Ashe has a much easier time killing players that don't push past the river than just about any other champion, and properly done you won't be wasting any gold or XP in the attempt, so why wouldn't you?
i feel like ashe has a really terrible laning phase but makes up for it by having ridiculous mid/late game, on a good team
she's a terrible solo queue pick and a terrible blind pick
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0
Alfred J. Kwakis it because you were insultedwhen I insulted your hair?Registered Userregular
edited April 2011
is there a good site where I can watch replays of ESL games and other league games?
Ashe has a much easier time killing players that don't push past the river than just about any other champion, and properly done you won't be wasting any gold or XP in the attempt, so why wouldn't you?
Experience tells me otherwise. Also how do you know the path to top and bot is safe for you to just walk? Take the long way around? And if your enemy is smart and has dragon warded and top warded? Now you are down a level, down 5-10 cs, and no kill and no assist. plus you risked wandering into their jungler in the middle of river.
Compare that to just fireing an arrow from mid to top or bot. 3 second long stun is usually long enough to score a kill for your team
without you actually taking the risk to walk down there
without you losing out on cs
without you losing out on exp.
No risk, nearly the same reward.
Without you pointlessly pushing your lane, where a smart lane opponent can balance the creep wave infront of their tower (not at their tower) and force you to walk past mid in order to get exp and cs when you get back.
Ashe is a slow champion, I dont like walking between lanes without at least boots 2.
just consider all of yourselves lucky you even get to play the game...im jealous...stupid afghani internet is the suck, it will take me 2 days to even update my game
Ashe E's range is crap at rank 1, it isn't a Clairvoyance at that point it's basically just a "am I currently being ganked?" checker.
Also you shouldn't be pushing your lane as Ashe unless they have a very weak jungler and your lane opponent is incapable of zoning you. You should be trying to hug your tower as much as possible. The entire goal with Ashe levels 1-5 is to survive and farm as much as possible. Your chances of killing anyone before you get arrow are very slim. After you get arrow it's typically more a matter of landing the arrow so that a gank succeeds and less about how much damage your volley is doing.
Sure, the extra couple hundred gold isn't that big of a deal, but every little bit counts, and the extra range on Hawkshot is important throughout the game.
That said 2-3 points is typically plenty and after that maxing Volley is good.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
just consider all of yourselves lucky you even get to play the game...im jealous...stupid afghani internet is the suck, it will take me 2 days to even update my game
Ashe E's range is crap at rank 1, it isn't a Clairvoyance at that point it's basically just a "am I currently being ganked?" checker.
Also you shouldn't be pushing your lane as Ashe unless they have a very weak jungler and your lane opponent is incapable of zoning you. You should be trying to hug your tower as much as possible. The entire goal with Ashe levels 1-5 is to survive and farm as much as possible. Your chances of killing anyone before you get arrow are very slim. After you get arrow it's typically more a matter of landing the arrow so that a gank succeeds and less about how much damage your volley is doing.
Sure, the extra couple hundred gold isn't that big of a deal, but every little bit counts, and the extra range on Hawkshot is important throughout the game.
That said 2-3 points is typically plenty and after that maxing Volley is good.
You need volley not for kills, but for zoning
anytime they try to make an aggressive play just step back and fire a volley
So my old computer was toast and I'm loading up all my bookmarks and crap manually since I can never get any transfer instructions to actually work, and I load up Solomid.
Has there always been Pokemon and Advil ads before the streams started? Is this new or did I have adblock set up to some master setting that I haven't been able to duplicate yet?
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But you, pig, are a lucky one. Tell us what we wish to know, and you may yet keep your bacon.
Nemlock for online gaming
Ashe E's range is crap at rank 1, it isn't a Clairvoyance at that point it's basically just a "am I currently being ganked?" checker.
Also you shouldn't be pushing your lane as Ashe unless they have a very weak jungler and your lane opponent is incapable of zoning you. You should be trying to hug your tower as much as possible. The entire goal with Ashe levels 1-5 is to survive and farm as much as possible. Your chances of killing anyone before you get arrow are very slim. After you get arrow it's typically more a matter of landing the arrow so that a gank succeeds and less about how much damage your volley is doing.
Sure, the extra couple hundred gold isn't that big of a deal, but every little bit counts, and the extra range on Hawkshot is important throughout the game.
That said 2-3 points is typically plenty and after that maxing Volley is good.
You need volley not for kills, but for zoning
anytime they try to make an aggressive play just step back and fire a volley
volley is your key zoning tool
If you're playing the lane correctly you should virtually always be very close to your own tower so that if they play that aggressively they are seriously overextending and exposing themselves to ganks.
It's why Ashe is so boring to play, she isn't going to outharass most champions or win most lanes, and not only that but you can't even really go out into the river until you get your ultimate because pre-6 Ashe is so vulnerable to getting straight-up killed by one thing or another. Putting more ranks in volley isn't going to change that, you still have to play extremely passive in a competitive game, you're Ashe, #1 gank target and #1 whipping girl for your lane opponents.
If you're going to be cowering near your tower anyway why not keep track of their jungler and get your items slightly quicker. Your volley should still wind up maxed for teamfights between levels 9-12 anyway.
The skill order I'm advocating is something like this:
WQEEWRWWWE
or
WQEEERWWWW
It's not a huge difference in overall build anyway and it should have little to no impact on your midgame strength. It mostly changes the early laning phase in which you're, as I mentioned, playing ultra-passive anyway.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
Le sigh. So it's another one of those me vs. internet moments.
The internet says that Ashe and Corki are the best ranged Carries. Ashe I completely understand, as his CC is quite strong. If I'm playing with coordinated friends, I typically play Ashe. In Solo Queue though, I find my teammates never, if ever, make use of her excellent CC, and with only mediocre escape (Shoot, Slow, Run, Shoot, Slow, Run), I like her less than Corki and Tristana.
I have trouble however seeing why Corki is lauded so undeniably better than Tristana.
I like Tristana because of the following:
- Reliable Escape (Though Corki has this too)
- Fantastic Gold Farming
- Method of Slowing opponents in 1v1 that is a great gap closer as well
- Excellent late-game range
- Healing Debuff that does Damage (Don't have to run ignite)
- Great Steroid
- Ult that does good damage while either being a CC (remove them from the fight by pushing them through a wall), or an assist-enabler (Jump and Rocket them back into your team)
I haven't played Corki as extensively, but I feel he has the following:
- Reliable Escape that does damage to chasers
- Reliable Blind
- Ult that does very high damage (if rockets are allowed to stack)
- AoE damage and armor reduction talent.
As far as I can tell, Corki gives up small amounts of gold-farming and control for different forms of control and slight damage. I can't directly find what makes him far and away better than Tristana.
Are there things that I'm not noticing that I should be about him? I love Trist to death, and would love to keep her around as my Carry of choice when not running Ashe for her CC.
I'm not sure why you're putting so much stock in what everyone else considers the best ranged carry. If you enjoy playing Tristana, you will play better with her than Corki, because you enjoy the champion more.
Flamespitter: Rumble torches the area in front of him with his flamethrower dealing damage to all units in a cone for several seconds. While in the “Danger Zone,” this spell deals additional damage.
Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the “Danger Zone,” the shield’s strength and speed boost increase.
Electro-Harpoon: Rumble launches a projectile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the “Danger Zone,” the damage and slow percentage is increased.
The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.
Junkyard Titan (Passive): Rumble's abilities generate heat. When Rumble is above 50 heat, he is in the "Danger Zone," causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself and causing his physical attacks to deal additional magic damage. Rumble loses heat over time.
Flamespitter: Rumble torches the area in front of him with his flamethrower dealing damage to all units in a cone for several seconds. While in the “Danger Zone,” this spell deals additional damage.
Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the “Danger Zone,” the shield’s strength and speed boost increase.
Electro-Harpoon: Rumble launches a projectile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the “Danger Zone,” the damage and slow percentage is increased.
The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.
Junkyard Titan (Passive): Rumble's abilities generate heat. When Rumble is above 50 heat, he is in the "Danger Zone," causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself and causing his physical attacks to deal additional magic damage. Rumble loses heat over time.
kind of reminds me of if corki was riding blitz.
Also this all sounds good. If there's a dr eggman skin I'm sold
EDIT: Are there multiple yordle races? There seems to be little cohesion between a lot of them... Unless manly men have more facial hair (all over their body)
Le sigh. So it's another one of those me vs. internet moments.
The internet says that Ashe and Corki are the best ranged Carries. Ashe I completely understand, as his CC is quite strong. If I'm playing with coordinated friends, I typically play Ashe. In Solo Queue though, I find my teammates never, if ever, make use of her excellent CC, and with only mediocre escape (Shoot, Slow, Run, Shoot, Slow, Run), I like her less than Corki and Tristana.
I have trouble however seeing why Corki is lauded so undeniably better than Tristana.
I like Tristana because of the following:
- Reliable Escape (Though Corki has this too)
- Fantastic Gold Farming
- Method of Slowing opponents in 1v1 that is a great gap closer as well
- Excellent late-game range
- Healing Debuff that does Damage (Don't have to run ignite)
- Great Steroid
- Ult that does good damage while either being a CC (remove them from the fight by pushing them through a wall), or an assist-enabler (Jump and Rocket them back into your team)
I haven't played Corki as extensively, but I feel he has the following:
- Reliable Escape that does damage to chasers
- Reliable Blind
- Ult that does very high damage (if rockets are allowed to stack)
- AoE damage and armor reduction talent.
As far as I can tell, Corki gives up small amounts of gold-farming and control for different forms of control and slight damage. I can't directly find what makes him far and away better than Tristana.
Are there things that I'm not noticing that I should be about him? I love Trist to death, and would love to keep her around as my Carry of choice when not running Ashe for her CC.
You're missing Corki's awesome passive. +10% true damage really puts him over from a min max standpoint.
but like many others have said, play whoever is the most fun for you.
Le sigh. So it's another one of those me vs. internet moments.
The internet says that Ashe and Corki are the best ranged Carries. Ashe I completely understand, as his CC is quite strong. If I'm playing with coordinated friends, I typically play Ashe. In Solo Queue though, I find my teammates never, if ever, make use of her excellent CC, and with only mediocre escape (Shoot, Slow, Run, Shoot, Slow, Run), I like her less than Corki and Tristana.
I have trouble however seeing why Corki is lauded so undeniably better than Tristana.
I like Tristana because of the following:
- Reliable Escape (Though Corki has this too)
- Fantastic Gold Farming
- Method of Slowing opponents in 1v1 that is a great gap closer as well
- Excellent late-game range
- Healing Debuff that does Damage (Don't have to run ignite)
- Great Steroid
- Ult that does good damage while either being a CC (remove them from the fight by pushing them through a wall), or an assist-enabler (Jump and Rocket them back into your team)
I haven't played Corki as extensively, but I feel he has the following:
- Reliable Escape that does damage to chasers
- Reliable Blind
- Ult that does very high damage (if rockets are allowed to stack)
- AoE damage and armor reduction talent.
As far as I can tell, Corki gives up small amounts of gold-farming and control for different forms of control and slight damage. I can't directly find what makes him far and away better than Tristana.
Are there things that I'm not noticing that I should be about him? I love Trist to death, and would love to keep her around as my Carry of choice when not running Ashe for her CC.
I'm not sure why you're putting so much stock in what everyone else considers the best ranged carry. If you enjoy playing Tristana, you will play better with her than Corki, because you enjoy the champion more.
I missed this discussion earlier. As a Tristana main who fancies himself also pretty good with Corki, I will say that there are two primary reasons Corki is better in competitive, arranged 5v5:
1) He is much better at powerfarming safely. He can demolish creep waves and jungle camps with ease and farm efficiently all over the map. It's very difficult to actually stop a Corki from getting farmed. You're mistaken in thinking that Tristana is better at farming--she's not. Even if you max explosive shot (which you shouldn't), Corki kills creep waves faster and from farther away. He's also better at destroying jungle camps and can even safely farm the enemy jungle because he doesn't have to use his jump in order to kill them quickly.
2) His midgame teamfighting ability is significantly better than Tristana's. Tristana's midgame damage relies on her auto-attacks. It is too dangerous to use Tristana's Rocket Jump and Buster Shot for damage in a 5v5 fight and they don't scale off AD like Corki's Gatling Gun and Rockets. But her auto-attacks at that point are very weak unless she has been fed many kills. Basically Corki does a lot more damage in the midgame than Tristana. Late game when she has multiple big damage item Tristana's damage catches up but in competitive games things are often decided during the midgame.
With that said, I enjoy Tristana more myself and think she is a better solo queue carry. She has much more killing power during the laning phase and has better kiting abilities, making her less team-dependent to survive in fights. In solo queue people make enough mistakes that you can often get super fed during the laning phase, put the whole game on your back, and carry the hell out of it. Corki can't usually do this; he can outfarm his lane opponent but it's more difficult to actually crush lanes since he lacks Tristana's burst damage.
But once you start getting into higher level games where people make fewer mistakes Corki is just better.
Also, there are a few matchups where you aren't going to kill your lane opponent no matter what you do and you will just need to farm safely. As I mentioned before Corki is better at this. In these cases Corki is better, even in solo queue. Urgot jumps to mind.
OremLK on
My zombie survival life simulator They Don't Sleep is out now on Steam if you want to check it out.
0
Alfred J. Kwakis it because you were insultedwhen I insulted your hair?Registered Userregular
edited April 2011
My guess is he will be played as a tanky AP caster, kinda similar to Cho or Malph. Can't wait.
Also laning phase Brand is kinda insane right guys?
so when you overheat, I wonder if you drop to 0 heat, or if it declines slowly from 100 (putting you back in the danger zone after being silenced for a few seconds) or what
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0
TIFunkaliciousKicking back inNebraskaRegistered Userregular
edited April 2011
Mechwarrior: Dark Age rules
For every 10 steps rumble takes level x 100 damage
Posts
You are basically dicking over your entire mid-game power curve for an extra 200 gold, which is made up by either tower or dragon.
she's a terrible solo queue pick and a terrible blind pick
landing arrows actually makes your team do stuff
And you give extra gold to your entire team instead of your greedy self
Experience tells me otherwise. Also how do you know the path to top and bot is safe for you to just walk? Take the long way around? And if your enemy is smart and has dragon warded and top warded? Now you are down a level, down 5-10 cs, and no kill and no assist. plus you risked wandering into their jungler in the middle of river.
Compare that to just fireing an arrow from mid to top or bot. 3 second long stun is usually long enough to score a kill for your team
without you actually taking the risk to walk down there
without you losing out on cs
without you losing out on exp.
No risk, nearly the same reward.
Without you pointlessly pushing your lane, where a smart lane opponent can balance the creep wave infront of their tower (not at their tower) and force you to walk past mid in order to get exp and cs when you get back.
Ashe is a slow champion, I dont like walking between lanes without at least boots 2.
Mid was covered
A fight broke out bottom and Nidalee decided to go towards mid
Im like NO! WTF ARE YOU DOING, STAY TOP AND PUSH IT, FORGET BOTTOM OR MID (we were going to lose bottom anyway)
shes like DONT TELL ME WHAT TO DO OR HOW TO PLAY
im like $^#@&%$#&%$#
She stayed top and got the tower thanks to my advice cause there was no **** point to go anywhere else when it will be too late
Then later in the game, Nasus was farming bottom. I said we gotta stop him from farming.
Tryn says I GOT IT. Then he goes ahead of the other 2 people that were going with him and tryn dies and nasus gets away
$#^#&$#&$%
CHAMPS LIKE US, BABY WE WERE BORN TO RUN
Thinking of the running concept probably
yi (jungle), sivir, zil (solo lane), singed, blitz (because this bottom lane combination, is brutal)
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
Because it seems like it could work.
How is that any different than any normal game where tanks build frozen hearts/omens.
Also you shouldn't be pushing your lane as Ashe unless they have a very weak jungler and your lane opponent is incapable of zoning you. You should be trying to hug your tower as much as possible. The entire goal with Ashe levels 1-5 is to survive and farm as much as possible. Your chances of killing anyone before you get arrow are very slim. After you get arrow it's typically more a matter of landing the arrow so that a gank succeeds and less about how much damage your volley is doing.
Sure, the extra couple hundred gold isn't that big of a deal, but every little bit counts, and the extra range on Hawkshot is important throughout the game.
That said 2-3 points is typically plenty and after that maxing Volley is good.
You need volley not for kills, but for zoning
anytime they try to make an aggressive play just step back and fire a volley
volley is your key zoning tool
I should use her more often, but i always rotate who i like to use
im in a tower pushing sivir mood now. phantom dancers for the win!
Has there always been Pokemon and Advil ads before the streams started? Is this new or did I have adblock set up to some master setting that I haven't been able to duplicate yet?
Nemlock for online gaming
If you're playing the lane correctly you should virtually always be very close to your own tower so that if they play that aggressively they are seriously overextending and exposing themselves to ganks.
It's why Ashe is so boring to play, she isn't going to outharass most champions or win most lanes, and not only that but you can't even really go out into the river until you get your ultimate because pre-6 Ashe is so vulnerable to getting straight-up killed by one thing or another. Putting more ranks in volley isn't going to change that, you still have to play extremely passive in a competitive game, you're Ashe, #1 gank target and #1 whipping girl for your lane opponents.
If you're going to be cowering near your tower anyway why not keep track of their jungler and get your items slightly quicker. Your volley should still wind up maxed for teamfights between levels 9-12 anyway.
The skill order I'm advocating is something like this:
WQEEWRWWWE
or
WQEEERWWWW
It's not a huge difference in overall build anyway and it should have little to no impact on your midgame strength. It mostly changes the early laning phase in which you're, as I mentioned, playing ultra-passive anyway.
I'm not sure why you're putting so much stock in what everyone else considers the best ranged carry. If you enjoy playing Tristana, you will play better with her than Corki, because you enjoy the champion more.
DESPITE 6000000 YORDLES IN EXISTENCE
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kind of reminds me of if corki was riding blitz.
Also this all sounds good. If there's a dr eggman skin I'm sold
EDIT: Are there multiple yordle races? There seems to be little cohesion between a lot of them... Unless manly men have more facial hair (all over their body)
Tempted.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
boy do i ever have a fanfic for you...
Steam Profile
*(aoe and single target damage, self shield, self haste, poke, slow, more aoe)
You're missing Corki's awesome passive. +10% true damage really puts him over from a min max standpoint.
but like many others have said, play whoever is the most fun for you.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
Steam Profile
I missed this discussion earlier. As a Tristana main who fancies himself also pretty good with Corki, I will say that there are two primary reasons Corki is better in competitive, arranged 5v5:
1) He is much better at powerfarming safely. He can demolish creep waves and jungle camps with ease and farm efficiently all over the map. It's very difficult to actually stop a Corki from getting farmed. You're mistaken in thinking that Tristana is better at farming--she's not. Even if you max explosive shot (which you shouldn't), Corki kills creep waves faster and from farther away. He's also better at destroying jungle camps and can even safely farm the enemy jungle because he doesn't have to use his jump in order to kill them quickly.
2) His midgame teamfighting ability is significantly better than Tristana's. Tristana's midgame damage relies on her auto-attacks. It is too dangerous to use Tristana's Rocket Jump and Buster Shot for damage in a 5v5 fight and they don't scale off AD like Corki's Gatling Gun and Rockets. But her auto-attacks at that point are very weak unless she has been fed many kills. Basically Corki does a lot more damage in the midgame than Tristana. Late game when she has multiple big damage item Tristana's damage catches up but in competitive games things are often decided during the midgame.
With that said, I enjoy Tristana more myself and think she is a better solo queue carry. She has much more killing power during the laning phase and has better kiting abilities, making her less team-dependent to survive in fights. In solo queue people make enough mistakes that you can often get super fed during the laning phase, put the whole game on your back, and carry the hell out of it. Corki can't usually do this; he can outfarm his lane opponent but it's more difficult to actually crush lanes since he lacks Tristana's burst damage.
But once you start getting into higher level games where people make fewer mistakes Corki is just better.
Also, there are a few matchups where you aren't going to kill your lane opponent no matter what you do and you will just need to farm safely. As I mentioned before Corki is better at this. In these cases Corki is better, even in solo queue. Urgot jumps to mind.
Also laning phase Brand is kinda insane right guys?
ALthough watching ele steal jungle buffs with smite is kind of fun
so when you overheat, I wonder if you drop to 0 heat, or if it declines slowly from 100 (putting you back in the danger zone after being silenced for a few seconds) or what
For every 10 steps rumble takes level x 100 damage