More defensive runes please
Almost all the runes give items or damage or extra this and that but there are hardly any defense runes. Tanks are getting shredded by the damage.
Almost all the runes give items or damage or extra this and that but there are hardly any defense runes. Tanks are getting shredded by the damage.
Desperately needed a separate Warden and Vanguard Rune set.
Maybe next season?
I want more support-like runes in the Inspiration tree. Supports are getting a tad screwed over when before we had tools like Expose Weakness mastery (my personal favorite) and, of course, the biggie windspeaker's. Yes, there are some windspeaker's like runes in the Resolve tree with the armor/MR gains, but supports are being forced to essentially go Resolve and then selfish utility like movespeed (which mobi and swifty boots could do just as well for us, if not better).
I feel like the Resolve tree is actually pretty solid.
Afterhsock gives you a huge armor and mr value after procing it for 2.5 seconds. 20 flat + 30% on top of that.
That's pretty substantial. My Maokai so far after a few items feels unkillable.
Tanks should be fine if they take Conditioning. The problem is that nobody else can really get any defensive options that do anything for them besides Nullifying Orb.
I play AD, i've noticed there's not a lot of sustain in lane anymore. Lifesteal is pretty much irrelevant, and if you dont have a champ that flat out bullies lane have fun backing every 3 minutes.
Defensive KEYSTONES Grasp +5 HP per proc and some healing
Aftershock +20 armor and MR + 30%
**Fleet Footwork ** Some gives some healing
Defensive runes
** Armor Skin/Mirror Shell** (Resolve) Other then that the only directly defensive runes are +5 armor +5% or the same for MR
** Celestial body** +100 HP -10% damage to champions and monsters until 10 min
Nullifying Orb (Sorcery) which gives a magic damage shield with cooldown
later game
** Conditioning** 8 Armor and MR +5% after 10 min
**Overgrowth ** (Resolve) which slightly % increase in max HP that scales with minions/monsters dying around you (not great early on and even later on it doesn't add that much unless you have a huge amount of HP)
**Sustain ** Second wind healing on taking damage
Taste of Blood healing with cooldown on dealing damage to an enemy champion