Rod of Ages

JackAqua··7 votes·1,213 views

item 3027 Rod of Ages

What is this item ?
Most people think it's just a tank item for AP Tanks, such as ...
Chogath Gragas Malphite Amumu Morgana Ryze Anivia Swain ... and so on :D
Or as a clutch save in sticky situations for this guy : Singed
But it's also something else : A massive sustain item.
It helps most of these Mana hungry short ranged pokees to survive in lane
and it also offers a very good late game scaling.
But there is one tiny problem with this item : It pressures the player into buying it early on and one of its passives gets useless at level 18.
So how can it be changed ?
Here's a rework suggestion :

item 3027 Rod of Ages - 2900 Gold.
item 3010 + item 1026 + 840 Gold
-450 Health
-450 Mana
-60 Ability Power
-Passive : Grants 20 Health and Mana, and 2 Ability Power per minute. Reaches the maximum amount at 10 minutes.
-Unique Passive - Valor's Reward : Killing a unit restores 0,5% of your maximum Health and Mana over 12 seconds, this effect stacks up to three times. Kills and assists restore 3% of your maximum Health and Mana instantly.


What do you think ?
Personally I think my concept is flawed, somehow, but nevertheless the original Rod of Ages concept is flawed as well and should be seeing some attention ;)
Please post your feedback, which will be constrictive and logical or have the word Teemo in it, in the comments :)

Edit : The Stacking simply means that they'll run simultaneously and that a maximum of 3 Stacks can run at one time, only when the first has ended you can add another stack.

Riot please test this or a concept similar on your fancy server and tune the numbers accordingly ! Please ! :D

11 Comments

SonsofaBastages1 votes

Would make the item more valuable on more champs - and would be fun to stack with the dangerous game mastery.

I'd be ok if this item was updated to resemble this

JackAqua1 votes

That's what I am aiming for, resemblance :D

MEgoesBOOM1 votes

i think that this would be good rework for that item, this should be seen by riot and have some serious thoughts bout it.

Morbiusman1 votes

Quite the idea, as someone who plays such champs. It might make Veigar viable anywhere other than mid lane.

DopeyTaterChip1 votes

I feel the urge to ditch this item at level 18 every game. I think this is a great idea :)

Nocturnal Biolog1 votes

In the right direction:)

Go to Heck1 votes

I definitely agree to this idea, good luck! :D

einnA hcetxeH1 votes

I think the killing a unit restoring .5% of your max hp and mana over 12 seconds is EXTREMELY overpowered, but I agree it has to change as it is way less worth it later game.

JackAqua1 votes

Let me do the math for you. (Health, not Mana. I don't get Mana)
Assuming you buy the item early and have either 1500, 2000, 2500 Health, ok ?
So that means you restore...
...7,5-22,5 Health over 12 seconds, since you are a dedicated last hitter. That means 0,625-1,875 Health per second or 3,125-9,375/5 Health Regen, in lane while minions are near.
...10-30 Health over 12 seconds -> 0,8333-2,5 Health per second or 4,1666-12,5/5 Health regen
...12,5-37,5 Health over 12 seconds -> 1,041666-3,125 Health per second or 5,208-15,625/5 Health regen

tl;dr This item grants you 1-3/5Hp-regen per 480 Health, when sufficient units to constantly kill are near you.
But yes, you are right. The numbers are off and need to be tuned. Currently it's are even stronger than Warmog's, but also only in lane or jungle, not in fights.
But sadly I have no way of testing these numbers.

Edit : Considering, that this item also grants you Mana, Ability Power and Mana regen I see that it is clearly overpowered in comparison to Warmogs.

Lvl100 Zigzagoon1 votes

Level-based healing can definitely feel arbitrary and difficult to utilize in-combat, but I don't think that making the healing quite so constant is the best idea. Perhaps "Every X minutes" you get a heal or "Every X Minions," because the more you spread out the healing the more you have to reduce it. A burst here and there can add up to more healing over all because it's easier to counter-play - opponents against a Rod of Ages user can notice, "oh hey Singed just leveled, he won't be getting more sustain for a while." Or, opponents with access to Grievous Wounds can apply it as soon as Singed levels up. There's an interaction there.

By contrast, the closer the effect comes to Health Regen, the less interaction it breeds. I think there's a medium between "seemingly arbitrary burst of sustain" and "constant sustain," but I don't think on-minion-kill is it. A good idea (notice that they're putting it onto the jungler items! :P ) but I don't think so for Rod of Ages.

EDIT: The jungler item reworks don't have the reward on-kill, it's on-damage. My bad. This is more Cho'Gath's passive, buffed. :P

JackAqua1 votes

Interesting ...

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