jungle enchantments

Stacona··1 votes·581 views

What I am about to suggest is creating more unique effects for Warrior and Magus and opening more junglers, late game damage dealers in the jungle, and mage jungles; while trying to keep the current types of junglers in tact as much as possible. Basically creating jungle diversity is the overall goal.


Enchantment Warrior: Recipe: Tier 2 Machete (850g) + Pickaxe (875g) + Long Sword (360g) + 165g = 2250g

Statistics: +50 Attack Damage +10% Cooldown Reduction +Passive: Dealing physical damage deals 6% of the target's maximum health as physical damage over 3 seconds.

Enchantment Magus: Recipe: Tier 2 Machete (850g) + Forbidden Idol (600g) + Amplifying Tome (435g) + 365g = 2250g

Statistics: +60 Ability Power +20% Cooldown Reduction +100% Mana Regen +Passive: Dealing magical damage deals 6% of the target's maximum health as magic damage over 3 seconds. +Passive: Spell damage restores 2% to 8% Mana based on damage dealt and missing Mana.

6 Comments

The Paulrus1 votes

Warrior Passive wayyy too powerful.

Warrior + BotRK = 8% of targets current health +6% of target's max health and that's just in bonus damage.

Magus is alright overall, although I don't think it's better than the current one.

Stacona1 votes

It provides better for what a mage jungler wants which is mana sustain - i.e. fiddle and diana for example; while a magic damage % max health burn for late game scaling---

Warrior is similar but physical damage and applies on physical damage; because it is 6% over 3 seconds where as blade is 8% current on-hit the items don't have synergy among each other

pretty much it is to make the items good late game investment items for junglers while at the same time not providing ridiculous power for junglers early game- in short, early game ap and ad junglers would still buy the items, but it does cater towards more late game / scaling junglers to open up potential jungler diversity within the position

anyways, the damage passives are damage over time and % damages so that they are naturally not very good early game, but scale really well into late game and damage over time is strictly to prevent abuse cases from certain champions being overpowered since damage over time effects will reset in duration but canot stack; i wanted to try to make the Magus enchant more tempting to try to bring up a rise of a mage jungle meta

Hard4Hamsters1 votes

Warrior is honestly fine right now. Maybe a small revert is needed (give 5 AD back). But it is perfect for supporting AD junglers who try to make the most out of their early game pressure. Magus is tough though. AP junglers in general are hard to come by, Nidalee and Fiddles (and Diana) are the only ones who I consider AP junglers due to Evelynn and Elise not building Magus normally. Mana sustain would be beneficial for them, but you would be taking too much AP out of the item with your suggestion. I don't think it should build out of Chalice as MR shouldn't be part of the "core" AP Jungler item. In addition, giving spell damage mana vamp isn't healthy for AOE or multitarget damage. I don't know how to make Magus a better item, but your suggestions are a little bit overkill on mana sustain. I think Magus should give a little more mana sustain, but it shouldn't be better at mana sustain than it should be at enhancing your abilities (ie high AP). The old Spirit of the Spectra Wraith was very good to AP junglers as far as mana sustain, but I think Magus should be more of a powerspike than SoSW so it should have higher base AP.

Stacona1 votes

i gave it % max health magic burn for the damage; but champions like eve are also very mana hungry ; also karthus can jungle as well - you can possibly see jungle zyra, malzahar, and brand as well --- but yea making magus better will help bring a rise to AP junglers---

as far as Warrior goes, it is not like i think it is a bad item or in a bad spot, what i wanted to do was create more AD jungler diversity rather than just champions like lee sin who apply a lot of early game pressure- where as more scaling AD champions like kha zix can come back with a better scaling warrior and have high early game dominant champions still dominant in the early game but slightly less overpowering which scares off the later game junglers from getting played

also the champions that would buy magus all have AoE spells because they are mages, also the enchantment is called Magus- single target spells are primarily assassin based which are the champions that don't need/want mana regen and a damage over time magic burn

Hard4Hamsters1 votes

Eve is not very mana hungry with her passive... also you just have way too much devoted to mana regen and not enough towards AP scaling, AP scaling that is not all about damage (Nid's heal for example). You weren't reading my comments. AoE spells that have mana vamp would be broken as hell. They can hit multiple targets at max damage, so your Karthus W would cost no mana at all; you could restore mana by using abilities.

What do you mean by scaling? I don't know what you are talking about with Kha'zix, he is just in a shit spot right now due to how much they nerfed him. He does not scale well into later parts of the game. There aren't any AD junglers I can think of that scale well into late game. All of them are about early pressure (even though Kha'zix can't do that well anymore). They are all assassins or fighters and those types of champions aren't as relevant later in the game in teamfights. The only later game junglers I can think of are tanks. AP junglers have potential to scale well but they aren't great at important aspects of jungling (ie your Karthus jungle can't gank).

No offense, but you seem to have a lot to learn about Jungling and how scaling throughout the game works. I applaud you for thinking about and putting out an idea for the Magus enchant (and I see that you changed it a little bit), but I don't think it's healthy to have general mana vamp on abilities. The only thing I could see is giving more passive mana regen when in combat with monsters or mana vamp specific to monsters.

Stacona1 votes

The point to a dedicated mana sustain item is grant mana sustain--- and no, AoE spells do less damage than single target spells- and you are jungling here which goes into teamfighting; AoE spells only be relevant if you have like 3 waves of minions to clear all at one time which mages will not go oom from clearing this minion wave anyways--- besides smite will still grant the most mana in all scenarios because it is your high damage dealing nuke and monster camps are primarily single target so there is no AoE advantage--- besides the champions that would buy the item are AoE and is balanced around this; besides making it stronger for single and weaker for AoE is dumb in the first place it makes nidalee and assassins stronger when the item is made for the AoE mages

Also Karthus' E causes him to OOM not skittles, and when skittles critically strike they apply as a single target spell, and karthus jungles fast because the monster camps are also primarily single monster focused

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