6% Exp Runes are damn broken in mid lane
You get early level 2 spike, early level 6 spike, and outlevel the enemy mid laner at all points. For what, 15 AP? Worth as fuck. What's better, +10 damage on some Q, or early level 6?
You get early level 2 spike, early level 6 spike, and outlevel the enemy mid laner at all points. For what, 15 AP? Worth as fuck. What's better, +10 damage on some Q, or early level 6?
Wait, do EXP Quints give 2% each or 6% each? because if they gave 6% each they'd be so much better than I thought.
From what I remember, the reason exp quints aren't that great is that you don't actually hit 2 faster since you still need a little exp from the last minion that a normal person needs for level 2. level 3 it is a clear advantage, and after that the difference only grows, but level 2 it doesn't actually give you any edge but being closer to level 3.
You actually hit lvl 2 off the first minion wave, whereas w.o exp runes you need first minion wave +1. and they are 2% ea.
Interesting. I wonder when that change made it in, because I know before the map update this was not the case.
huh, they must have redone minion exp from last time I checked out exp quints, since before you needed 8 minions for level 2, or 1 wave plus 2 from the next, and it didn't give enough to hit level 2 off of 7 minions by something stupid like 3 exp. if they changed all that so you actually do hit level 2 off a single minion wave, then exp quints are far and away the better choice, because having 15 extra AP on one ability is nowhere near as good as having 50 or more base damage on a second ability first.
Maybe what I was using for my exp math was exp for how it shares in a duo lane... that would probably make the difference.
Yeah i'm not sure, i read the post, went and bought all 3 xp quints and tested it in a game. Hit lvl 2 on first wave exactly. Tried it for the jungle too but it wasnt noticeable enough. At least not the first 4 lvls...
You can get XP runes!?!?
This is actually interesting to think about.. Makes me wana consider the time spent dead ones too. -15% time spent dead in a game past 30 mins is huge lol XD
This is actually interesting to think about.. Makes me wana consider the time spent dead ones too. -15% time spent dead in a game past 30 mins is huge lol XD
dont die.
lol good advice <3
The -15% time dead seems more valuable on ARAM, since you need to die at some point anyway.
True!! hahha
-15% time dead if you have a 60 second death timer is a whole 9 seconds off... that's not actually that bad.
Only issue with that is that you lose out on stats that could be the difference between snowballing early and getting stuck in the position where you're dying late game a lot.
Well i'm not saying Its good for everyone.. And the thing is you dont "die a lot" late game, you are just dead a long freaking time. lol
Take advantage of it then.
Edit: Just checked and you are, well good on you! Too many people complain these days about stuff they don't use or never tried.
On Veigar, getting W a minion early is huge. You can push super hard early lane, before jngs usually gank.
I guess it is, if you know how to abuse the short level advantage. If this gets popular, however, I fear that people will start looking at enemy runepage and play accordingly. It's easily countered if you've played against it before.
Doing so means that you're ahead for a short amount of time, but you're behind when the enemy has the same level as you. I guess these are the "windows of opportunity" that Riot loves.
That's why I use XP runes on Warwick Jungle. Level 6 in 6 minutes and 22 seconds and they never expect it. Mid-game I'm often 2-4 levels higher than average. Often 1 level higher than the mids.