Tuesday, December 13, 2011

Ahri Patch - New skins

Schoolgirl Ahri? Giggity.
Cartoon Plank? 
SNOWMAN HEIMER?
This was a given, Christmas Tree Moaki :D

None of these are really instant buy for me, but some of them are pretty freakin' cool. :)

Sunday, December 11, 2011

Ahri Patch Preview!



Some interesting stuff in this patch.
  1. Finally, a Tryn nerf! As a top player, playing against Tryn is very disheartening. It seems like I either kill him in one combo, or he's back to full health. Hopefully this change will fix that issue without nerfing him out of viability.
  2. Some Twisted Fate quality of life changes. This I like, mostly because I'm horrible at TF. Hopefully I'll be able to learn how to play him now that he's a little easier to play.
  3. Dodge rune refund! About time. I've stopped using them myself, to get ready for the removal. I'll be happy to have all that IP ready to go when the new runes come out.
  4. Speaking of new runes... Lifesteal/spellvamp quints!? Oh wow. I wonder if these will be worth getting. Oh, and the double penetration (giggity) yellows? I wonder if they'll strong enough to be worth giving up the HP or Armor. These runes all seem like they'll be very strong on Akali. Not looking forward to more Akali Gods.

Now, that's all great and what not, but Also Ahri!

Ahri! Can't wait!
What we know:
  • High mobility, uses a three charge dash ult akin to Akali.
  • High magic damage.
  • Uses "seduction" to lock down an enemy.

Frankly, I can't wait to see this champion. She sounds like a ton of fun.

Wednesday, December 7, 2011

FOTMOP.COM

Domain named it up. Transitional period. Everything should be fantastic in the next couple days.


Well, everything's perfect on your end. Some stuff on my end is a little bit of a pain. But the good news is, you can email me directly at breaku [at]]] fotmop.com

Tuesday, December 6, 2011

Volibear patch - New Akali Skin (Silverfang Akali)

Bring it, bitches.

I mistakenly forgot to take off my name. If I have time, I'll maybe get another one without it. That's The new Akali in my favorite frame of her taunt animation. The taunting was justified, as I finished that game with a stupidly high score.

Akali OP, huehuehue.

And, if you missed them, here's the art and model once more.



Monday, December 5, 2011

Volibear patch - Hyena Warwick in game screenshot.

+1
Well, that's what it looks like in game. Well, on my computer anyway. With lowest possible settings. Although, there are a few really cool features to this skin.

-Whenever you Q, he giggles.
-His laugh is a new laugh. It's very Hyena-esq.

I told you it would be an instant buy for me. I love it.

To see the art/model click here: Volibear patch - New Warwick skin! (Hyena Warwick)
To read my personal build for topwick, click here: Warwick - Lanewick build/guide!

Sunday, December 4, 2011

Volibear patch - New jungle (redux)

Originally Posted by Morello:
Summoners,

Based on your feedback, we have made some changes to the jungle [to clarify, these changes are LIVE on North America]. See below for the release notes:
  • Increased total base Health in the jungle a bit, focusing on the larger monsters. This is to help accommodate single-target focused junglers.
  • Increased base Damage in the jungle a bit. This is to add some additional counter-jungling danger, as well as making sustain-based junglers, such as Warwick or Fiddlesticks, fill their specific niche again.
  • Increased Experience rewards of the jungle, both base and scaling. Simply put, this should make sure the jungler stays somewhere between the solo and duo lanes in most cases, as opposed to closer to the duo lane.
  • Reduced the Health scaling on the small golem camp. This is to adjust the difficulty/reward ratio on these monsters as the game goes on.
  • Moved around Gold and Experience rewards so that the Blue Wraith, the Giant Wolf, and the Medium Golem give a higher percentage of the reward for defeating their camp. This is a specific change to increase the viability of counter-jungling. Stealing big monsters will be more impactful.
  • Monsters now will start to accumulate more reward if they remain idle on the map for a certain amount of time. While we like there to be tradeoffs between ganking and farming, this should somewhat reduce the penalty of failed ganks and reward successful ganks more. Additionally, counter-junglers can steal these monsters and reset their “bank” of additional rewards.

We will continue to monitor the jungle changes, but please give these a try and see if they improve your experience. We’d like to thank everyone for their discussion and feedback on the new jungle. Everyone’s detailed feedback has helped us to continue making changes aimed at meeting our long-term gameplay goals while making your experience better. 

Happy ganking!
 Very interesting changes, indeed. They look like they'll be better than live, and still be able to accomplish the original goals of the new jungle. I haven't had a chance to play it yet, but I'm looking forward to it, for sure. Expect a review once I can get a decent amount of games in in the redux jungle.

Volibear patch - New Warwick skin! (Hyena Warwick)

"Valoran Geographic" lol
Well, that new Warwick skin is coming out soon. Perfectly timed with my build advice! Click here to read my Warwick build! Below is the model and concept art, if you haven't seen it yet. This is probably going to be an insta-buy for me, even though I already have Urfwick. I like it a lot! Hyena's are pretty cool, and our favorite wolf would make an excellent one.
Model
Concept Art

Friday, December 2, 2011

Warwick - Lanewick build/guide!

(Updated version: http://www.fotmop.com/2011/12/warwick-lanewick-guide.html)

Hey guys, so I'm a pretty avid Warwick player. I love to play lanewick, especially toplanewick. And I typically have a decent amount of success when I do play him. So, here's a guide to play Warwick like a boss.

Warwick!

I play Warwick as a magic-damage-dealing-autoattacking-soaking-anticarry. What that means is, when my team comp is light on both magic damage and melee, Warwick (with the way I build him) is a great addition to the team. Reason being, both his ult and his Q do magic damage. He's also a great choice when the enemy team has a supercarry. Being able to shut that carry down is a specialty of Warwick.

Great job!
Runes.

Interestingly, while both abilities do magic damage, neither scale with AP (Well, his Q does, but until you hit stupidly high levels of AP, you'll end up using the % max hp component anyway, so building AP isn't worth it.) Because of this, magic pen becomes incredibly important. Magic pen marks, are definitely required. Other slots are not as important, but I typically run flat armor seals, magic resit per level glyphs, and move speed quints. Alternatively, you could mix some mana regen into your blues or yellows. During the early levels, he does have some mana issues.

Mpen / Armor / Mr per level / MS
Another alternative that I've been playing around with recently, forfeits some armor/mr for attack speed. This helps take advantage of his passive against a lane that's going to have a lot of harass.

Mpen / attack speed + armor / attack speed / move speed
Summoner Spells.


The best four choices are:
-Flash
-Ignite
-Heal
-Teleport

Obviously, you need to adapt to what your team has, and what your team needs. If I can, I prefer to run Heal/Ignite. While flash is great for positioning, and teleport is great for dragon control, heal/ignite allow you to preform your roll to the max. Heal for extra soak power, and ignite for helping burst down the carry. Never underestimate a Q -> ult -> ignite -> Q burst combo on Warwick.

Masteries.


Masteries are a little less strict. I typically like to run 21/9/0 or 9/21/0.  I decide between offense or defense based on the roll I'm going to be playing on my team. If I'm going to spend more time anticarrying, I'll go offense. If I'm going to spend more time soaking, I'll go defense.

Build.


Perhaps my favorite part of lanewick, is how small his "core" is. In reality, he doesn't have one. Though, there are items I prefer to build.


Every item there serves a duel purpose. They all increase both sustain/survivability and damage. Mpen increase Q damage, which increases the heal. Malady increases attack speed (for more passive use), while providing mpen for the Q. Sunfire gives me the armor and health I need to soak, while increasing my DPS. With all that Mpen, the Sunfire really starts to hurt, and my ult forces their carry to sit in sunfire damage. The Wriggles gives me armor, attack damage, and life steal. It allows me to ward my lane, and gives me the lifesteal I need to stay in lane.

A typical build order for me is Boots+pots, wriggles, sorc, malady, sunfire.


I'll get into playstyle in my next post. Hope this helps you!
http://www.fotmop.com/2011/12/warwick-lanewick-guide.html