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 can get XP runes!?!?
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.
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.
On Veigar, getting W a minion early is huge. You can push super hard early lane, before jngs usually gank.
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