them with real money - only IP.  Keep that in mind.

Great site I visit every day for LoL related news - http://www.reddit.com/r/leagueoflegends

pacov's misc info

Here's a guide I made

pacov's Guide to Improving at League of Legends and Moving Up in Elo

k - so I'm just going to put down some of my thoughts.  I'm not amazing at this game, but I do certain things that improve my odds of winning in ranked and so far its panning out just fine (bronze 5 to gold 5 in about a month or so).  We all have varied skill levels, so some of this might be useful and some not.  Caveat complete.

Prerequisite- you need to know how to play every single role.  You don't have to be a god at every single role (more power to you if you are - I'm certainly not).  You need to be able to play at a serviceable level in every single role and excel at least at 1 role (preferably 2).  In my case, I'm good at support and adc.  I'm not great, but have serviceable mids and jungles and so so tops.  Knowing what you are good at and bad at is very important.  If you don't know, I can probably tell you - but you really should know...  Anyway, you need to have enough champs to make solid picks in any role and you need to be able to cover any role if it comes down to it.  I'll talk about how to get better at specific roles in a bit.

Champ select advice - Don't be the "fill" guy unless you really feel like you are awesome in all roles.  Call your preferred role immediately when you hit the lobby.  Say "adc pref."  Do this as soon as you hit the lobby.  Some people believe that if you call a role you magically get it.  This is stupid, but if you call something out, folks will often accomodate your request.  If you are feeling wishy washy for whatever reason, call out multiple roles in order of what you want to play - "adc/mid pref."  In my experience, you generally do not want to call support.  It's a very important role, but you want to be in a position to carry every single game if possible.  If you aren't calling out a role, you are hoping that other players can carry you.  If you are hoping that folks will carry you, you don't deserve to win.  You need to know your best roles and you absolutely should request them.

Solo or duo in ranked? - Well, my 1st thought here is that you should solo.  If you solo, you have to rely on yourself.  IMO - its a much bigger test of skill to play solo and win than to duo.  Do you want someone to carry you or do you really want to know that you are actually good?  That said, provided you have the right duo partner, you can increase your odds of winning quite a bit.  The simple math is that instead of having 4 teammates as unknown quantities, you only have 3.  If you have a good duo teammate, you know what you can expect.  When you duo, you get the most bang for your buck by having complimentary roles.  Support/adc is good; jungle/mid also works.  Even if you don't have direct symmetry in roles, if you are an amazing mid and I'm an amazing adc, our odds go up quite a bit if we both get those roles.  Our odds go way down if we can't get those roles and are forced to play out of positions that we are weaker.  For example, Bryff is a good mid.  If he duo's up with me, the only way he will get to play that role is for me to call mid, take it myself, and then put myself into a position like support where I can't carry out of (I'm always 1st pick, Bryff is always last pick when we duo)... that and I have to show the mid I'm picking at the start which means Bryff gets hard countered.  In short, we can expect that we will be a disadvantage when duo queuing.  Now, if Bryff queued up with someone at a lower elo than himself that was solid, he'd likely be 1st pick and be able to get mid and have a better chance of carrying the game.  Anyway, you need to keep in mind where you end up in pick order when duoing if you aren't looking to go adc/support.  If you want that, you can usually get it. 

How do you get better in roles that you are not good at? - Well, here's what I do.  And this is really what I do on a regular basis.  I think about what I'm good at and what I'm not good at.  For instance, I realized that I don't play any hyper carry ads.  So, I read up on hyper carries like vayne and kog maw.  I look for guides on how to build them (most adcs are the same btw ), I look for vids on how people play them (eg how do I all in with a specific champ - is there a combo - when do I all in - what's the best way for me to burst - how should I behave in lane with this champ).  Then, I fire up a custom game and try out the mechanics of whatever champ vs AI.  Usually I learn a few tricks during that custom on how to position myself, etc.  Then, I'm off to normal games where I'll request the role or character I'm trying out.  Now, people still report your for being awful in normals, but it really is where you need to try out characters to see if you are any good or not as the bots are useless for proving your skill level to yourself.  So, fire up that normal and ask to play a role (again - after you've tried out the champ against bots).  If you don't know anyone you are with and you are quite awful, I suggest muting everyone at the start of the game.  Then, do your best.  Continue with this until you feel like you have a serviceable skill level in whatever role.  And keep in mind what you need to work on.  For me, I noticed I didn't really have alot of mids for ranked, so I started practicing some with gragas against and karth.  That way, I'll be able to get the job done if I need to play mid.  The next thing I need to do is put more time into being better top lane. Again, because while I prefer adc/support, I might need to play top for the team.  So, best to be ready for it.  Put your time in and practice roles. 

One last thought - there are certain things you can generally expect in ranked.  1 - if you are 1st pick, you generally can call whatever you want.  Common knowledge, I'm sure - but I'll add - CALL WHATEVER YOU WANT.  2 - if you duo queue, you generally can lock down both adc and support.  It works best if your adc is 1st pick, ofc.  I've bumped into like 10 random dedicated supports in all of my games of LoL.  People generally aren't going to call support. So, if you are 1st pick and duo'd, just call adc and then your duo partner can almost always get support.

 

Lol King profiles for ranked tracking

I'm not going to update this regularly, so just consider it a snapshot (I'll add a date when I update them).  Anyway, I enjoy seeing folks progress through ranked and keeping tabs on that sort of thing from time to time. 

Snapshot updated 05/28/2014

 Character guides

Mid Ziggs by cow - http://www.lolking.net/guides/7906

Comments (Page 10)
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on Jan 20, 2012

KrdaxDrkrun
Anyone play Galio?

I'm trying to decide if I should get him...

He's a fun tank and can deal out a bit of damage as well. 

on Jan 20, 2012

Pacov, what champion roughly corresponds to Sedna/Omniknight? Soraka, I think?

on Jan 20, 2012

yup - roughly ofc. 

on Jan 20, 2012

Not to nitpick, but Amumu's ult doesn't stun. It's a snare that prevents autoattacks and any movement related abilities (dash, flash, riftwalk)

on Jan 20, 2012

Snares stop everything EXCEPT Jarvan IV's Dragon Strike + Demacian Standard.

something I find hilarious.

 

Yeah, I know, Amumu is a good Teamfighter, I was aware that Amumu's ult snared instead of stunned, but unfortunately

KrdaxDrkrun

(though I have also seen games where Amumu got the 5 stuns for the win...)
my brain did it. Oops.

knockups/Stuns > snares > slows

But...

slows often last longer and can help you get more damage in than a snare or a stun. It all depends on how bursty you are...

on Jan 20, 2012


Quoting KrdaxDrkrun, reply 135Anyone play Galio?

I'm trying to decide if I should get him...

He's a fun tank and can deal out a bit of damage as well. 

Like Cho!

Sweet

That settles it; I'll get him when I have the IP necessary to make such an expenditure... (after I get my runes, of course.)

on Jan 20, 2012

KrdaxDrkrun

Quoting Krazikarl, reply 132I don't really see why Sejuani would get played over Amumu.  Very similar skill sets, but Amumu is a superior jungler and I like his CC better (stuns and snares over slows every day of the week).

Amumu misses his Q rather often, but Sejuani's Q has a larger hit range. It can also help her get more autoattacks in than Amumu's Q because of all of her slows. As soon as someone gets out of Amumu's stun, they can flash out and get away, but when hit by Sejuani's slow, she can catch up to them again after their flash.

 

Her ult is better, IMO. I've seen multiple games where she stunned an entire team that was fleeing and they got an ace. (though I have also seen games where Amumu got the 5 stuns for the win...)

They are different, in spite of their similarities...

Amumu's jungle ganks are better, I believe, but Sejuani has more consistent damage, and easier skillshots, which are useful for noobs.

She should totally be a 1350 IP champ. It fits her. The fact that she costs 6300 is rather painful.

 

 

Amumu's Q crushes Sejuani's Q.  The only reason that Amumu might miss more is because his Q has MUCH greater range (1100 vs 700), which means that it often gets used at a distance that Sejuani can't even attempt.  Amumu's Q also does more damage and has a shorter cooldown.  Plus I'd rather have a 1 second stun than a 10% slow.  One of Sejuani's big problems is her inability to interrupt champs except with her ult, but Amumu can do it with his Q.

Amumu's ult is also better simply because its more reliable.  IF you hit with Sejuani's ult they are about equal, but if you miss, you are screwed.  Amumu doesn't miss.  Having the absolute key tanking ability in a teamfight tied to a skilshot makes me very nervous - one well timed flash and your skillshot misses, meaning you lose the teamfight pretty much.

To put it bluntly, Amumu jungles much better, initiates much better, counter initiates much better (on the counter initiate you don't want an ult that can be blocked from hitting the squishies), and is a bit tankier due to his E.  Sejuani auto attacks a bit better, which is not a relevant factor for a tank.

 

KrdaxDrkrun
knockups/Stuns > snares > slows
 

Knockups are better than stuns.  You can cleanse a stun, not so with a KU. 

on Jan 23, 2012

Sejuani lanes better than Amumu, IMO...

and I feel that her ganks are a tad better, but that's probably because I like playing ranged tanks like Cho'Gath...

Amumu is VERY strong in the hands of a good player, and wins teamfights without question...

I am also sure that Sejuani is a far easier champ to master than Amumu, which is a slight advantage.

on Jan 23, 2012

Amumu should really only be played in the jungle. I play him fairly often and although not my best champ, with a half decent team you will win most of your games. I have to get better at initiating with bandage toss though.

 

on Jan 24, 2012

I decided I would start practicing with a support, and I have added to my roster:

AP Carry: Cho'Gath

Tank: Cho'Gath

Jungler: Cho'Gath

AP Carry/Assassin: Kassadin

AP Carry: Veigar

Support: Karma

AP Carry: Karma

Tank: Karma

 

Karma is a boss

she has probably the highest level one damage output of ANY champ, and if I'm laning mid, then I can get first blood before they know what hit them.

Though I have lost every normal game I've played so far with Karma because I'm level 15 and for some reason the matchmaking system has decided that I should play with level 20 players...

Maybe it's because of my 7-win streak with Veigar... >.>

Anyhow, most of these losses aren't my fault, (I once went bot with Ashe and got pwned by an Alistar and just fed a Caitlyn) but rather the fault of my teammates, as I heal and shield and kill and slow and speed and heal and heal and heal they just die and die and die...

I tried to help...

But they were so bad that they thought it was cool to go and farm minions while I engaged in a teamfight... Wow.

Oh well

Karma:

3/6/8 loss

4/10/12 loss

3/6/5 loss

 

Brings me down to earth after:

Veigar:

25/6/13 win - first game I've EVER gotten full build (It took like 1 hour and 24 minutes), and I had a hard time with a Vayne who kept on trading kills... I would die at the exact same time she did, so we made teamfights rather funny because each team's primary damage source was missing...

(BTW, this game was hilarious! They just kept on coming in for ganks at mid and they ALL died! I LAUGHED SO HARD, I died 0 times in mid, as I was laning versus a Vayne... I killed their Ryze like 6 times with 1 shot each and he ragequitted at about 1:04, and that pretty much wrapped up the game.)

on Jan 24, 2012

updated ai - supposedly smarter... coming in upcoming patch

apparently adding 40 bots total and adding ai for dominion. 

on Jan 24, 2012

And an announcement for Ziggs, the Hexplosives Expert, who will be released next patch.

on Jan 31, 2012

Way beyond disbelief right now...

 

I've bee duo queuing with a level 30 all morning, and I did a game where we had 2 AFKs. Unbelievable win. WHOAAAAAA! They focused me in every teamfight and I died a lot, but my friend, a Vayne, cleaned up, ending with 47/5/12.

Veigar:

Date 2 hours ago Left no Elo Change 14
Map SummonersRift Level 17 Team 1
Type Normal Exp Earned 186  
Items used
Game Details
Largest Killing Spree 3 Assists 21
Gold Earned 15418 Deaths 8
Level 18 Total Heal 556
Win yes Barracks killed 0
Time Spent Dead 411 Turrets Killed 0
Champions Killed 9 Neutral Minions Killed 3
Assists 21 Minions Killed 183
Deaths 8 Largest Multi Kill 1
Total Heal 556 Damage Dealt 165047
Barracks killed 0 Damage Taken 25909
Turrets Killed 0 Physical Damage Dealt 22759
Neutral Minions Killed 3 Physical Damage Taken 8843
on Jan 31, 2012

Nice!

Here's some more info on some changes coming up:

 

In the next patch you’ll be seeing a new aura item making its way into the item shop on the Fields of Justice alongside with a couple of remakes for old classics. In addition to a new spin on Emblem of Valor and Stark’s Fervor, you’ll now have the option to purchase the Locket of the Iron Solari to round out your arsenal. These remade aura items, along with the new one, should bring you more options throughout the early and mid game.

The Item Formerly Known as Stark’s Fervor

The base stats of Stark’s Fervor grant a substantial Attack Speed bonus, a stat that primarily benefits a team’s Attack Damage carry. In addition to its base stats, however, Stark’s Fervor also grants additional Attack Speed and Lifesteal as an aura. And while these stats are shared to the rest of the team, the primary beneficiary is still the Attack Damage carry.

To combat this, we decided to rebuild Stark’s Fervor into an item that would be more beneficial to a champion who would typically purchase an aura item, such as a tank or support. Since these champions usually aren’t the ones you typically see racking up gold, however, an expensive component item like the Recurve Bow needed to be removed from the recipe. Moreover, champions in these roles benefit much more from Cooldown Reduction and durability stats than they do from an aggressive stat like Lifesteal or Attack Speed. In the end, we decided to change the root item to Kindle Gem, letting the aura carry the aggressive bonuses.

  • +250 Health
  • UNIQUE Passive: +15% Cooldown Reduction
  • UNIQUE Aura: Grants nearby allied champions 12% Life Steal and 20% Attack Speed.

These new base stats make Stark’s Fervor a much more viable purchase for any tank or support player looking to give Attack Damage champions a boost while still enhancing their own effectiveness and survivability.

Also, while we were revisiting this item, we wanted to take the opportunity to honor one of the top contributors to our Refer-a-Friend program. So we decided to rename the new Stark’s Fervor to Zeke’s Herald in honor of the efforts of this summoner. Congratulations Zeke, and thank you for introducing more players to League of Legends!

Emblem of Valor Now a More Viable Option

Another item that we wanted to revisit was the Emblem of Valor. In its initial incarnation, this item offered players two disparate methods of restoring health: Health Regen and Lifesteal. While both of these are viable methods of keeping your champion healthy, Lifesteal is most effective on hard-hitting champions like Attack Damage carries, while Health Regen is a more effective choice for a fighter or tank that can absorb a ton of damage on his own.

Rather than splitting the utility between these two demographics, we decided to remake Emblem of Valor as an item with higher utility for players in either a support or tank role. Since these roles tend toward cost-effective durability items early, we changed Emblem of Valor to build from both Cloth Armor and Rejuvenation Bead, providing both Health Regen and Armor as base stats and maintaining its standard Health Regeneration aura. This both re-focused the statistics provided by Emblem of Valor and gave players in the support and tank role an additional upgrade option from the popular Cloth Armor.

  • +25 Armor
  • UNIQUE Aura: Nearby allied Champions gain 10 Health Regen per 5 seconds.

Introducing the Locket of the Iron Solari

Naturally, with Stark’s Fervor now building from the Kindle Gem, we wanted to create a new mid game upgrade for the Emblem of Valor. Since we had just remade this item with support and tank champions in mind, we also wanted to make sure this new item was tailored to these roles. Thus, the Locket of the Iron Solari was born.

For the components of this new item we selected the Emblem of Valor along with another durability item popular amongst tank and support champions: the Heart of Gold. Providing additional Health, Armor and Health Regen along with an upgraded Health Regeneration aura, the Locket of the Iron Solari is a cost-effective way to keep your Emblem of Valor viable as the game wears on. And to top it all off, you’ll also be able to activate the item to give your team a brief damage shield nearby allies under attack by area of effect damage!

  • +300 Health
  • +35 Armor
  • UNIQUE Aura: Nearby allied Champions gain 15 Health Regen per 5 seconds.
  • UNIQUE Active: Shield yourself and nearby allies for 5 seconds, absorbing up to 50 (+10 per level) damage (60 second cooldown).

The Bottom Line

These new upgrade options for the popular early game items Cloth Armor, Heart of Gold and Kindle Gem should provide those of you in the support or tank roles with more options. With these new aura items, we hope to see players employing even more diverse builds through the early and mid game.

on Jan 31, 2012

Yeah they look great.

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