6.30.2011

(Profile) Pictures

Quick attribution: while searching for a picture for my site profile, I came upon an album on photobucket full of LoL profile pictures.  They are of varying qualities, but I wanted to share the site: both for your interest and to give credit to the source from which I found my picture.  I have no idea who actually made these pictures.

http://s636.photobucket.com/albums/uu84/Oreot/LoL/

Penny Arcade

Just in case you have not been aware, the creators of Penny Arcade are also playing League of Legends - and have made now two strips about it.  In the spirit of sharing, those strips are posted below:


Also, having now struggled with putting in images twice, I recommend that the posting column be widened.

EDIT: thanks for widening the posting column.

6.29.2011

Movement, or the lack thereof

I finally overcame my fear of playing as Kassadin in an actual match and, while I did decently enough, it highlighted something that I have been noticing a lot recently: I am not terribly mobile.

If left to my own devices, I tend to stay in my lane. I like the lane. It feels like a safe place, even considering the 1 or more people there for the express purpose of killing me. I am aware that other members of my team are often involved in skirmishes over on the other side of the map. Sometimes I even think to myself, "things are looking rather rough over there, I should probably go and help". I think of an ideal route to take, and what combination of attacks would lead to the best ambush. I think and plan and consider all of the options available to me. And then I stay in my lane.

It feels like I'm watching the news. Teemo has just been cut down twice in a row by Xin Zhao. "Oh dear," I'll think, "someone should really go up there and help." There is no reason why that person should not be me, but I am noticing more and more that it never is. I think the core problem is probably being overly-cautious. I learned caution early on when playing LoL and it has served me well, but every now and then I play against someone much better than I am, and I will marvel at the ease with which they change lanes, yet always managing to avoid losing a tower. It's clear to me that the best thing for me to learn at this point is knowing when to leave my lane to assist my teammates or set up an ambush. The key looks to be understanding the flow of the game better, which I'm hoping will come with experience. What say you, chaps? Anyone have similar problems?

Teamwork...

So I just lost my first real normal solo queue game with Gragas - and it wasn't pretty. It would seem that playing a champion with abilities that no one knows or understands is... dubious in solo queue. Now, to be fair, I have won several games in solo queue with Gragas up to this point, at times completely dominating lanes and laying on good damage.

The issue came with my team's complete lack of understanding of my ult. They seemed like the kind of people who were expecting a giant teamfight fustercluck with burst AoEs and tons of damage. So, when I would drop my barrel to blast the enemy team apart and to separate them into 5 small pieces which we, in theory, would then gang up on and burst down, my team instead scattered and each attacked a different person, some members even running away from our turrets and team to take on 2 enemies at once. So, my barrel had, in fact, the opposite result from what I had expected. By dropping my ult and intending to scatter the other team and make them easy to kill, my team instead scattered even more and became even easier kills.

I'm sure that they had just figured that they should keep attacking the person that they had been focusing, however, that person is now protected by their side and by the guy(s) with them. TURN AROUND. Focus them one at a time in easy-to-kill situations. You are not Rambo.

What also sucked was that their idea of a teamfight fustercluck with burst AoEs and tons of damage wasn't going to work because the enemy team had an Amumu. Guess what? If you all jump into a tiny little radius centered on Amumu, we're all going to die. They also didn't seem to realize that my ult leveled the playing field and reduced Amumu's effectiveness.

SERENITY NOW!

The Unoffical Rules Of League Of Legends

The Unoffical Rules Of League Of Legends - From I3ig B - Blogs - Reign of Gaming

Really pretty funny read.

6.28.2011

Runes

Still being south of 30 and working on completing my first rune page has forced me to be very judicious in my IP expenditures. In a way I feel like if I can't fill (for my level) a page specifically built for a given champ, I need to wait until I can before I can even try that champ.

Hence the constant maining of Garen.

The first page I'm looking to polish off is:

Mark of Desolation - 410 IP - Armor Pen +1.66
Glyph of Focus - 820 IP - CDR -0.65%
Seal of Evasion - 820 IP - Dodge Chance +0.75%
Quint of Desolation - 1025 IP - Armor Pen +3.33

After that I'd like to expand with:

Mark of Insight - 410 IP - Magic Pen +0.95
Glyph of Warding - 205 IP - Magic Resist +1.49
Seal of Clarity - 205 IP - Mana Regen/5/Level +0.1
Seal of Resilience - 205 IP - Armor +1.41
Quint of Potency - 1025 IP - AP +4.95
Quint of Fortitude - 2050 IP - Health +26

Focusing on the runes currently at my disposal, what champions besides Garen can I branch out to? Poppy?

What other runes should I be considering?


6.27.2011

AP Tristana: Possible?



Stats

Damage44.5(+3 / per level)
Health415(+82 / per level)
Mana193(+32 / per level)
Move Speed300
Armor15(+3 / per level)
Spell Block30(+0 / per level)
Health Regen1.02(+0.13 / per level)
Mana Regen1.29(+0.09 / per level)
Recommended Items
Doran's BladeBerserker's GreavesYoumuu's Ghostblade
Last WhisperInfinity EdgeMadred's Bloodrazor

Abilities

Rapid Fire - Tristana fires her weapon rapidly, increasing her attack
speed for a short time.
Increases Tristana's attack speed by 30/45/60/75/90% for 7 seconds.
Cost
80/80/80/80/80 Mana
Range
20
Rocket Jump - Tristana fires at the ground to propel herself to a
distant location, dealing damage and slowing surrounding units for 3
seconds where she lands.
Tristana fires at the ground to propel herself to target location,
dealing 70/115/160/205/250 (+0.8) magic damage and slowing
surrounding units by 60% for 2.5 seconds when she lands. On a
champion kill or assist, Rocket Jump's cooldown resets.
Cost
80/80/80/80/80 Mana
Range
25000
Explosive Shot - When Tristana kills a unit, her cannonballs burst into shrapnel, dealing damage to surrounding enemies. Can be activated to
deal damage to target unit over time, and reduce healing received.
Passive: Enemies explode when slain by Tristana's attacks, dealing 50/75/100/125/150 magic damage to nearby enemies.

Active: Explosive Shot rends target enemy, reducing healing and health regeneration by 50% and dealing 110/140/170/200/230 (+1) Magic
Damage over 5 seconds.
Cost
50/60/70/80/90 Mana
Range
600
Buster Shot - Tristana loads a massive cannonball into her weapon and
fires it at an enemy unit. This deals magic damage and knocks the target
back.
Tristana fires a massive cannonball at an enemy unit. This deals
300/400/500 (+1.5) magic damage and knocks surrounding units back 600/800/1000 distance.
Cost
140/140/140 Mana
Range
700
Draw a Bead - Increases Tristana's attack range as she levels.