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Thread: Heroes that skip Ultimates

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  1. #41
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    Quote Originally Posted by JoshP View Post
    die.

    don't skip these ..
    Somebody woke up on the wrong side of the bed this morning.

    Wanna try write a constructive post, because im pretty sure your wrong and your PSR doesnt make you /win in theory crafting. You can skip your ultimates on some of those.
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  2. #42
    Hi! Pretty much dedicated support player here with Dsham as my bread and butter. My PSR isn't too great, so obviously far better players can debunk my opinions, but I feel that there is a decent chance my points will have some merit.

    Personally, I think DSham's ult should almost always be taken at 6. It has too much utility.

    - Trying to prolong a push on a tower by a few more seconds and worried about opponent's TPing in or wrapping around? Ult.

    - Your teammates in the other lane are in the process of being ganked, running for their lives with 5% HP, and you TPed in to heal/snare counter-gank? Ult. From the way the numbers work even a level two heal will probably save their asses if they weren't so out of position that they were able to get back to tower while being chased. If the opponents commit too much to the gank, the TP counter-gank and ult will shred their armor by the time they get anywhere near their tower. Your auto-attacks will be ripping them.

    - Your teammates TPs are on cooldown and are trying to rotate as fast as they can, you and one ally are stuck under a tower, and the other team is 4-5 man pushing to try and force a teamfight? Ult. I've deterred so many team fights by 10-20 seconds just by ulting their team in the face for no other reason than wanting to ult them in the face. They see that as team-fight initiation and hesitate, wondering what's lurking in fog of war. Even if they know better and have the higher numbers, they don't really want to initiate a team-fight/pseudo-tower dive when they're dsham ulted. It usually buys enough time for your friend's TPs to get off cooldown or for them to run over to have a proper even teamfight. At the very least you can save the tower.

    - And then the obvious standard team-fight ult.

    Besides. There's little point to getting the level 4 entangle so early into the game with minimal yields for the skill point. So you can nab the next two levels of healing wave pretty quickly. Only time I would strongly consider skipping ult is when they have a good pyro/witch/deadwood on their team, so the ganking phase might be pro-longed and both teams won't be moving as five as early. I'd skip the ult for a level or two to throw some points into arcane hide so I can toss the superman cape on someone prior to the nuke ults.
    Last edited by lukas; 10-29-2010 at 04:22 AM.

  3. #43
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    Quote Originally Posted by yyr_ View Post
    increases mana costs if memory serves
    I disapprove. You don't skip his ultimate for that reason. You skip it to prolong your rng stacking so that when you skill it you have an outburst of multicasts for a longer amount of time.
    Quote Originally Posted by NubbyMcNub View Post
    HoN's cliff has no footholds and has people at the top insulting your mum.
    Quote Originally Posted by chaR` View Post
    Im only 1500 cuz i only play with noobteams who feed
    If id have proper teammates id easily be 2000-2100

  4. #44
    skips lvl 2 and 3 of ult till he gets the mana for it

  5. #45

  6. #46
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    Valk doesn't really need it that much early game, since it doesn't last that long, her nukes are more usefull. But Demented has little reason to skip it, his ulti is useful on all levels.

    dodging stuns since March 2010

  7. #47
    Its one thing not getting the Valk ult at lvl 6...but leveling everything else and getting it at lvl 12 is just stupid imo.

  8. #48
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    Quote Originally Posted by Hero_of_Noob View Post
    Yes armdon also should max spines before he gets ult, with 1 point in snot and one point in armadillo, so that means level 8 or 9 is better for his ult.
    I disagree here.

    If you take snot, you shouldn't have any trouble chasing people at all so more levels in spines/passive before ult.

    However I think snot is a mana dump, and if I'm in a side lane never take it until 10. This means I usually get ult at 6, but if its a hard lane ill leave it til everything else is maxed again.

    I'll take snot first only if we've got a sure firstblood, or I'm mid against a hero that im fighting with for runes.
    Quote Originally Posted by PinkySoul View Post
    Damage is USELLESS ESPECIALLY ON THE HARDEST CARRY.
    My ISP blocks LoL forums

  9. #49
    I sometimes skip my ult with . If I'm playing vs a non-squishy hero at mid the ult alone isn't going to be enough to kill them and his 2nd and 3rd skills are just so good.

  10. #50
    i tend to skip ophelias ulti and nymph ultis early on (: not that they suck but yeah *shrugs*

  11. #51
    ...wut? Ophs ult lets her solo kong at 7, nymphs ult makes her the ultimate ganker... I can understand nymph if youre maxing stun/pod, but oph??
    Quote Originally Posted by Anonymous
    Plus, if we look at zombies as a species, they are pretty much designed for failure. Their main form of reproduction is also their only source of food and their top predator. If they want to eat or reproduce, they have to go toe to toe with their number one predator every single time.

  12. #52
    Quote Originally Posted by shibbidydoo View Post
    Vindi: You are right, dependant on lanes, but can save your team in a pinch with map awareness. Id say take it.

    Dark Lady: Again CAN save your team in a pinch. Also, we went on this in another thread, but dark blades should only be leveled instead of slow with a trilane team. But as a global ult that can save lives, id pick it up.

    Basically agree with the rest.
    Both of those are very situational ults. They can be powerful but can also end up doing nothing. The short duration combined with them being best for team fights means early game you might end up not being able to ever use them.

    Magebane is the only hero not mentioned so far I can think of. The ult doesn't do much damage early game and having an extra rank of flash can be very useful.

  13. #53
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    Quote Originally Posted by yyr_ View Post
    4-3-0-0
    275 damage from stun, 30 magic damage per second for 7.5 seconds, 25% slow and -3 magic armour.

    approximate magic damage: 441

    3-3-0-1
    175 damage from stun, 30 magic damage per second for 7.5 seconds, 25% slow and -3 magic armour. 25% chance to double cast.

    approximate magic damage: 353, chance to do 508 (avg of 391.75)

    4-2-0-1
    275 damage from stun, 20 magic damage per second for 7.5 seconds, 20% slow and -2 magic armour. 25% chance to double cast.

    approximate magic damage: 375, chance to do 619 (avg of 436)

    3-4-0-0
    175 damage from stun, 40 magic damage per second for 7.5 seconds, 30% slow and -4 magic armour.

    Approximate magic damage: 446


    Max hammers:
    A) Comparing to 4-2-0-1
    The hammers has 50 less magic damage output on average but this is easily covered by the autoattacks by the superior slow. A single nuke from your teammates would also cover this damage. Whilst this build has the chance to do good damage (600) its only 25% of the time and its build up is crap as it means your either 3-2-0-1 or 4-2-0-0 or 3-1-0-1 which sub par and all of theses means you got fireball at level 5 as well which is bad. This is putting all your eggs in 1 basket and is not worth it. 25%chance to deal an extra 150 damage over the actual good build which has superior slow and magic armour reduction.

    B) Comparing to the others
    The best build is to skip ultimate and max hammers by level 7. It also has a better slow so you will deal more auto attack damage. The negative magic armour means your lane mates nuke deal more damage making it easily better then the other builds. Also its the most mana efficient.



    /thread on blacksmith

    I cant help but feel that whoever writes a blacksmith guide has the hard bit already done for them. Ill end up writing one in couple of weeks as there seems to be alot of questions on it.
    Updated your information to reflect damage averages based off % chance. The reason people take 4 in the fireball is because it averages just 10 points less damage, but because it is unpredictable your opponent has to assume that any cast before it happens has a threat of the maximum damage, forcing them to play much more cautiously or die 25% of the time to a multicast. I recommend taking the 4/2/1 build anytime where you are the only source of magic damage in the lane, because it offers much more threat. Take the slow over the nuke anytime you are in a situation where harrasing constantly has a good effect OR whenever you have a lane partner who has a source of magic damage.

  14. #54
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    Quote Originally Posted by Tanubis View Post
    ....
    The math i did in that post was really half assed, i fixed up my thoughts in my second post which wasnt in agreement with my first, i should probably edit my posts so people stop pick up on it :P
    [Guide]
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  15. #55
    Quote Originally Posted by AtheistGod View Post
    Both of those are very situational ults. They can be powerful but can also end up doing nothing. The short duration combined with them being best for team fights means early game you might end up not being able to ever use them.

    Magebane is the only hero not mentioned so far I can think of. The ult doesn't do much damage early game and having an extra rank of flash can be very useful.
    I agree, with mage. I skip until 9, then skip aura alltogether depending on team. Aura only helps against heroes with hard to land aoe, such as pyro. I skip it for stats.

    As for vindi, the fact that the ults ARE situational is strong enough a reason for me to pick it. It has saved me and team mates a lot. Again, just personal opinion.
    Quote Originally Posted by Anonymous
    Plus, if we look at zombies as a species, they are pretty much designed for failure. Their main form of reproduction is also their only source of food and their top predator. If they want to eat or reproduce, they have to go toe to toe with their number one predator every single time.

  16. #56
    i spend most of my time pushing and ganking instead of kong

  17. #57
    in case you didnt know getting wild souls ultimate increases his attack speed ang gives him a spell which gives him 20 damage and some armor early on so getting the ultimate actully helps you farm more then your other skills

  18. #58
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    I disagree with skipping glacius ult every time on lvl 6. It can be more usefull to max your regen or your nukes, but if you have a lane partner with a strong stun your ult is VERY strong. Hammer or Pest for example. U freeze, your teammate stuns, and u channel ult on top of the enemy = certain kill. So depending on your lane partner (and the enemy's), it can be very good to lvl your ult at 6.

  19. #59
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    Quote Originally Posted by Killstealing View Post
    Dsham's ult is great as well, the armor really makes a difference when cast before a fight.
    Dsham's ult should be taken at 8 once you have entangle at 3 and heal at 4. entangle only gets useful at lvl 3,because of its stun, lvling entangle to 4 is just increase in mana cost. Its kinda no-****-sherlock situation to level your heal as fast as possible, more damage +healz.
    you NEED level 3 entangle,you need better healz, you do not need an armor decrease that takes 5 seconds to get really useful. delaying your ult 2 levels is worth the boost in heal and the stun provided from the other skills.

  20. #60
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    Quote Originally Posted by sindriing View Post
    in case you didnt know getting wild souls ultimate increases his attack speed ang gives him a spell which gives him 20 damage and some armor early on so getting the ultimate actully helps you farm more then your other skills
    ^^ this.

    Although wild's ult is not as useful in team fights its very good for farming, where creeps will not run from your awesome power.

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