These new runes actually got my hyped
http://na.leagueoflegends.com/en/featured/preseason-update#runes
Theres a lot of build paths for champions now
http://na.leagueoflegends.com/en/featured/preseason-update#runes
Theres a lot of build paths for champions now
I wanna start by saying that its quite clear that there are some that are, More or less, Much more favorable.
Also, I really like the "Coming Soon" Rune. It really speaks to me about my next game of League.
Yeah, I've been waiting on them since MF doesn't really benefit much from any particular keystone atm, with lethality/crit mix being her best build and DFT being objectively the best keystone for her as mediocre as it is for the actual damage applied throughout the game with AD scaling.
Can't wait for the experimentation phase, will be much fun as long as it's not too obscenely unbalanced. x:
They actually did a somewhat ok job of having mastery options that you could really choose based on your own personal playstyle(save for keystones) rather than there always being a 100% optimal build, so hopefully they'll do better on that this time around.
Grasp GP and focus on Spilt-pushing and 1v1 is going to be hella fun :)
Looks like the all suck for Riven besides that single target AD stacking one and that would only be good if you afk split push all game.
Good thing I gave her up.
20% free CDR + extra ultimate based CDR for
has got me like
[sg-jinx]
I decided to theorycraft some rune setups. I focused a lot on ADC since it's my primary role, but the non-ADC stuff starts halfway down.
The primary tree for ADCs seemed really straightforward. Press the Attack is chiefly useful for shredding tanks, but Lethal Tempo should do the same thing while also working well against squishy targets, making it universally better. Fleet Footwork is basically there for champs that just want to survive the early game or kite around... its lack of damage means it won't get picked often over the other two, especially since you can get sustain from the Domination tree.
Overheal is tempting, but restoring 15% missing health on champ takedown is absolutely incredible, and it comes with bonus gold on champ takedowns. You might take Overheal against a bunch of assassins where a higher total health pool is more useful to your survival, but otherwise, Triumph is just better. And Presence of Mind is just shit. I legitimately don't know what they were thinking, putting it on the same tier as the other two options.
Legend: Alacrity is probably the best choice on the next tier. The lifesteal sounds nice, but it's only 5%, and it won't be there for you in the early game when it's most valuable. By the time you cash in on the legend bonus, 20% AS will be much more useful than 5% lifesteal. The tenacity is hard to value, so it might give Alacrity a run for its money, or it might not.
The final tier is an extremely easy choice. Coup de Grace comes to approximately a 2% damage increase across an entire healthbar. Cut Down gives 8% increased damage against the targets you really need to kill (tanks). Last Stand only hits a 5% increase in damage when extremely low on health, making it high risk/low reward. Cut Down is the only legitimate choice here.
The real choice comes in when you consider the second tree.
ADC (Sorcery sub): http://na.leagueoflegends.com/en/featured/preseason-update/8000-8008?build=01101105 https://i.imgur.com/ClI1xkU.png[/img] Making hexdrinker into a rune is a godsend against any form of AP burst, and is the main reason we're here. The second rune could be either Transcendence (CDR for caster-based ADCs), Absolute Focus (big damage if you can reliably stay high health), or Scorch (if you want to focus on early game poke). Gathering Storm is a fairly shitty rune that becomes godlike if the game goes long, but it would take a substantial meta shift to be optimal. For a strictly auto-attack based ADC like Jinx or Vayne, it might see some play.
ADC (Domination sub): http://na.leagueoflegends.com/en/featured/preseason-update/8000-8008?build=01101042 https://i.imgur.com/bDIBOrZ.png[/img] I expect this to be the most common build for ADCs in general. The reason we're here is Taste of Blood, which grants some pretty notable sustain. Someone like Ashe could potentially take Cheap Shot instead, but will still probably prefer the sustain. The only other especially worthwhile rune here is Eyeball Collection, making it the second rune by default.
ADC (Resolve sub): http://na.leagueoflegends.com/en/featured/preseason-update/8000-8008?build=01101218 https://i.imgur.com/649vy8T.png[/img] We're here for Demolish and nothing more, for ADCs that just want to focus on blowing up structures. Second Wind is probably the most useful of the other options here, giving some sustain against poke lanes.
For some non-ADCs:
Zyra (or any other cc poke mage): http://na.leagueoflegends.com/en/featured/preseason-update/8200-8229?build=21100132 https://i.imgur.com/n3VAmxp.png[/img] This build maximizes poke, since she can reliably proc Cheap Shot. For second tier, switch to Nullifying Orb against enemy AP. I don't see a lot of flexibility here tbh. The new thunderlords is built specifically for all-in champs, not for poke, so you're kinda pigeonholed into a Sorcery primary.
Sona: http://na.leagueoflegends.com/en/featured/preseason-update/8200-8214?build=20100217 https://i.imgur.com/KqEkbmK.png[/img] Balances her support and damage identities, though Comet might still be a better keystone. Goes down Resolve tree instead of Domination since Sona's poke pattern doesn't typically involve any CC. Revitalize makes her shields better, and Demolish is just a nice bonus. You might think Celerity could be a good choice on her with her MS buff, but it's actually an awful mastery. At about 450 total MS, you gain approximately +10 AP from it. With Transcendence, you can get +10 AP for every 5% CDR you go over the cap.
Pretty much any generic poke mage: http://na.leagueoflegends.com/en/featured/preseason-update/8200-8229?build=21100016 https://i.imgur.com/cO0eDXa.png[/img] An offensive poke build, which also works as an alternative to the Zyra or Sona builds above. Takes Comet for pure poke, Coup de Grace for more damage against low health targets, and Triumph for the heal+bonus gold on champ takedowns. I expect this build to be extremely common. On all three of the above builds, you can also go Waterwalking over Scorch if you want to focus more on roaming.
Pretty much any generic assassin (Domination w/ Sorcery sub): http://na.leagueoflegends.com/en/featured/preseason-update/8100-8112?build=10220107 https://i.imgur.com/3LUpXId.png[/img] Replace Nullifying Orb with Absolute Focus if against an AD matchup. Absolute Focus could also be ran over Waterwalking, but you probably want that roam power.
More poke-oriented assassins (Sorcery w/ Domination sub): http://na.leagueoflegends.com/en/featured/preseason-update/8200-8229?build=21021158 https://i.imgur.com/Trouwe7.png[/img] Basically a flipped version of the above, for someone like Zed or LB that can reliably run Comet over Electrocution. Eyeball Collection is also a viable choice in the second tree.
Tank support (Inspiration secondary): http://na.leagueoflegends.com/en/featured/preseason-update/8400-8436?build=31221318 https://i.imgur.com/LNtxgbH.png[/img] I was wondering if I was going to find a use for the inspiration tree... the massive early health you can get from it is actually fantastic for a tank support. Magical Footwear might be good to save some gold, but I think the opportunity cost is too high. Aftershock is a more offensive option for a keystone, but that seems more useful on a jungler.
Tank support (Sorcery secondary) http://na.leagueoflegends.com/en/featured/preseason-update/8400-8436?build=31221207 https://i.imgur.com/p2cGPno.png[/img] Waterwalking is incredibly useful for a support, and Nullifying Orb gives some extra padding against magic damage. Domination or Precision secondaries are also possible, but probably not nearly as useful.
Top lane tank (Triumph secondary): http://na.leagueoflegends.com/en/featured/preseason-update/8400-8437?build=30120014 https://i.imgur.com/45ikDfB.png[/img] Extremely straightforward. Maximizes tankiness, and Triumph grants a significant heal during teamfights. You could also go Inspiration secondary, but none of the other specializations are especially useful.
Offensive Stoneborn user: http://na.leagueoflegends.com/en/featured/preseason-update/8200-8229?build=21100227 https://i.imgur.com/lu3SjqU.png[/img] For support champs that currently rely on Stoneborn to proc Ardent. Aerie is also an option for the keystone if you have any ally-targeted skills.
Frankly, I'm not seeing a lot of options for most champions. Some assassins can choose whether they want Domination or Sorcery to be their primary, but they actually have very little choice outside of that. ADCs have a lot of choices in their secondary, but are highly pigeonholed on their primary. Mages seem even more pigeonholed, with even fewer secondary options. Tank options are basically divided into top laner, support, and jungler keystones, with only minor variation in secondary paths.