Proposing changes to the Runes (mostly Precision and Domination)

ExpStealer·5/31/2018, 4:45:32 PM·1 votes·941 views

PRECISION PATH:

Press the Attack: Successful basic attacks against Epic Monsters and enemy Champions increase your basic attack damage by 2% up to a maximum increase of 50%, which is lost if not hitting Champions or Epic Monsters for 5 seconds. Critical Strikes increase damage by 4% instead. Cooldown: None

Lethal Tempo: 1.5 seconds after damaging an enemy Champion with a basic attack gain 25% - 75% Attack Speed (based on level) for 3 seconds, extended by 0.3 seconds for each successful basic attack against an enemy champion (approximate maximum duration of 12 seconds at 2.5 Attack Speed). Cooldown: 30 - 15 seconds (based on level)

Fleet Footwork: Successful basic attacks against enemy Champions and Objectives grant you 10 - 35 Movement Speed for 0.75 seconds. Doesn't stack on top of similar effects (such as Phage's Rage passive and Phase Rush) or itself (at very fast Attack Speeds). Cooldown: 1.5 seconds Effective Cooldown: 0.75 seconds

Hail of Blades: The first 3 basic attacks against an enemy champion have 50 - 100% (based on level) increased Attack Speed. This effect temporarily removes the Attack Speed limit. Cooldown: 5 seconds post combat

Overheal: Excessive Lifesteal and ally healing are converted into a shield. The shield can absorb up to 5% - 15% of max Health worth of damage and lasts for 15 seconds. Doesn't stack on top of The Bloodthurster's shield.

Triumph: [Unchanged]

Demolish: Your basic attacks do 10% increased damage to structures and you can target segments of player created terrain, which you can destroy.

Legend Runes - Unchanged

Coup de Grace: Deal 7% increased damage to targets below 50% Health, increased to 10% if they suffer from Grievous Wounds.

Cut Down: [Unchanged]

Last Stand: Gain 5 - 50 AD or 15 - 80 AP (adaptive, based on level) when you fall below 40% Health. Gain 5% - 15% (based on level) additional damage reduction instead if you have more than 650 - 2750 max Health or 60 - 150 Armor/Magic Resistance (based on level).


DOMINATION PATH:

Phase Rush: [Unchanged]

Predator: [Unchanged]

Dark Harvest: [Unchanged]

Penetrating Control: Deal 10 - 25 (based on level) bonus on-hit True Damage to targets affected by your CC (excluding slows, blinds and nearsights).

Lasting Control: Your CC abilities last 5% - 20% (based on level) longer, but their damage is reduced by 20%.

Quickfire Control: Your CC abilities have 10% reduced cooldowns (doesn't stack with Ultimate Hunter).

Sudden Impact: [Unchanged]

Zombie Ward: [Unchanged]

Ghost Poro: [Unchanged]

Eyeball Collection: [Unchanged]

Nimbus Cloak: [Unchanged]

Hunter Runes: Unchanged


SORCERY PATH:

Electrocute: Damaging an enemy champion with 3 separate abilities and/or basic attacks within 3 seconds deals the target 25 - 175 + (25% AD) + (30% AP) Adaptive Damage. Cooldown: Unchanged

Arcane Comet: Damaging an enemy with an ability hurls a comet at their location, which deals 35 - 225 + (35% AD) + (40% AP) Adaptive Damage. Cooldown: Unchanged

Summon Aery: Your abilities invoke Aery, who shields allies for 40 - 200 + (10% AP) damage or deals 15 - 140 + (20% AP) Magic Damage. Cooldown: Unchanged

Presence of Mind: [Unchanged]

Manaflow Band: [Unchanged]

Efficiency: 10% - 50% of unused Mana Regeneration is converted into Health Regeneration when you have reached maximum Mana and vise versa.

The rest of Sorcery runes are unchanged.


RESOLVE PATH:

Grasp of the Undying: [Unchanged]

Aftershock: Removed damage and doubled duration.

Guardian: [Unchanged]

Conqueror: Deal on-hit bonus True Damage equal to 3% of your max Health.

Nullifying Orb: Taking damage that would reduce you below 30% max Health creates a Magic Damage shield, which absorbs damage, equal to 20% of your max Health, for 5 seconds. Cooldown: Unchanged

The rest of the Runes are unchanged.


That's basically it. Let me know what you think. Feel free to ask my reasoning for the changes if you want to hear it.

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