Vladimir got his legendary skin, announced with a trailer. Finally a decent Vladimir skin that will please the players. Personally, I don't prefer playing with Vladimir, but he's often a serious challenge (or a total feeder, it depends). The skin looks great, anyway.
Wednesday, November 23, 2011
Blood Lord Vladimir Unleashed
Vladimir got his legendary skin, announced with a trailer. Finally a decent Vladimir skin that will please the players. Personally, I don't prefer playing with Vladimir, but he's often a serious challenge (or a total feeder, it depends). The skin looks great, anyway.
Upcoming champion: Volibear, the Thunder's Roar
Friday, November 18, 2011
League of Legends hits 32 Million Players
Torchlight 2 next year?
Yesterday, the release date was postponed again, probably sometime in 2012. Read the official announcement from Travis Baldree:
"So... where is Torchlight 2? Didn't you guys say that you were planning to try to release this year?"
Well, yeah. We did - and we made a good run at that. We've come to the realization, however, that getting a game of this scope up to the quality and polish level we want to achieve is going to take a little longer; especially since we want to run a small beta before release to ensure that our launch is smooth.
The first Torchlight was released in record time, but it had plenty of issues that a little more development could have resolved. We didn't have the resources at the time to give Torchlight that treatment. Right at this moment though, we do have those resources for the sequel, and we feel strongly that we should apply them to make this the best game we can make and hopefully one that you'll enjoy and continue to want to play in the future. We've probably had 18 months of full development time on it so far - not excessively long yet, as far as that goes. The amount of time we need to take it the rest of the way is relatively small.
We feel pretty safe in saying that if you enjoyed Torchlight at all, this sequel is superior in every respect. Right now our job is to ensure that the quality level is consistent all the way to the end.
Besides, you're all playing Skyrim right now anyway, aren't you? Or Battlefield 3? Or Uncharted 3? Or Saints Row 3? Or Arkham City? Or Skyward Sword? Or Minecraft? Or Modern Warfare 3? Or Dark Souls? Or Assassin's Creed Revelations?
Those are awesome games. When Torchlight 2 goes live, we want it to be awesome too - all the way through.
I kinda hoped that I would be able to play Torchlight 2 this year.Thursday, November 17, 2011
How To Win A Dominion Match
The main strategy for winning a Dominion match is of course, capturing the points. There are five capture points on map. The more you control, the fast you will win the match. Let me give you some very, very basics tips on How to win a Dominion match.
- In order to win, you need to capture points. At least three. So, one of the basic goals is, of course, to control even one more capture point, than the enemy team.
- A good practice, or a standard formation is this next thing now. One player captures the bottom point and holds the lane, while the four other players are rushing top. The middle point is captured by one player as well, who will join the other three at the top capture point. The fight is usually going on at the top at early game, so 4v4 team fight is better than 3v4.
- Map awareness. This one is a must. Even though you will run across the map more often, always keep an eye on what your team already captured and what might need a defense. Try to respond to the pings and don't go 3v1 in an already won lane/capture point, while you're losing what you already have.
- Use the Speed Shrines. They've put them there for a reason and sometimes you will need to move faster.
- The Greater Relic also needs to be captured at some point of the game. Sometimes, someone else will need it more than you do. Perhaps a tank who might be the last chance to save a capture point. Don't be selfish and if you don't really need it, give it to someone else. Also, don't be selfish capturing the Health Relics, as well.
- Quests are also beneficial things to do in Dominion. When your team gets a quest, try to focus that quests, but don't forget about your other capture points. Games are lost when the team is concentrating only on their quest.
- Don't count kill. The main idea of Dominion is capturing points that will win your match. Don't just run around killing enemies without a purpose. Teamwork here is even more important than the classic game.
Tuesday, November 15, 2011
Masteries in Season Two + Summoner Spells
The Summoner Spells are also getting some changes and nerfs. See the full list below:
- Clairvoyance
- Cooldown increased to 70 seconds from 55
- Improved Clairvoyance increases duration by 2 seconds, down from 4 and no longer reduces the cooldown
- Cleanse
- Now cleanses summoner spell debuffs such as Exhaust's movement speed and damage reduction and Ignite's damage over time
- Cooldown increased to 210 seconds from 150 seconds
- Improved Cleanse no longer reduces cooldown, but now extends the secondary disable reduction buff by 1 second
- Exhaust
- Duration reduced to 2.5 seconds from 3 seconds
- Improved Exhaust no longer increases the duration
- Flash
- Cooldown increased to 265 seconds from 255 seconds
- Range reduced to 400 from 450
- Fortify
- Removed
- Garrison
- Now usable at Summoner Level 1, down from Summoner Level 4
- Ghost
- Now improved in the Offense Mastery tree instead of Utility
- Heal
- Heal amount per level increased to 25 from 20
- Improved Heal no longer reduces the cooldown but now increases the amount healed by 15%
- Promote
- Added to Summoner's Rift
- Promotes the nearest allied siege minion, increasing its attack range, health, armor, and magic resist. 180 second cooldown base.
- Improved in the Utility tree - Improved Promote increases the defensive bonus stats of promoted minions by 15%
- Now usable at Summoner Level 8 (on both the Crystal Scar and Summoner's Rift), up from Summoner Level 1
- Rally
- Removed
- Revive
- Health bonus upon reviving is now innate to the spell (as opposed to requiring Improved Revive)
- Improved Revive now grants a 125% movement speed increase upon revival (Improved Revive no longer grants a 225% movement speed increase)
- Smite
- Now improved in the Defense tree instead of Offense
- Improved Smite no longer reduces cooldown but the gold gained on cast is increased to 10 from 5
- Cooldown reduced to 70 seconds from 75 seconds
- Surge *New*
- Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds (220 second cooldown)
- Improved Surge increases the attack speed bonus to 40% and ability power gained by 10%
- Usable at summoner level 1
- Teleport
- Summoner's Insight no longer reduces cooldown
Monday, November 14, 2011
Three more amazing League of Legends desktop wallpapers
Sunday, November 13, 2011
Amazing League of Legends Wallpaper
Welcoming Fizz and the new patch
Also, Riot Games made available over 460,000 summoner names that were registered to level 1 accounts and that hadn’t logged in for over 90 days. Read more about it here.
Friday, November 11, 2011
What happened to Magma Chamber?
Ever since I started playing League of Legends, there were numerous release dates for what should be the best MOBA map I have ever seen. Of course, beside the 'standard' 5v5 that we usually see in games like this.
This new map was about to introduce a new approach to our beloved Summoner's Rift gameplay, with a slightly different strategy and more tactical fights taking place in the lanes across. What I really loved about Magma Chamber, was the design and looks. Half of the map was covered in ice, while the other half bursting in flames and magma. The whole thing about lanes connected with small paths looked interesting and could've offered a whole new experience in an familiar manner. Also, Magma Chamber was going to introduce portals for transport from lane to lane.
What happened? Did Riot ditched Magma Chamber for Dominion? It seems so. If you take a close look at the concept art, you can see some elements that The Crystal Scar has. I was really hoping the map was stuck into development hell, but now it looks like they've turned it into something else.
Anyway, there is still some hope left here, since we never got any official word on the current Magma Chamber status. Maybe we'll finally see it in the next gigantic update of the game. I'm sure many Summoners will be happy.
Thursday, November 10, 2011
Is it a Yordle? Is it a Water Elemental? No, it's Fizz, the Tidal Trickster!
He looks like a nice addition and I will be checking this guy for sure!
Some bragging about Xerath, Graves and everything
Been busy for the past few weeks, that's why I stalled posting. So, what's new in League of Legends? Many things! They have released a new champion that I didn't covered here - Shyvana, the Half-Dragon. I've seen people playing her, even as a tank, but she seems completely uninteresting to me. That's why I bought Xerath and Graves and currently playing them.
Xerath turned out to be an amazing mage. He's great for many situation and works perfect on every map. Boosting the range on his Arcanopulse spell allows you to kill enemies from a long distance, electrocuting them with a huge fucking AP! Hide in a bush and - blaow! Defend capture points in Dominion, ambush on Twisted Treeline? Perfect. Just spice it up with Rylai's and they will be going nowhere. Some spell-vamp might also come in handy at late game.
Graves is my new favorite champion. Works both mid and lane, he's good for Dominion and Twisted Treeline, plus he has a top-notch lore and looks, that really fits my mood these days. He can be build with many different combinations and when I play Dominion I like trying different items (in the fitting manner, of course). Attack speed is a must in most of the builds, Attack Damage too, but what I really like it's the Life-Steal "experiments". The Bloodthirster is my standard item most of the winning games, and sometimes works insane with Bligewater! Get a Phantom Dancer and just imagine how the screen of your enemies becomes gray as they curse you while the respawn counter melts to zero! Graves also has an ultimate spell that can get you easy multikill. At this moment, he's my favorite champion for Twisted Treeline matches, even solo.
These two champions were a great purchase!
Friday, October 21, 2011
Upcoming Champion: Kumiho, the Nine Tails Fox
She's based on Korean Mythology and she looks like a mage.
Amazing League of Legends Fan Art
Thursday, October 20, 2011
The Harrowing 2011 Is Here
During this important holiday in Valoran, Runeterrans celebrate the turning of the season by dressing as ghosts, zombies, or various things that go bump in the night. The rural areas of the city-states gather together for elaborate celebrations that commemorate the struggle between light and dark forces, exchanging sweets, drinks, and other confectionary delights with other revelers dressed in themed attire.
Brace yourself for a bunch of new Harrowing-themed skins, minions and limited edition runes. Riot has this covered properly, so head there and check it out.
Wednesday, October 12, 2011
Graves: Lore and Abilities
Lore:
Malcolm Graves was born in the back of a Bilgewater tavern and left there with a bottle of spiked milk. He survived a childhood in the pirate-run slums using every dirty trick in the book. Intent on building a new life for himself, he stowed away on the first ship to the mainland he could sneak aboard. However, the grim realities of the world forced him to eke out an unsavory living in the underground of various city-states, jumping the border whenever things got too hot. At a particularly high-stakes game of cards, he found himself seated opposite Twisted Fate. They both flipped four aces on the final hand. It was the first time either conman had met his equal. The two formed an alliance, swindling marks at the tables and scrapping back-to-back in the alleys afterward. Together, they ran the streets – stacking chips, decks, and rap sheets.
Unfortunately Graves made the mistake of hustling a hefty sum from Dr. Aregor Priggs, a high-ranking Zaunite official and businessman. When Priggs discovered how he’d been played, he became obsessed with revenge. He learned about Twisted Fate’s all-consuming desire to control magic and he promptly offered him a trade: serve Graves up in exchange for enrollment in a procedure which would grant his wish. Twisted Fate took the deal – both he and Graves knew the stakes of their arrangement, but the offer was too good. Once acquired, Priggs had Graves taken to a special location built to hold men whose crimes – or more precisely their punishments – were meant to stay off the books. Graves endured years of captivity at the hands of Zaun’s most unscrupulous wardens before he managed to escape. One of his fellow detainees introduced him to an eccentric gunsmith who modified a shotgun exactly to his specifications. He named it “Destiny.” After he paid a visit to Priggs, Graves joined the League of Legends with two targets in his sights: Twisted Fate and payback.
“They got a saying in the locker: ain’t got nothin’ but time to plan.” –Graves, the Outlaw
Abilities:
- Buckshot: Graves fires three bullets in a cone damaging all enemies in the projectiles path. Enemies at close range can be hit by multiple projectiles, but each one beyond the first will deal reduced damage.
- Smokescreen: Graves fires a smoke canister at the target area that deals damage and creates a cloud of smoke. Enemies inside the smoke cloud have reduced sight range and movement speed.
- Quickdraw: Graves dashes forward gaining an attack speed boost for several seconds. Attacking enemies lowers the cooldown of this skill.
- Collateral Damage (Ultimate): Graves fires an explosive shell dealing heavy damage to the first target it hits. After hitting a champion or reaching the end of its range the shell explodes dealing damage in a cone behind the target.
- True Grit (Passive): Graves gains increasing armor and magic resistance the longer he remains in combat.
Tuesday, October 11, 2011
Graves: Art Spotlight
Sunday, October 9, 2011
Top 5 Yordle Skins
Here's my favorite five:
Saturday, October 8, 2011
Going Mid with Malzahar: The Unstoppable Void Prophet
My favorite thing about Malzahar, besides the lore and the eye-candy skins is his ability to get mana. Malefic Visions infects his target's mind, dealing magic damage each second for 4 seconds. If the target dies while afflicted by the visions, they pass the curse on to a nearby enemy unit, refreshing the duration and restoring mana to Malzahar. So, what else? The voidling that is spawned after casting 4 spells will attack the enemy (Champion, minion, monster) with the Malefic debuff on.
Malzahar feeds on Ability Power (AP). Therefore, you need to get as much as AP you can. Let's see the runes you can use first:
1. RUNES
- YELLOW: Greater Seal of Potency ( + 0.59 AP)
- RED: Greater Mark of Insight (+ 0.95 Magic Penetration)
- BLUE: Greater Glyph of Potency ( + 0.99 AP)
- QUINTS: Greater Quintessence of Insight (+ 1.89 Magic Penetration)
So, you now have enough AP to harass the enemy at early game. Now, the items list:
2. ITEMS
Doran's Ring (the standard starting item for an AP caster, must have)
The boots, are an obvious choice I guess: Boots of Speed -> Sorcerer's Shoes because yeah, you will need even more Magic Penetration.
The next item, depends of how much you kill your enemies. If you gank or you're successful dealing with your mid opponent, build a Mejai's Soulstealer as soon as possible, so you can stack some more AP.
If you are unable to get your Mejai's, get a Amplifying Tome, then build it into a Rylai's Crystal Scepter. Slowing down enemy champions always come in handy. Especially with Malzahar. Sometimes you'll need to slow down the bastard, for a successful Nether Grasp, Malzahar's ultimate spell.
Even though Malzahar can regenerate mana fast, there are situations when you'll run out of mana. Therefore, the items you should buy is Tear of the Goddess. First you buy the Tear, than with a Blasting Wand you build it into a Archangel's Staff. I had matches with two Archangels, the work as a charm.
For a late game, Rabadon's Deathcap is the best item you can get, so work on getting it. Lich Bane also gets the job done, so consider it, especially when you need mana and some slight protection.
3. MASTERIES
Here's a screenshot from the Masteries I always use with Malzahar. Get Ignite and Flash as you Summoner's Spells.
Graves, The Outlaw: Sneak Peak
Graves looks interesting and I will be definitely checking him out when he's released. I'm sure they will be balancing these new champions for both Summoner's Rift and The Crystal Scar, so this guy also screams "over-powered". Yes, from what I can see, the lore seems cool too, so let's stay tuned for more info on our new favorite cowboy.
Thursday, October 6, 2011
Going Mid with Teemo: A Very Swift Guide
Let me divide this post in few categories and see what our Teemo can actually do.
1. RUNES
Assuming you are level 30 and have access to Tier 3 runes, you'll need to get these babies:
- YELLOW: Greater Seal of Alacrity (Attack Speed, to blast the enemy with a quick poison shots)
- BLUE: Greater Glyph of Potency (Ability Power, to power-up the shrooms and the Toxic Shot)
- RED: Greater Mark of Insight (Magic Penetration FTW)
- QUINT: Greater Quintessence of Insight (Yes, even more Magic Penetration)
2. ITEMS
I usually go by this order, but sometimes depends on the gameplay or the team, but still, the essence of the build are these items:
Doran's Blade (my starting item)
Boots of Speed -> Dagger - > Berserker's Greaves
Zeal -> Phantom Dancer
So, we're now pretty much good to go with our Attack Speed. Next, is the weapon that will slow the enemies:
Phage, which optionally can be upgraded to Frozen Mallet. Not always necessary, but it's quite useful. Next, we need something to power-up our shrooms, Teemo's deadliest weapon.
The shrooms hit hard enough by themselves. But, they feed on AP (Ability Power), so we need to do something about that.Fiendish Codex gives you a Ability Power (Shroom Power!), Cooldown Reduction (Shroom Spam!) and Mana Regeneration (Even faster Shroom Spam!). Than, we build the Codex into Nashor's Tooth, making our hybrid Teemo powerful enough to unleash his venomous anger everywhere on the map.
After we're done with these items, our little Teemo can do his job properly. You can even make him even more annoying with Life Steal items like Hextech Gunblade and Stark's Fervor. To get Teemo more into the hybrid manner, I suggest buying a Guinsoo's Rageblade.
3. MASTERIES
I use the masteries below, so check out the screenshot. My summoner's spells of choice are Ignite and Flash.
Respawn
This blog was a ghost town for the past few months, mostly because I was lazy and was spending too much time in-game.
Few things happened, and the biggest is of course the release of Dominion, the brand new map. Also, Season One ended, so there's another chance to prove your skills and get a better rank.
I will try to post updates on League of Legends as much as I can, so stay tuned.
Monday, March 14, 2011
New Champion: Nocturne, The Eternal Nightmare
Abilities:
- Duskbringer: Nocturne throws a shadow blade which deals damage, leaves a Dusk Trail, and causes champions to leave a Dusk Trail. While on the trail, Nocturne ignores unit collision and has increased Movement Speed.
- Shroud of Darkness: Nocturne empowers his blades, passively gaining attack speed. Activating Shroud of Darkness allows Nocturne fades into the shadows, creating a magical barrier which blocks a single enemy spell and doubles his passive attack speed if successful.
- Unspeakable Horror: Nocturne plants a nightmare into his target's mind, dealing damage each second and fearing the target if they do not get out of range by the end of the duration.
- Paranoia (Ultimate): Nocturne reduces the sight radius of all enemy champions and removes their ally vision in the process. He can then launch himself at a nearby enemy champion.
- Umbra Blades (Passive): Every 10 seconds, Nocturne's next attack strikes surrounding enemies for physical damage and heals himself for each target hit. Nocturne's physical attacks reduce this cooldown by 1 second.
Wednesday, March 9, 2011
Tuesday, March 8, 2011
Champion Rotation: Week 35 (March 7, 2011)
Monday, March 7, 2011
League of Legends @ WCG 2011
The whole list for WCG 2011 looks like this:
Fighting
* Tekken 6 (Namco Bandai Games)
FPS (First Person Shooting)
* Counter-Strike 1.6 (Valve) * Crossfire (Neowiz Games/Smilegate) * Special Force (Dragonfly)
MMORPG (Massive Multiplayer Online Role Playing Game)
* World of Warcraft®: Cataclysm™ (Blizzard Entertainment)
RTS (Real Time Strategy)
* League of Legends (Riot Games) * StarCraft® II: Wings of Liberty™ (Blizzard Entertainment) * Warcraft® III: The Frozen Throne™ (Blizzard Entertainment)
Tuesday, March 1, 2011
Patch Notes + Jarvan IV Chamption Spotlight
For full list of changes in the v1.0.0.112 patch, click here.
- Death Timers have been reduced on Summoner's Rift to 12-50 seconds from 28-50 seconds
- Minions
- Melee minion magic resist now increases 1.25 per 3 minutes (up from 0.5)
- Ranged minion armor now increases 1.25 per 3 minutes (up from 0.5)
- Cannon minion armor and magic resist now increase 3 per 3 minutes (up from 2)
- After 20 minutes, cannon minions now spawn every 2 waves (up from every 3 waves)
- Cannon minions and super minions now reduce turret damage by 65% (up from 50%)
- Fixed a tooltip bug "This unit receive..." with cannon minions and super minions
- Minions now deal about 50% more damage to turrets
- Turrets
- Turrets deal about 10% less base damage to champions
- Turrets now have 20% armor penetration
- Fixed several typos in the Options Menu
Champion Rotation: Week 34 (February 28, 2011)
- Annie
- Ashe
- Janna
- Malphite
- Maokai
- Shen
- Sivir
- Taric
- Trundle
- Xin Zhao
New Skins And A New Patch
Monday, February 28, 2011
New Champion: Jarvan IV, the Exemplar of Demacia
- Dragon Strike: Jarvan IV’s spear extends through his opponent, dealing physical damage and lowering their armor by a percentage. If this ability is cast on the Demacian flag, it will pull Jarvan through to his Standard, knocking up all enemies in his path.
- Golden Aegis: Jarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies.
- Demacian Standard: Passive: Grants Jarvan bonus attack speed and armor. Active: Throws a Demacian flag, dealing physical damage and granting passive benefits to nearby allies.
- Cataclysm (Ultimate): Jarvan IV heroically leaps at his target, dealing physical damage and creating a circle of terrain around them for a few seconds.
- Martial Cadence (Passive): Jarvan IV exploits his target's opening, dealing a percentage of the target's current HP as magic damage. This effect cannot occur on the same target for several seconds.
For more information on Jarvan IV, lore and other stuff, click here.
Sunday, February 27, 2011
Welcome to Summoner's Rift
This is my new blog, dedicated to the best free-to-play addiction League of Legends by RIOT Games. I play on EU server, known as Zearthex on the maps. I mostly play AP range champions like Malzahar, Corki, Kennen or Karthus, but I also enjoy dealing huge damage with Renekton or tanking with Morderkaiser.
The name of the blog, comes from my favorite in-game chat quote, besides "lol noob", and that's "I go mid". Yeah, I obviously play champions that works mid well.
I'll post my game experiences here, guides, as well as news around the game. See you around, hopefully on Magma Chamber. :)