Upcoming item changes for mages, an item proposal to solve a pet peeve everyone has had.

Meserion··1 votes·744 views
Looking at the upcoming item changes for mages, an item proposal to solve a pet peeve everyone has experienced. * /r/leagueoflegends

(Also posted on League of legends, Reddit. go to check it out and maybe cross-pollinate ideas.)

Going "oom" or running out of mana is never fun, It flat out sucks when you fail to finish off a target because you ran out of mana. Yes I know about the "mana counting" system and I use it, but most of us just don't have the time or patience to count mana every time we're setting up for a kill.

With the upcoming proposed changes to mana items, people will be going oom left, front, and center. I have set of item suggestions that will address mana issues in that short-term period in combat where you really cannot wait around for your mana to regen. You should be pacing yourself anyway, but these items are for those moments when you had to react in a fight and therefore you just don't have enough mana to end it.

  • My first item: Vladimir's Crystalline Blood Chalice +200 Health Unique ACTIVE: Sanguimancy - For the next 5 seconds, your spells will not cost mana but deal 200% of their mana cost to you as true damage (180 second cooldown).

**Built from: **

  • Chalice of Harmony (1000 gold)
  • Ruby Crystal (400 gold)
  • Buyout cost: 100 gold (Total cost 1500 gold)

Comment: This item has pretty neutral stats, making it a decent option for anyone who uses mana. The active, Sanguimancy, can very risky but if you are prepared, it can make the difference in that short window. the 3 minute cooldown is so people do not rely on this all the time for mana woes, but only use it when the situation calls for it. And yes, Vladimir made this item, to show the world how powerful blood magic can be. One could say Vlad wants more followers :3

I have three upgrades for AD, AP, and tanky champions. I would like this item to be seriously considered as a viable option for any champion that has mana issues at the worst time.

  • My AP upgrade: Goblet of Crimson Rites +200 Health +80 AP Unique ACTIVE: Sanguimancy - For the next 5 seconds, your spells will not cost mana but deal 200% of their mana cost to you as true damage (180 second cooldown).

Built from:

  • Vladimir's Crystalline Blood Chalice (see item, 1500 gold)
  • Needlessly Large Rod (1250 gold)
  • Amplifying Tome (435 gold)
  • Buyout cost: 315 (Total cost 3500 gold)

Comment: This is the AP variant of the item set. Not much to be said, except this one may or may not be Vladimir's creation :P

  • My AD upgrade: Bloodblade of Sacrifice +200 Health +60 AD Unique ACTIVE: Sanguimancy - For the next 5 seconds, your spells will not cost mana but deal 200% of their mana cost to you as true damage (180 second cooldown).

Built from:

  • Vladimir's Crystalline Blood Chalice (see item, 1500 gold)
  • B.F. Sword (1300 gold)
  • Buyout cost: 700 gold (Total cost 3500 gold)
  • Finally, my tank upgrade: Legplates of Hungering Magic +600 Health +40 Armor Unique ACTIVE: Sanguimancy - For the next 5 seconds, your spells will not cost mana but deal 200% of their mana cost to you as true damage (180 second cooldown).

Built from:

  • Vladimir's Crystalline Blood Chalice (see item, 1500 gold)
  • Giant's Belt (1000 gold)
  • Chain Vest (800 gold)
  • Buyout cost: 200 gold (Total cost 3500 gold)

Comments: For some reason tanks don't have items that cover their legs, this would be the first!

I hope people are interested, feel free to comment but please keep it PG-13.

PS. Reddit formatting is scumbagery incarnate!

9 Comments

Lord Azır1 votes

No mage should ever go oom with the changes to morello. It now gives 400 mana + 20% max mana on kill or assist. Not only that but these items are kinda useless. Losing a chunk of hp to get off 1 combo every 3 mins? If it just gave 200 mana it would be the exact same thing but you wuoldn't lose hp in the process...

Meserion1 votes

[{quoted}](name=L0RD AZIR,realm=NA,application-id=3ErqAdtq,discussion-id=pmEUsqU8,comment-id=0000,timestamp=2016-04-19T18:05:54.279+0000)

No mage should ever go oom with the changes to morello. It now gives 400 mana + 20% max mana on kill or assist. Not only that but these items are kinda useless. Losing a chunk of hp to get off 1 combo every 3 mins? If it just gave 200 mana it would be the exact same thing but you wuoldn't lose hp in the process...

I saw those changes, the baseline item mana regen does not carry over to morellos. these items are meant to act as a panic button for people who are reactive in teamfights. I was debating on 2 minutes but I chose 3 minutes because I didn't want these to be used every teamfight, only used when it called for it not just on automatic. Also you're missing the theming, it is essentially blood magic; blood magic uses your vitality to fuel it's effect. To break it down let us use Ahri, and we'll use all her abilities maxed in that 5 second period: Q = 170 hp, W = 100 hp, E = 170, ult = 200 health. In total, 640 damage taken. Won't kill her and she can probably survive if she gets her charm off. you probably won't use it all the time, only midway through a teamfight, or maybe to sneak attack someone in lane with an empty mana bar.

A tank would likely get even more use as they initiate fights generally, so being able to use their large health pools to fuel their abilities would be a godsend.

Lord Azır1 votes

{quoted}

I saw those changes, the baseline item mana regen does not carry over to morellos. these items are meant to act as a panic button for people who are reactive in teamfights. I was debating on 2 minutes but I chose 3 minutes because I didn't want these to be used every teamfight, only used when it called for it not just on automatic. Also you're missing the theming, it is essentially blood magic; blood magic uses your vitality to fuel it's effect. To break it down let us use Ahri, and we'll use all her abilities maxed in that 5 second period: Q = 170 hp, W = 100 hp, E = 170, ult = 200 health. In total, 640 damage taken. Won't kill her and she can probably survive if she gets her charm off. you probably won't use it all the time, only midway through a teamfight, or maybe to sneak attack someone in lane with an empty mana bar.

A tank would likely get even more use as they initiate fights generally, so being able to use their large health pools to fuel their abilities would be a godsend.

400 mana is way better than +100% base mana regen. It's like saying which is better 400 flat HP or 100% base health regen. Also an Ahri at max level has around 1800 hp. That's 1/3rd of the standard mages HP with no way of sustain.

Meserion1 votes

[{quoted}](name=L0RD AZIR,realm=NA,application-id=3ErqAdtq,discussion-id=pmEUsqU8,comment-id=000000000000,timestamp=2016-04-19T19:40:22.785+0000)

400 mana is way better than +100% base mana regen. It's like saying which is better 400 flat HP or 100% base health regen. Also an Ahri at max level has around 1800 hp. That's 1/3rd of the standard mages HP with no way of sustain.

I'm not comparing these items to item 3165, they would exist alongside it. You're missing the point. Risk reward, not sustain. none of these are built for sustain, more "panic button" items.

Lord Azır1 votes

{quoted}

I'm not comparing these items to item 3165, they would exist alongside it. You're missing the point. Risk reward, not sustain. none of these are built for sustain, more "panic button" items.

Just feels like a useless item you are giving up an item slot for an active that doesn't even help in the late game and this item could potentially be taking the spot of item 3089 item 3157 item 3135 item 3285

Meserion1 votes

[{quoted}](name=L0RD AZIR,realm=NA,application-id=3ErqAdtq,discussion-id=pmEUsqU8,comment-id=00000000000000000000,timestamp=2016-04-19T20:20:45.498+0000)

Just feels like a useless item you are giving up an item slot for an active that doesn't even help in the late game and this item could potentially be taking the spot of item 3089 item 3157 item 3135 item 3285

item 3089 item 3285 and item 3135 all are straight up damage items. Only item 3157 has actual utility options. Frankly. mages need more utility options. Also you're not going to always build those items on every champion, some just don't work well with it. If you do a lot of dot damage, Luden's is not that great because dealing that dot damage does not build up charges. Also you don't always buy void staff, only should buy if you see the enemy ream building 1 or 2 heavy magic resist items. Also if you do the math Void staff gives you more overall damage than deathcap against a magic resist heavy team.

Lord Azır1 votes

{quoted}

item 3089 item 3285 and item 3135 all are straight up damage items. Only item 3157 has actual utility options. Frankly. mages need more utility options. Also you're not going to always build those items on every champion, some just don't work well with it. If you do a lot of dot damage, Luden's is not that great because dealing that dot damage does not build up charges. Also you don't always buy void staff, only should buy if you see the enemy ream building 1 or 2 heavy magic resist items. Also if you do the math Void staff gives you more overall damage than deathcap against a magic resist heavy team.

Actually, yes you do always build void staff, whether they are building MR or not. All melee champions gain 21 + mr at level 18 which equals at least 50 mr on champions that have 0 magic resist from items and 0 magic resist in runes (which won't ever happen past bronze). Making void staff already cost efficient. Void staff also does not give you more dmg than a deathcap in magic resist heavy teams, it's only more COST EFFICIENT. You'll get more dmg for your gold but it won't give you more dmg if you compare the 2 items. You obviously have no idea what you're talking about or what half these items even do.

Meserion1 votes

[{quoted}](name=L0RD AZIR,realm=NA,application-id=3ErqAdtq,discussion-id=pmEUsqU8,comment-id=0000000000000000000000000000,timestamp=2016-04-19T20:49:42.337+0000)

Actually, yes you do always build void staff, whether they are building MR or not. All melee champions gain 21 + mr at level 18 which equals at least 50 mr on champions that have 0 magic resist from items and 0 magic resist in runes (which won't ever happen past bronze). Making void staff already cost efficient. Void staff also does not give you more dmg than a deathcap in magic resist heavy teams, it's only more COST EFFICIENT. You'll get more dmg for your gold but it won't give you more dmg if you compare the 2 items. You obviously have no idea what you're talking about or what half these items even do.

it does actually, lets say each enemy player has 50% magic resist each (calculated its about 100 magic resist Magic resist wiki page), with item 3089 and Nunu 's E lets say he does 200 magic dmg for testing sake. Now vs. 50% thats is 100 damage dealt X 5 is 500 damage total.

With item 3135 in the mix doing say 175 damage. Void staff ignores 35% of magic resist so they would have 65 magic resist which would equate to 39% damage reduction if you use wiki's formula for calculating magic resist. so you would do 106.75 (they round the number) or 107 damage for one target or 533.75 or 534 to 5 targets. As you can see with even less damage than the amount gained via deathcap, you still do more damage against a magic resist heavy team.

Math ftw!

Lord Azır1 votes

{quoted}

it does actually, lets say each enemy player has 50% magic resist each (calculated its about 100 magic resist Magic resist wiki page), with item 3089 and Nunu 's E lets say he does 200 magic dmg for testing sake. Now vs. 50% thats is 100 damage dealt X 5 is 500 damage total.

With item 3135 in the mix doing say 175 damage. Void staff ignores 35% of magic resist so they would have 65 magic resist which would equate to 39% damage reduction if you use wiki's formula for calculating magic resist. so you would do 106.75 (they round the number) or 107 damage for one target or 533.75 or 534 to 5 targets. As you can see with even less damage than the amount gained via deathcap, you still do more damage against a magic resist heavy team.

Math ftw!

A Nunu with item 1402 item 3089 and 0 magic pen what so ever will do 321 dmg with 1 E and runic proc to a target with 75 magic resist.

A Nunu with item 1402 item 3135 and 35% magic pen will do 304.5 dmg with 1 E and runic proc to a target with (75 - 35% =) 48.75 magic resist.

Obviously this is the most extreme case, in any game where you will be building a item 3020 and using magic pen runes this gap becomes even larger because void would hardly be reducing much at that point. Bottom line is, the more items you build the more dmg item 3089 has over item 3135. item 3135 is just more cost efficient and that's why I said, item 3135 should be built every single game, stacking magic resist or not.

MATH FTW!

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