Category: Strategy (Page 4 of 8)

LoL: Learning to play mage

Ryze putting a hurt on Singed.We’ve all been on the receiving end of an ability power beatdown, the kind where you can’t seem to leave your tower without getting insta-gibbed. There are few things that make me want to play mage more, but it’s not always a walk in the park. Mages walk a very fine line between blowing up the opponent and dying themselves because of low defense and a tiny health pool. Played well, though, mages can be very rewarding.

Playing a mage well requires you to plan further ahead than any other toon in the game. You should have a constant awareness of how much damage your skills will do by the number, not just how much you think you can pull off you enemy’s health bar. A Malphite at half health is very different from a Tristana at half health. For Malph, you have to break his shield before he actually takes damage. Trist, on the other hand, can jump away in most cases. Whichever you choose, you better be confident your spells can either take them down or hurt them badly enough that they’ll run. Part of being a mage is putting yourself into compromising positions for kills. If the kill doesn’t go off, be assured that you’re the next target.

If you’ve come up through the ranks playing mostly physical DPS toons or tanks, I would highly recommend making a smurf account to learn your mages. The playstyle is radically different from the other champions in the game, and learning at a high ELO can be difficult. Once you have a general feel for being the squishiest thing on the map, pick up a few games with friends before heading into the solo queue. The extra experience will give you the edge necessary to enjoy early success

LoL: Support Runes

Support rune page.As my ELO has improved it’s become increasingly important to have a good mix of tank, support, and DPS on a team. I’m plenty willing to fill that role for my team, so I like to have a good rune page to support it. The problem is, I like to play a lot of different toons, so I like my rune pages to be applicable to just about anyone. That’s a tough thing to pull off for support, but here’s what I’m working with.

For now, I focus on CD reduction and a little mana regen and some armor. The last is because I was playing an armor stack Rammus for a bit (lot of fun if you haven’t tried it – just make sure you itemize properly against mages). With my 9/0/21 mastery, I’m sitting at almost 20% cooldown reduction, which is great for someone like Alistar or Rammus. I tend to use this page for toons like Blitzcrank and Nasus if I’m playing support as well. The real frustration comes from the red runes. There just isn’t much that makes sense for a lot of toons. Most of the support/utility marks are such low percentages that spending the IP doesn’t make sense.

I’ll probably continue to mess with various setups using Tier 1 or 2 runes, just to see what I like. I would hope for a mark buff, but I don’t think that’s very likely. What do you like to go for? Magic Resist? Armor? The scaling buffs?

LoL: Snowballing and its eventual nerf

Morgana's about to get ganked.We’ve all been on the receiving end of a good old-fashioned beat down at one time or another. The other team bangs out a couple early kills and suddenly you and your teammates are stuck 3 levels down and your towers are getting steamrolled.

This situation happens frequently enough that Riot is looking at ways to change it. According to a post from Zileas, they’re trying to discourage the 5-man roam that has become so popular. Here’s his post:

Our philosophy on this issue is that individual snowballing is good, and team snowballing is bad. Right now, team snowballing occurs too much — one super carry twitch is a lot easier to handle than 5 guys who are 3 levels higher than each of you.

We are going to make some experience table tweaks to reduce team snowballing without hurting individual snowballing much. We are also going to make a new 3 lane map that is larger, has less cross-map connectivity (so that there is higher cost to 5 man roam, and less shutdown of the farming/laning phase via the first tower being down), etc.

We probably will nerf flash.

We wont be nerfing snowball items. Emotional highs from the game you super carried make this genre sticky. We removed it too much in the beta, and it cost us. Sorry, but being super carry annie or super carry corki once in a while gets a player through the 8 defeat in a row streak they hit the next day.

I’m on the fence about early gold for kills. It’s been something we have been talking about, for the reason you cite. OF course, an early kill is also harder than a late kill.

I can appreciate the thought behind this, though I worry about the pace of the game. The roaming gank squad has already taken its toll on pace. I’ve had a number of games recently where safe play from both sides led to more than 20 minutes without a death. Discouraging ganking seems like it will just make the laning phase that much longer and more painful. There are plenty of games in which I feel like losing my outer turret is the best thing that could happen because it breaks me out of the laning mentality. I realize that this is the point – to keep people from leaving lane – but that’s where the fun of the game is.

If anything, I think the best solution is the 3-lane map with less interconnectivity. That at least gives you the option to farm a lane once the tower is down with some potential for intra-lane ganking so long as there are enough hiding spots.

What do you think? Are there too many games in which snowballing is a serious problem or are you okay with the 5-man roam?

Get 3 C&C games for free

C&C original logo.You might be excited about the upcoming release of the last in the Command & Conquer series, C&C: Tiberian Twilight, but things are about to get a whole lot better. As a promotion for the release, EA is offering up the original three Command & Conquer titles for free.

The free titles include Command & Conquer, Command & Conquer: Tiberiun Sun with the Firestorm xpac, and Red Alert. Did I mention they’re free? You’re just a download away from reliving your nostalgic RTS past. It’ll give you a chance to get caught up on that storyline (these games have a storyline, right?) before the final chapter releases on March 16th.

According to EA, C&C 4 will be the “epic conclusion to the Tiberium saga.”

Source: EA

LoL: Getting started with Pantheon

PantheonThis post is not meant to be a full on guide for Pantheon, just a quick selection of tips that I’ve found useful in my time with the hero. I’ve probably logged about 25 games with him so far and been highly successful for the most part. I think Riot did a great job with champ, definitely the best I’ve seen from any of the newer toons, anyway.

The thing you need to understand, and by understand I mean completely internalize so that it is second nature, is that Pantheon is pretty squishy. Despite having a huge shield and a very cool passive, he can still get his socks rocked if you aren’t paying attention. Think of him like a Master Yi and you should be just fine.

In the early game, I take Spear Shot as my first skill every time unless I’m going for a 3-man or 5-man gank. It’s a great harassing skill, is extremely cheap at any level, and gives you a farming method against ranged champs. From there it’s 1 rank of stun and then maxing Heartseeker. Stay with me.

A lot of people say to max stun first because it lowers the cooldown. It’s a decent idea, but at max rank the CD is still greater than 10 seconds, meaning you’ll probably only get one off before your opponent is in tower range. While Heartseeker has a longer cooldown, it deals double damage to champions and can be devastating at early levels.

I’ll leave you with an idea for getting some early game kills: It’s all about saving your stun for the last minute. You really need to make it count. Start off by running in with a Spear Shot and getting some melee work done. If you have exhaust, blow it early and get some smacks in. Just keep up the melee until your target starts to run. That’s when you pop the stun and Heartseeker away. At that point he should be low enough that Spear Shot takes him to 15% health and you crit for the kill.

Check back soon for a complete Pantheon guide.

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