I forsee many terrible Nocturnes in the coming days.
Nocturne might be the most balanced champ in the game.
I forsee many terrible Nocturnes in the coming days.
Noc is definitely going to get nerfed soon. He's banned in every high ELO ranked game. I wouldn't be surprised if they cut back a little on every ability save maybe his ult. He's just got such a potent kit of abilities with his teleport -> fear tether (unless they have a blink ready, they aren't going to escape) -> shadow trail.
He reminds me a lot of OP Twisted Fate back during beta.
Please do not buy IE on Pantheon.
If you haven't noticed, the majority of Pantheon's damage comes from his spells, not his autoattack. IE is a dead end for Panth. There is nothing like seeing a Pantheon destroy your team and then go glass cannon or get a dead-end item like IE with a huge gold investment. Makes you think you're still in the game =).
Pantheon is an AD caster. He focuses on dominating the early to mid game, destroying the AD carry mid and then systematically taking the other team apart when he gets his ult with his ganks.
Because his spells do so much damage early on, and scale off of physical damage, you should be looking into armor pen. A strong pantheon will pick up something along the lines of brutalizer -> BF sword -> youmuu's/bloodthirster, and then starting to build survivability along the lines of a merc treads/frozen mallet/neg cloak. If you are destroying people without the need of survivability, something like an Atma's would work as well.
edit: For skill build, please remember that the bulk of Pantheon's damage now comes from his E. IIRC, your priorities should be R, E, W, Q. One point in Q early on for ranged harass/last hits is likely necessary.
IMO, this weeks champs sucks, because everyone is trying them. I had teams full of "weekly" champs and first timers thus..the actual games didn't go that well. But oh well. I had fun anyway. He's just a fun char to play.
I dunno, I don't find nocturne too OP compared to others, no problem shutting his ass down as long as people don't play too aggressively and feed him.
I played a bunch of games as Noc last night and yea, he's quite fun to play, but yes, he's OP. I was doing pretty good with him although oddly, my first game was my best.
IMO, this weeks champs sucks, because everyone is trying them. I had teams full of "weekly" champs and first timers thus..the actual games didn't go that well. But oh well. I had fun anyway. He's just a fun char to play.
My main problem is that while most people play a roaming/teamfight type of game often times you can effectively counter this early by warding river/enemy jungle having 3 people defend mid and the other two push side lanes (requires map awareness). A champion like Nocturne (and TF/Panth) denies you the option of this strat unless you know they just ulted. TF/Panth are both a bit squishier and unless fed they don't really disrupt this nearly as much.
However my greatest problem is his ult:
1. It is a tanks job to keep the enemy off of his carries, this is damn near impossible when one can move directly to the carry the way his ult does. TF at least gives you a visual clue he's coming so you can prep/run (Nocturnes clue is different since you don't know where he's going just that he's going).
2. Loss of vision is simply put the best initiating ability in the game. Mages/carries are usually behind tanks and if you take away their vision they usually turn and run to the tower allowing you to have a 5v3 where ever the fight actually is, coupe that with the secondary ability to directly harass any damage dealers that stay... and mostly teams are forced to stay in very close proximity. This opens them up to being destroyed by AOE attacks in a fashion that we all learned to avoid when the press 'r' to win strategy was popular. Quite simply, I don't know how you counter Nocturnes ult except by having everyone stand at a tower.
My suggestions for changes to nocturne's ult:
a. change it's range from 2500/3xxx/4000 to 1500/2000/2500
b. wards are fricken lanterns... they (and towers) should always provide sight even if you lose your teammates &minions to the fog of war.
c. Change the duration of the ult's loss of vision from 4 to 2/3/4 seconds.
Alternatively change it to act as such:
Nocturne targets a champion and he/she/it loses vision from all teammates/towers/wards/minions for 3/4/5 seconds, Nocturne may cast this a second time to dash directly to the effected champion dealing xxx damage (with damage and range as it is now).
With a new champ I always go: practice game, Coop vrs AI, Normal, normal*, ranked
I debuted my AD Sion and he's a ton of fun. Hit's like a truck and the ult is downright amazing. Of course between myself and the twitch, we controlled our lane so I'll have to see what happens when I fight more aggressive enemies that deny better. I've been using crit chance runes, buying the 8% crit item + 2hp pots then building executioners calling, boots, zealx2 and the game is usually over though I would like to try to farm up for warmogs + Atma's =)
I think you're giving too much credit to his ult. The thing about him is that, it may be a long range ult, just about large than the size of the screen, but it relies on several things.
1. The target is far away from other tanks/carries
2. It is within sight range
3. He isn't exactly the most durable so you can't always just go on in against a full health carry.
He excels in punishing stupidity. If the other team isn't stupid, Nocture has a hell of a time, which I experienced about 5 minutes ago, when our team cop simply could not defend against the other team and so Nocturne was worthless as there was never a point where I could just ult in and kill because everyone stayed around each other. You can easily be spread enough so that you avoid aoe and still be protected from Nocturne. If you're really sing the range on Nocture, you better be sure you can win, because your changes of escaping are pretty nil as you don't have an escape ability worth speaking about late game.
I bought Leblanc, loving her. Totally my playstyle. Jumping in and dealing 1000 burst damage is just so satisfying. Thanks for the recommendation.
My main problem is that while most people play a roaming/teamfight type of game often times you can effectively counter this early by warding river/enemy jungle having 3 people defend mid and the other two push side lanes (requires map awareness). A champion like Nocturne (and TF/Panth) denies you the option of this strat unless you know they just ulted. TF/Panth are both a bit squishier and unless fed they don't really disrupt this nearly as much.
However my greatest problem is his ult:
1. It is a tanks job to keep the enemy off of his carries, this is damn near impossible when one can move directly to the carry the way his ult does. TF at least gives you a visual clue he's coming so you can prep/run (Nocturnes clue is different since you don't know where he's going just that he's going).
2. Loss of vision is simply put the best initiating ability in the game. Mages/carries are usually behind tanks and if you take away their vision they usually turn and run to the tower allowing you to have a 5v3 where ever the fight actually is, coupe that with the secondary ability to directly harass any damage dealers that stay... and mostly teams are forced to stay in very close proximity. This opens them up to being destroyed by AOE attacks in a fashion that we all learned to avoid when the press 'r' to win strategy was popular. Quite simply, I don't know how you counter Nocturnes ult except by having everyone stand at a tower.
My suggestions for changes to nocturne's ult:
a. change it's range from 2500/3xxx/4000 to 1500/2000/2500
b. wards are fricken lanterns... they (and towers) should always provide sight even if you lose your teammates &minions to the fog of war.
c. Change the duration of the ult's loss of vision from 4 to 2/3/4 seconds.
Alternatively change it to act as such:
Nocturne targets a champion and he/she/it loses vision from all teammates/towers/wards/minions for 3/4/5 seconds, Nocturne may cast this a second time to dash directly to the effected champion dealing xxx damage (with damage and range as it is now).
She's on my "to buy" list for sure. I really enjoyed playing Lux last week whilst she was free as well, I'd like to nab her but I don't think she's quite as viable as Leblanc.
Lux is easily as viable, if not more so because she can burst from long range, as LeBlanc. Just look for one of my posts on how I play Lux to get an idea of how to play her.
Lux has to be the highest burst caster in the game (save for a farmed Veigar vs. another caster), but very few people know how to play her well. Her spell/attack sequence has to be precise or else you miss out on damage. But a perfect sequence will drop anyone below the beefy melee types from full health. I got the drop on a full health Vlad at one point and killed him with just one spell rotation. Same level (8) too. And the speed at which it can happen is so fast - I can usually get it all off within 2-3 seconds.
Snare them. Drop the orb on them and leave it. Auto attack to trigger the snare's illumination. Fire up your laser ult. Just before it goes off, detonate the orb. Orb hits and applies passive first, laser hits (triggers passive) and reapplies the passive. One last auto attack if needed for the passive from the laser.
It gets even more ridiculous as you stack AP and get a Sheen/LB and your auto-attack + passive is dealing another 500 damage.
Been having a lot of fun with her the last few days.
How is the Treant Morakai?
I've got 1500 RP to spend. Just bought Lux. Kinda want an odd tanky like character.
How is the Treant Morakai?
I've got 1500 RP to spend. Just bought Lux. Kinda want an odd tanky like character.
He's a great laner, overall though, as was said above, as a "tanky" char, he lacks, but he is great as a CC/Tanky support character for the whole team. There may be better chars for this, but he's fun to play. If you go AP/with some tank, he can dish quite a bit of damage.