@Riot: If this is all Xerath gets...
Then there is no reason for picking him over
.
I might seem early and pessimistic about it but lets take a look at the status quo. Right now the only Advantage of Xerath in terms of sieging and damage is that his Q is an Area skill. An advantage that gets thinned by a lot in late game when Lux ultimate can reach a really low CD.
I told myself to wait for the changes before making any opinion about it and that's what I got:
- Shocking Orb (E) stun duration changed to .5 to 2 seconds from .75 to 1.75 seconds.
- Rite of the Arcane (R): Number of shots increased to 3/4/5 from 3 at all ranks. Damage changed to to 200/230/260 from 190/245/300.
The first change just enforces his "cast from afar" playstyle with no drastical changes. The ultimate now will need to hit with more shots in order to deal the same (and more) amount of damage which makes it really hard to beat down any1 with a tiny bit of mobility killing his choice about target picking.
Going back to Xerath vs Lux now the numbers are in total favor of the Lady of Luminosity in terms of total mana, mana costs, damage output, CC, wave clear and safeness.
Since this is the first iteration fo the MYMU Patch I want to ask to Rioters about their testing and if there is space for more changes. If I remeber correctly they wanted to make Xerath more focused about landing spells from afar so I'm wondering if him having an "Inner" and "Outer" range for skills as passive and have damage/utility based on where of the 2 they are cast can be a thing. Or anything that gives him an edge over a "Burst Mage" that has better Artillery than the "Artillery Mage" by definition.