Smite should also restore some mana when used on jungle monsters

darkdill··16 votes·572 views

Champions like Udyr, Hecarim, Fiddlesticks, etc., are now far too dependent on getting Blue Buffs, and the Hunter's Talisman and Hunter's Potion don't quite do enough to compensate, especially in Fiddle's case. It'd be nice if Smite could restore a bit of mana when you use it for your clears so that a blue can be more readily shared with your teammates without manaburning you.

11 Comments

oSEXYPLATYPUSo4 votes

so was i down voted cuz i offered a solution outside of the changes you want?

i mean they are viable and work...

if you take item 1039 item 2031 you should be able to manage your mana in the early jungle... and typically a blue dependent jungler will take the 1st two blues... (or you should ) and if you dont like item 2031 and dont wanna upgrade it to item 2032 for more sustain you can always get the secret stash mastery to turn your item 2003 into item 2009 for some mana regen. and secret stash buffs item 2031 item 2032 item 2033 increasing the heal you get from them

and taking the mastery of meditation increases your mana regen by recovering 1.5% of missing mana per 5 seconds.

also taking a few mana regen runes on a champ like fiddle with a mixture of cdr is viable ... you arent gonna take magic resist in the jungle cuz you know why? the jungle monsters dont do magic damage... only physical

so you can legit go magic pen reds, armor yellows or hp yellows your choice, ap quints and a mixture of mana regen runes and cdr per lvl blues and run 12-18-0 set up and have ZERO mana issues

Leo10243 votes

item 1039: 150% mana regen while in jungle

350 Gold

darkdill2 votes

Also not enough, especially considering a lot of junglers have a bad base mana regen stat to make sure their laning sucks. That 150% increase doesn't actually equate to that much early on.

Leo10242 votes
  1. first buy item 1039 and item 2031
  2. start blue buff

now you'll have decent mana regen until you're high enough to sustain on your own

3.profit

Avienal1 votes

{quoted}

Also not enough, especially considering a lot of junglers have a bad base mana regen stat to make sure their laning sucks. That 150% increase doesn't actually equate to that much early on.

Its more then enough to get blue buff with(Just because your a auto reliant champion doesn't mean you have to start with red Buff), there's also numerous jungler champions who thrive atm, (not just simply Khazix and Rengar even before the update which turned them into absolute game deciders at how easy they can cause snowballs) who aren't shut down completely due to 'mana issues', We still got whether its because they are also resourceless: Shyvana or they have kits more intended to use less ability wombo spamming to win and more autos to drive the nail in: Kindred with the abilities more to get the curtain going for the damage throwing.

Plus you don't need to roll your head on your keyboard using ever single ability to kill a jungle camp, Blue and Red buff jungle minions losing their silly little mini'adds make it less of a problem to just focus on using auto attacks and maybe 1 ability cast to damage it down and using a smite or a heal potion if your health gets low. Its a problem i see typical in MOBAs where players burn all their mana too easily especially in the early game and aren't conservative with it, then just end up using resource'less champions or ones with ridiculously low mana cost champions and yet they are just as scummy or even more then more standard type of champion grabs for certain roles.

Its one sad truth that a Meta is going to continue to exist in LoL, so sticking to one trick champions for specific roles is never a good idea less you know you are picking them because they are fun and they work, not just simply because they are so insanely powerful at the moment they are likely to get a few nerfs in the next update or too. Variety is important either way, especially to have multiple kinds of junglers from Tankie types, Aggressive types or ones who are even more intent on supporting the team to set them up for a bunch of kills against the enemy team while you keep the enemy distracted.

Not to mention they even buffed the jungle items sustain ability to compensate for the removal of smite bonus effects.

[slayer-jinx-unamused]

oSEXYPLATYPUSo3 votes

{quoted}

Also not enough, especially considering a lot of junglers have a bad base mana regen stat to make sure their laning sucks. That 150% increase doesn't actually equate to that much early on.

you can take meditation in masteries that helps restore mana or you can take mana regen runes...

oSEXYPLATYPUSo2 votes

{quoted}

item 1039: 150% mana regen while in jungle

350 Gold

you mean there is a way to sustain your mana in the jungle with out crying for riot to change something ?

NoDaddyItHurts3 votes

If you run out of mana in the jungle and WITH a Hunter's Potion I got bad news for you.. Stop spamming your spells that hard then.

You can also look for the plant in the river, it gives you like 5% max mana too

oSEXYPLATYPUSo1 votes

lol but that means i have to learn to manage a resource ... which is hard... why cant i just have endless mana like in URF ?

Avienal1 votes

{quoted}

Champions like Udyr, Hecarim, Fiddlesticks, etc., are now far too dependent on getting Blue Buffs, and Hunter's Potion doesn't quite do enough to compensate, especially in Fiddle's case. It'd be nice if Smite could restore a bit of mana when you use it for your clears so that a blue can be more readily shared with your teammates without manaburning you.

Hunter's Talisman easily covers this in the form of 150% Mana regeneration in the jungle so its easy enough for champions 'like Fiddle sticks' to get enough early sustain for blue buff at the low item grabs, Udyr is currently in a horrible spot for playing in general alongside Warrick till the later gets his rework and the former gets some improvements to make him less ruined by slow or CC like rooting and stuns. Personally i would like Udyr to get some gimmicks like tenacity in some form or grant him the ability to negate 1 instance of CC against him (triggers only on CC, does not negate damage) to make him a more fearsome jungle type, since his Stance style kit gimmick is already horribly out'dated in what champions on even the 'modern' tier are granted now.

P.S. Hecarim is just a silly yolo twat champion in my opinion(EZ build 1 item like Tri'force then stack nothing by move and tank items to just chase down and melt targets) that i feel like i see more often in scummy maps like Ascension so he can exploit the hell out of move speed pads for super high damage and you'd end up seeing Jax, Xin'Zhao, Nautlius, Twitch and Shaco more often then him with either of them instead in the jungle.

Not to mention item 2032 still exists, so you don't need to be some bloke of a champion who focuses only on rushing to complete your jungle item's final form and instead actually take the time to also pick up your boots(So you have the ability to actually chase down your target and not have a definite move speed gap to ruin it) and the potion to allow you to stay in the jungle longer before backing to camp, giving you more chances to perform ganks without running back and forth between your base since you can refill hunter's potion by killing jungle camps.

They likely intended for smite bonuses to go away to force people to be more creative on the 'pathway progression' they clear camps besides the first wave and then just melt each camp in less then 5 seconds and repeat it, on top of making champions who could fast clear camps super early in level and do several ganks and easily get back on the camps easily afterwards be less dominant with the camps respawning slower.

[slayer-pantheon-popcorn]

thecowley1 votes

I mean I play Warwick jg a lot, and I always start blue side, because that blue buff is just bomb on him, but after like Lvl 3, I have enough mana that the only thing I have to worry about is saving mana for ult. But mana is a resource and a part of the game balance. If a jg can just spam abilities, and still have mana to go gank with full combos, doesn't that become a balance issue?

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