DOTA2 or LoL?

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Aircross

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Naqel said:
A mechanically dated remake of a mechanically dated genre starter that offers "meh" payoff for the burden of knowledge it puts on you...

Or a game that cherry-picks only the fun elements of the said genre for a game with a little less depth, but a much better depth to complexity ratio...


Oh and let's not forget that LoL is constantly evolving, while DotA is pretty much still all about 5-10 second hard disables.
Have you spent any time paying attention to competitive DotA/Dota 2?

It's more than just long disables.
 

Triforceformer

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Tanakh said:
- Dota controls are super responsive (depending on your lag), and yeah... they might not be the easiest as you will need at least 15 or so hotkeys to do all you should be doing on any hero. The main difference on responsivenss tough is that DotA heroes acutally have turn rates, LoL heroes insta turn, both are design choices and i think one of those makes the game dumber.

- You can carry the game as support, or ganker, it's just different. If you are a carry you need a non totally bad team to give you 20 mins or so and get farmed, without that you should lose (unless the other team is terrible), if you are a support/tempo controller/ganker you need to give your carry 20 mins or so to get fat and trust he is not retarded. I have a 75% or so winrate with supports like KotL, Witch Doctor and Rubic because I know quite well how to be very protective of my carry with those and also which carry fits each of those supports, if the lose after that... well, the carry player was super bad, nothing to do and just GG.
-Not counting the skill keys, you need at most 3 or 4 extra hot keys to manage active items and TP scrolls, the A key to deny and the S key to last hit efficiently. Everything else is salad dressing and only micro-intensive units like Meepo or Broodmother REALLY need anything extra.

-A Support can only carry the game if the enemy team is INCREDIBLY bad and the match ends before the enemy carry gets anything. The main thing about Supports is that they are generally the heavy hitters early game, still good mid game and drop off HARD in the late game besides being walking disables and extra burst damage. That's so they can support the Carry properly until they are self-sufficient (To a point). A Carry, by definition, is a hero who starts out mediocre and only gets better with more gold and levels. Supporting the Carry so they can carry doesn't mean you were the real carry, you were just a little extra backbone to keep the Carry functioning.
 

dmv

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Larcenist said:
dmv said:
This is rather silly. Yes there are several situations in which snowballing gets out of control very VERY quickly.(I'm looking at you riven) But this SHOULD be resolved through teamwork, aka either a roaming mid or jungler. Sometimes both.
As for the brutalizer? You are kidding right? It's a good first item but claiming that it's a mad rush for it is just wrong. 25ad 10% cdr 10 armor pen? It would be cheaper to buy a chain vest and a ruby crystal, and far more effective up to the end of the mid game. The cleaver would be stronger late game. I'm going to take your comments about the snowball lane and bin them because if you're seeing many of those items I sincerely doubt you've even hit 30 yet. Words of wisdom, buy a cloth armor at the very least if they rush a brutalizer.
If you're going to blatantly ignore my several previous posts about this scenario being your typical public blind pick game, then yes you are correct.
You're right that a blind pick game snow balls hard and quickly. You're wrong in believing this means the game is over and everyone should go home and surrender. The problem really isn't the snowball, it's how players react to it. /ff top is 3/0 and ours has 50 cs at minute 20. Their top laner has a massive advantage in team fights, and you'll probably lose 9/10 of them. But this is a blind pick game like you said, and people throw leads like they're practicing for the shot put event at the olympics.
Buying a couple wards(no matter what your position was)and warding up your jungle will likely net you a couple kills on over extenders. Also I sincerely do not understand the hate that the brutalizer is recieving even after being over nerfed.
 

Tanakh

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Triforceformer said:
Well, you can get away without having a single keybind, but that's far from ideal. IMO the very basic ones would be:

- 4 for skills (might be 2, might be 6, lets just say 4)
- 6 for items (you can get away with 4, anything less is a terrible idea because passive items are usually weaker than active ones)
- Your classic stop and attack keys (hold and move are also useful, but can live without em)
- The hero select key (a neccesity always because it's what you doubletap to center the camera on it after roaming the camera with your mouse)
- The quickbuy key and quickbuy TP scroll (to not lose gold like a noob when dying)
- Shift (to shift queue stuff)
- Pause

That's more than 15, all of them super basic and playing without any of them is a very bad idea. I also like my courier select key, the shop select key, the courier send key, the fast courier key, the chatweel key, the control group for my creeps, the select all units key, the console key, the levelup key, and some for scripts (to say "miss top" and shit, nothing gamechanging), maybe i am forgetting one or two.

Again, you can play without any of this and just clicking everything with the mouse, but... why be worse than what we already are?

As for the carry part, if you read the context of that post I was answering to a guy that said that carry was the best way to win solo queues, that is totally BS and was using the word "carry" as taking your team to victory; I have won a lot of games as a support by doing my freaking job and feeding my carry easy gold even when they are way worse than the other team carry and have lost games where I am the highest GPM by far on a hardcarry with better items just because my team is just doing stupid choices.

It is my opinion that support decides the mayority of games, and the higher the skill of the match the more i have seen this.
 

Triforceformer

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Tanakh said:
Triforceformer said:
Well, you can get away without having a single keybind, but that's far from ideal. IMO the very basic ones would be:

- 4 for skills (might be 2, might be 6, lets just say 4)
- 6 for items (you can get away with 4, anything less is a terrible idea because passive items are usually weaker than active ones)
- Your classic stop and attack keys (hold and move are also useful, but can live without em)
- The hero select key (a neccesity always because it's what you doubletap to center the camera on it after roaming the camera with your mouse)
- The quickbuy key and quickbuy TP scroll (to not lose gold like a noob when dying)
- Shift (to shift queue stuff)
- Pause

That's more than 15, all of them super basic and playing without any of them is a very bad idea. I also like my courier select key, the shop select key, the courier send key, the fast courier key, the chatweel key, the control group for my creeps, the select all units key, the console key, the levelup key, and some for scripts (to say "miss top" and shit, nothing gamechanging), maybe i am forgetting one or two.

Again, you can play without any of this and just clicking everything with the mouse, but... why be worse than what we already are?

As for the carry part, if you read the context of that post I was answering to a guy that said that carry was the best way to win solo queues, that is totally BS and was using the word "carry" as taking your team to victory; I have won a lot of games as a support by doing my freaking job and feeding my carry easy gold even when they are way worse than the other team carry and have lost games where I am the highest GPM by far on a hardcarry with better items just because my team is just doing stupid choices.

It is my opinion that support decides the mayority of games, and the higher the skill of the match the more i have seen this.
-Like I said, Skill keybindings don't really count. They're basic controls, and it's like saying Right-Clicking to move is a function to keep track of.
-3 convenient keys for active items, one for TPs and two other less convenient ones for anything else. Works perfectly fine for me because what hero's going to have 6 active times that need constant attention?
-Mentioned those cause Denies and Last Hit efficiency wooo.
-I guess so, but it's just as easy to click on your portrait or click the minimap back to your position, which you would keep track of because micromanagment hooooo. Not necessarily a "Required" hot key.
-Drag the items to the little quick-buy window and right-click.
-That's like saying "You HAVE to keep track of the start button on a 360 controller in case you need to pee." It's just utility which has little function in the actual game unless someone goes to pee.

Yes things like the courier keys and quick chat are nice, but they are less than necessary to play properly. I usually go through the courier UI interface out of habit and you at most lose half a second on it, especially with the new Haste button. The most anyone really uses the wheel for is missing calls and calling back, both of which can be done rapidly by hand without much distraction. Nice convenience, but not necessary.

Again about the Carry thing, I get your point now but the wording is still misleading. A Support legitimately carrying the game only and not just Supporting so well the Carry is fed to his core in half the time only happens if the other team is so terrible that they cannot farm anything at all against yours. Either because of skill difference or terrible team composition. Like you said, you did your job as the Support and let your Carry farm enough so they could, as their role is set, lead the team to victory with their right clicks. Supports still taper off HARD if the enemy team remains anywhere near the same level range. It's not "Opinion" that having a support or two increases your chance of winning, that's proven fact and exactly what the meta is based around.

To change the topic a bit, the original misconception regarding solo carries might originate from the trend in pubs where, more often than not, someone will insta-pick Drow regardless of team composition and generally shit on the enemy team after getting Frost Arrows and her ulti. Because a lot of people just can't handle her, as she comes online as a major threat far faster than other right click carries and your only real chances to contain her are early ganks, which can end up failing end make her snowball harder. Really makes a guy wish for a remake.
 

Tanakh

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Triforceformer said:
-Like I said, Skill keybindings don't really count. They're basic controls, and it's like saying Right-Clicking to move is a function to keep track of.
-3 convenient keys for active items, one for TPs and two other less convenient ones for anything else. Works perfectly fine for me because what hero's going to have 6 active times that need constant attention?
-Mentioned those cause Denies and Last Hit efficiency wooo.
-I guess so, but it's just as easy to click on your portrait or click the minimap back to your position, which you would keep track of because micromanagment hooooo. Not necessarily a "Required" hot key.
-Drag the items to the little quick-buy window and right-click.
-That's like saying "You HAVE to keep track of the start button on a 360 controller in case you need to pee." It's just utility which has little function in the actual game unless someone goes to pee.

Yes things like the courier keys and quick chat are nice, but they are less than necessary to play properly. I usually go through the courier UI interface out of habit and you at most lose half a second on it, especially with the new Haste button. The most anyone really uses the wheel for is missing calls and calling back, both of which can be done rapidly by hand without much distraction. Nice convenience, but not necessary.
Well, technically you don't need any keybind, can play clicking everything, but why gimp yourself? If you can do something in .2 or .3 secs pressing your key for your hero, why take .4 to .6? Especially if you are going to do that hundreds of times in game. If you can micro with the mouse while buying shit and trying not to die, why abandon your hero to buy that stuff?

About the active items, thinker will have 6 active items that will need to be pressed a lot, invoker also has 3-4 core items that need to be pushed, same as pudge or puck and almost all the support good items are also activated, actually i would be hard pressed to think a single amazing support upgraded item that is passive.... humm... nop. Actually that is a good way to check how good is your support, if they have 2 or more passive items they are bad or just don't give a shit at supporting.
 

Naqel

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Devoneaux said:
I'm going to go out on a limb and say you've never played DoTA. 5-10 second hard disables? What?

LoL constantly evolving? What? LoL has been 1 top 1 mid 2 bot 1 jungle for almost as long as I can remember, only very recently has that begun to change and it required that riot change a bunch of shit in order for it to happen.

"Burden of knowledge" is a concept Riot made up to tactfully tell it's player base that they think they're not smart enough to figure things out.


Sorry bro, but this "Dated game" is more conceptually sound than LoL ever has been. Dota is about adapting to an ever changing environment. LoL is about outfarming the enemy and blunt forcing your way to their nexus with your aggregate gold total.
There's plenty of disables that exceed the 2 second window in DotA, same duration in LoL is usually a result of a full ability rotation on a dedicated character, or a team effort.

Burden of Knowledge is an actual concept that's taken into account when designing games, and it's pretty high in both of the games in question(though LoL dose a better job of communicating/teaching stuff on the fly).

And honestly, DotA 2 is nearly a carbon copy of the old one. There's no way in a million years you'll convince anyone it's evolving in any direction other than it's graphics. LoL on the other hand had, as you mentioned, Riot shaking things up once it grew truly stale.
 

Denamic

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Tanakh said:
Triforceformer said:
-Like I said, Skill keybindings don't really count. They're basic controls, and it's like saying Right-Clicking to move is a function to keep track of.
-3 convenient keys for active items, one for TPs and two other less convenient ones for anything else. Works perfectly fine for me because what hero's going to have 6 active times that need constant attention?
-Mentioned those cause Denies and Last Hit efficiency wooo.
-I guess so, but it's just as easy to click on your portrait or click the minimap back to your position, which you would keep track of because micromanagment hooooo. Not necessarily a "Required" hot key.
-Drag the items to the little quick-buy window and right-click.
-That's like saying "You HAVE to keep track of the start button on a 360 controller in case you need to pee." It's just utility which has little function in the actual game unless someone goes to pee.

Yes things like the courier keys and quick chat are nice, but they are less than necessary to play properly. I usually go through the courier UI interface out of habit and you at most lose half a second on it, especially with the new Haste button. The most anyone really uses the wheel for is missing calls and calling back, both of which can be done rapidly by hand without much distraction. Nice convenience, but not necessary.
Well, technically you don't need any keybind, can play clicking everything, but why gimp yourself? If you can do something in .2 or .3 secs pressing your key for your hero, why take .4 to .6? Especially if you are going to do that hundreds of times in game. If you can micro with the mouse while buying shit and trying not to die, why abandon your hero to buy that stuff?

About the active items, thinker will have 6 active items that will need to be pressed a lot, invoker also has 3-4 core items that need to be pushed, same as pudge or puck and almost all the support good items are also activated, actually i would be hard pressed to think a single amazing support upgraded item that is passive.... humm... nop. Actually that is a good way to check how good is your support, if they have 2 or more passive items they are bad or just don't give a shit at supporting.
Keeper don't need no darn items!
0 items or 6 bracers; doesn't matter, have unlimited mana. Just keep charging that nuke.
20 minutes in, at the barracks, carrying the game like a boss. Now THAT'S supporting!
 

crazypsyko666

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I used to play League of Legends, and I still think it's a quality game, but recently I've quit entirely to play DotA 2. DotA 2 is somewhat harder, but it has a fantastic community, the game is much better built (it has less bugs and broken parts and it's still in beta) the metagame (which heroes are popular, which strategies are dominant and which items you should buy) are much more fluid and it's overall a much more polished game. League is fun but it's a money vaccum and is ultimately very tiring after a while.
 

crazypsyko666

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Naqel said:
A mechanically dated remake of a mechanically dated genre starter that offers "meh" payoff for the burden of knowledge it puts on you...

Or a game that cherry-picks only the fun elements of the said genre for a game with a little less depth, but a much better depth to complexity ratio...


Oh and let's not forget that LoL is constantly evolving, while DotA is pretty much still all about 5-10 second hard disables.
I know you think you're really funny but HoN is always a bad joke, which is the game you're talking about. I can name one strategy that works for League, 1 top, 1 mid, 2 bot, 1 jungler and close to half a dozen that work for DotA, including double jungle, safe/mid lane triple roam comp, offensive trilane, defensive trilane, dual mid, 2/1/2, and a constantly evolving hero usage. For example, Tiny was originally a tank who then became a safe lane support, then becoming a midlane ganker, and is now a top tier carry. Not to mention that unless you really want to go pro, which you won't, your "burden of knowledge" (aka, riot thinks you're dumb and can't do math) won't matter. The mechanics you know in league are practically the same as they are in DotA, save one notable mechanic, denying, which isn't that hard to deal with after five or so games.
 

Uszi

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Naqel said:
There's plenty of disables that exceed the 2 second window in DotA, same duration in LoL is usually a result of a full ability rotation on a dedicated character, or a team effort.
I agree in the sense that I've argued earlier in this thread something similar: DotA is way more about hard CC, and there is much longer Hard CC in DotA and there is more of it.

The 5-10 second example is a little extreme for one character. I think the only character who has crazy CC like that would be Rhasta, who can potentially put someone down for 8.25 seconds with a hex/shackle combo, but that's multiple skills used in tandem. Lion is 6.52 seconds if he milks the Impale/hex combo perfectly. Most other dedicated disablers (Enigma, ES, etc) are like 4-5 seconds with their full combo. Someone else mentioned Mirana, which is essentially Ashe's arrow.

Now, a team that stacks AoE CC might be able to do 10 seconds of disable. Magnus blinks in, reverse polarity, Enigma times his black hole perfectly, and then ES comes in for the coup de grace. Mmmmm, That's a lot of CC, and totally impossible by design in LoL.

Naqel said:
Burden of Knowledge is an actual concept that's taken into account when designing games, and it's pretty high in both of the games in question(though LoL dose a better job of communicating/teaching stuff on the fly).
I don't disagree with this. One of Riot's design philosophies was that if you see a character or see a skill, you should know what it's doing immediately. This isn't really the case for DotA. Their famous example is Blood Seeker rupture, but there's plenty of other good ones (Ancient Apparition Cold Feet, for example).

I think this is why people are tempted to say that DotA is more complex.

Naqel said:
And honestly, DotA 2 is nearly a carbon copy of the old one. There's no way in a million years you'll convince anyone it's evolving in any direction other than it's graphics. LoL on the other hand had, as you mentioned, Riot shaking things up once it grew truly stale.
This I do disagree here, because I think you're offering a false argument.

DotA 2 is a copy of Dota Allstars for WC3, but to say that means it isn't evolving is false. DotA was patched about as often as League of Legends is now, new characters are added, though not as frequently (LoL adds new characters at a pretty break neck pace), and balance is always being tweaked.

There have been different metas, for instance DotA used to be more cs/farm heavy than it is now. Characters get remade. Etc, etc, etc.

Riot "shakes" things up in the exact same way IceFrog was doing with DotA, i.e., new characters, new items, balance tweaks and reworks.
 

JaceArveduin

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Uszi said:
Now, a team that stacks AoE CC might be able to do 10 seconds of disable. Magnus blinks in, reverse polarity, Enigma times his black hole perfectly, and then ES comes in for the coup de grace. Mmmmm, That's a lot of CC, and totally impossible by design in LoL.
Not entirely true, it won't last quite as long, but you can cc the enemy till they die, though the champs involved will likely be banned in a draft match. Let's see... Amumu jungle, Ashe carry, Leona support, Zyra/Orianna/Annie/other mage I've forgotten for mid, and Wukong or Cho'gath top
 

zama174

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SmashLovesTitanQuest said:
Are you more interested in winning games by means of tactics, adapting to new situations quickly and knowledge, or do you prefer skillshots and "fun"?

If it's the first, DOTA. If it's the second, LoL.
Do you have any idea what you have done?! This can't end well...

Anyway, in my personal experience, I prefer League of Legends over DOTA. As mentioned by others League's meta is a lot more rigid, but I think its a far easier game to break into. DOTA has a lot of really odd and advanced tactics you don't see in other MOBA's which make the laning phase of the game a lot more challenging to learn. League on the other hand is more straight forward, but it's also more punishing when you make mistakes in my experience.

League is a lot more team and laning oriented, it excels at rewarding you for good plays, and its a lot harder for one champion to completely carry a team if the rest of the team are complete idiots. DOTA is a bit faster paced, focusing a lot more on ganking (people coming from other lanes to kill you) and has a lot harder crowd control abilities. Its one of the smaller differences, but having my champion locked down for four to five seconds and dieing because of it really pisses me off. The CC isn't nearly as strong in League, with the longest form of CC being Fiddlesticks Fear (Five seconds), and the second longest Rammus's taunt at three seconds. (Everything else is generally 2 seconds at max. And tenacity lowers that duration. And Cleanse as your summoner spell removes it all.)
 

zama174

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JaceArveduin said:
Uszi said:
Now, a team that stacks AoE CC might be able to do 10 seconds of disable. Magnus blinks in, reverse polarity, Enigma times his black hole perfectly, and then ES comes in for the coup de grace. Mmmmm, That's a lot of CC, and totally impossible by design in LoL.
Not entirely true, it won't last quite as long, but you can cc the enemy till they die, though the champs involved will likely be banned in a draft match. Let's see... Amumu jungle, Ashe carry, Leona support, Zyra/Orianna/Annie/other mage I've forgotten for mid, and Wukong or Cho'gath top
The difference there is three champions vs an entire team timing everything perfectly. (And Varus over ashe in my opinion.)
 

JaceArveduin

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zama174 said:
JaceArveduin said:
Uszi said:
Now, a team that stacks AoE CC might be able to do 10 seconds of disable. Magnus blinks in, reverse polarity, Enigma times his black hole perfectly, and then ES comes in for the coup de grace. Mmmmm, That's a lot of CC, and totally impossible by design in LoL.
Not entirely true, it won't last quite as long, but you can cc the enemy till they die, though the champs involved will likely be banned in a draft match. Let's see... Amumu jungle, Ashe carry, Leona support, Zyra/Orianna/Annie/other mage I've forgotten for mid, and Wukong or Cho'gath top
The difference there is three champions vs an entire team timing everything perfectly. (And Varus over ashe in my opinion.)
Varus is nice, I just picked Ashe cause she was the first carry that came to mind with a stun. That, and her's is better for a extra initiate.
 

Ed James

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VMK, Don't know if this has already been offered, but I'd happily give you a DOTA2 beta key. For that matter, I have about 16; FREE KEYS FOAR ERVERYONE!
 

Uszi

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Devoneaux said:
Uszi said:
...One of Riot's design philosophies was that if you see a character or see a skill, you should know what it's doing immediately. This isn't really the case for DotA. Their famous example is Blood Seeker rupture, but there's plenty of other good ones (Ancient Apparition Cold Feet, for example).
While I don't disagree with this in concept, I still feel that it's a limiting factor put in place on account of perceived player incompetence.
Oh, yeah. Of course, by definition it is a limiting factor. "Only that which is obvious/easily discernible shall be in the game."

I don't know that it's perceived player incompetence, as a lot of people have cited all the crazy stuff that happens in DotA games as a reason they don't like---even friends of mine who have tried both games. I think it's a perfectly valid reason to like or dislike LoL, but I don't know that it definitively indicates how bad or good the game is.

JaceArveduin said:
Varus is nice, I just picked Ashe cause she was the first carry that came to mind with a stun. That, and her's is better for a extra initiate.
So I haven't played Ashe in a while, and I forgot what a chore last hitting becomes when your crit passive is down. Home girl must have some of the poorest starting attack damage for an ADC. I feel like if I was going to be a dedicated Ashe player I'd swap my ArP runes for flat attack damage so she doesn't just tickle targets at level 1.
 

Larcenist

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dmv said:
You're right that a blind pick game snow balls hard and quickly. You're wrong in believing this means the game is over and everyone should go home and surrender. The problem really isn't the snowball, it's how players react to it. /ff top is 3/0 and ours has 50 cs at minute 20. Their top laner has a massive advantage in team fights, and you'll probably lose 9/10 of them. But this is a blind pick game like you said, and people throw leads like they're practicing for the shot put event at the olympics.
Buying a couple wards(no matter what your position was)and warding up your jungle will likely net you a couple kills on over extenders. Also I sincerely do not understand the hate that the brutalizer is recieving even after being over nerfed.
Seeing as how I'm playing AD Carry I'm not one with the mindset of a game being over because our team is behind. I will farm and go for objectives while staying positive and keeping the team's spirit up should they lose it and say something along the lines of "this game is over". I'm not sure if it is I who have been unclear in my previous posts or if it is you who misread, but I should've stated that I think snowballing is worse in DotA than LoL, not the opposite (which it seems you think I wrote), the only time snowballing was really bad was back when Rengar could build full tank and still deal the most damage on his team.

People should generally just scratch the whole mindset of a game being over, we've turned games around countless time by farming a Vayne, Kog or Caitlyn enough for them to finish off key players in the enemy team. This comes down to your carries' positioning in teamfights but well, that is one of the things you learn by playing game (especially games where you're behind and a single mistake will lose you the game). Learn the game the hard way, don't surrender just because your AD carry is a few kills behind. This will stay true in every MOBA (except DotA that doesn't have a surrender option that is).

Edit: And the broken item isn't Brutalizer, it's Warmog. League of Warmogs.

Uszi said:
So I haven't played Ashe in a while, and I forgot what a chore last hitting becomes when your crit passive is down. Home girl must have some of the poorest starting attack damage for an ADC. I feel like if I was going to be a dedicated Ashe player I'd swap my ArP runes for flat attack damage so she doesn't just tickle targets at level 1.
If you go for the Season 2 10/10 split with runes (now it gives 7.7 ArPen and 9.6 AD): AD Quints, 3 AD marks and 6 ArPen marks, as well as either 21/9/0, 21/5/4 or 17/13/0 in masteries (I usually prefer either 21/5/4 or 17/13/0) you will start with 62 AD. If you then start with Longsword and 2 pots (or if a sustain lane, Doran's Blade) you will have 72 AD and life should be pretty easy.

Also, Ashe has the hands down best AD Carry ultimate in the game. Doesn't get closer to DotA quality abilities than that.
 

Uszi

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Larcenist said:
If you go for the Season 2 10/10 split with runes (now it gives 7.7 ArPen and 9.6 AD): AD Quints, 3 AD marks and 6 ArPen marks, as well as either 21/9/0, 21/5/4 or 17/13/0 in masteries (I usually prefer either 21/5/4 or 17/13/0) you will start with 62 AD. If you then start with Longsword and 2 pots (or if a sustain lane, Doran's Blade) you will have 72 AD and life should be pretty easy.

Also, Ashe has the hands down best AD Carry ultimate in the game. Doesn't get closer to DotA quality abilities than that.
No, I like Ashe, but I don't normally play ADC at all, and when I do I usually like playing Graves since he has his boomstick and all. But because I don't normally carry and because I'm cheap and don't like buying runes, I only have one "ADC" rune page, and its ArP marks. My Seals/Glyphs never ever change, I always roll Armor and Magic Resist because they are cheap and because it doesn't seem bad on anyone. I have 2 Armor Quints and 1 MR Quint. And those are the only runes I've had since forever.

I used to only ever have MP marks for APC and then more Armor/MR marks for Tanking, but someone convinced me that I should at least have increased attack speed marks for some characters (played a lot of Udyr, back in the day, and phoenix jungling is better with attack speed then with ArP or MP).

Getting to a point where I might consider flat AD runes for some characters.
 

Larcenist

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Apr 22, 2011
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Uszi said:
No, I like Ashe, but I don't normally play ADC at all, and when I do I usually like playing Graves since he has his boomstick and all. But because I don't normally carry and because I'm cheap and don't like buying runes, I only have one "ADC" rune page, and its ArP marks. My Seals/Glyphs never ever change, I always roll Armor and Magic Resist because they are cheap and because it doesn't seem bad on anyone. I have 2 Armor Quints and 1 MR Quint. And those are the only runes I've had since forever.

I used to only ever have MP marks for APC and then more Armor/MR marks for Tanking, but someone convinced me that I should at least have increased attack speed marks for some characters (played a lot of Udyr, back in the day, and phoenix jungling is better with attack speed then with ArP or MP).

Getting to a point where I might consider flat AD runes for some characters.
Yeah Ashe is amazing (mostly because of the God tier ultimate, but kiting capability is God tier as well), you should land at 62 AD with only masteries and a Doran/Longsword so that is pretty much Season 2 standard. There's always Draven (who is also beyond awesome) if you like rocking those ArPen runes. The most generic rune pickups ever would probably be Flat Armor and MR/level, I use them in pretty much any role I play (AD, jungle, top). I guess flat MR would be a good pick as well but I'm too lazy to grab that.

There's also the option of running Janna support if you feel your AD lacking (comes with a free amazing passive as well).