Originally Posted by Kamaro
The word hate is so commonly used these days it has truly lost it's meaning.. But anyway, you're right about thinking outside of the box but those builds are just gimped, there is no synergy between the items and the items and the champion's spells. FoN on Warwick as an example with no further health items. They make no sense and he does not have arguments to prove his builds work. That is why people 'hate' on him as you would put it.
Clearly you haven't read anything I posted because,
the builds are NOT gimped
there is perfect synergy between the items and the champion's spells
they make sense
and i have arguments to prove that the build works
Just because you say the opposite, it does not make it so.
if a champ does 75% damage, but recieves 50% of incoming damage, to me it is better than a champion that deals 100% damage but recieves 100% of incoming damage.
It is true what some have said, this is not really a pure tank build... if it was, I would have absolutly no damage items. But as opposed to the typical warwicks, this makes warwick, tankish. Hell, in a 1v1, warwick will last longer than any tank. As long as you have enough armor/resist your health is a minor factor. The mitigation and the amount healed is what can keep you going.
Don't go comparing warwick to a real tank, because I didn't gear him as one, warwick deals great damage while being extremely difficult to kill without focus fire.
Now anyone who isn't an idiot will try to avoid being the target of focus fire.
Honestly where don't you see the synergy?
The stats those items (in screenshot) give are:
Armor --> warwick is melee, he is going to take several physical hits from players and turrets, armor will make hits smaller, thus the heals will be very effective, as opposed to HP, where heals will seem useless as the health recovered will be lost twice as fast.
Magic resist --> spells don't often have a persistant damage like physical attacks due to cooldowns, thats why I don't have as much Mag Res as i have armor, plus i have a lot of magic resist from runes/mastery.
Movement speed --> everyone could use some speed, i don't get a lot of this because warwick can chase enemies with increased speed, with his passive ability.
Dodge --> unlike jax, dodges wont trigger abilities, but it does trigger a mastery ability, which gives him 10% movement speed. Also, a 12% dodge means you take 12% longer to kill with physical attacks. Quite the good buff I'd say.
Increased healing recieved --> Warwick have a passive heal, and also a bite, which heals him an amount equal to 20% of the enemy's max hp, on a relatively small cooldown. You could easily say warwick is one of the best healers in the game, with the only difference being, he can only heal himself. - Thus, a 25% increase to healing, is perfect synergy for his abilities.
Health regeneration --> I don't like this, warwick does so much healing with attacks and bites that this is hardly noticable... however, the rest of the stats on spirit visage are so good for warwick that I can accept this.
Attack speed --> his base attack is already high, and every attack will also grant him lifesteal, which stacks higher on consecutive hits. He can end up healing 20 hp per hit on lvl 1. Increasing warwick's attack speed is obviously very effective when considering these 2 facts.
Attack damage --> Only warwick's ultimate ability scales with attack damage, thus this is not a very important stat. Still, due to the increased attack speed from items, and the further increased attack speed from his 2nd ability, a bigger number would still be appreciated. The few damage increase bought is used in order to build the bloodrazor.
4% of enemy max hp as magic dmg --> Warwick has the ability to attack faster, and with cooldown reduction he can keep this buff up pretty much, permanently. The faster his attack, the faster the effect procs. Unfortunatly this effect does not scale with crits or with increased attack damage... just like warwick's passive lifesteal, this scales with attack speed. - and I have enough of it.
Cooldown reduction - Bite, even without AP, is great 20% hp stolen... and the amount stolen increased by 25%.... Getting the bite down to 3-4 seconds while having MITIGATION will mean, you can heal more than single enemies can hurt you! If you buy health instead of armor, the heal would not be as impressive. Also, with enough cooldown reduction, hunter's call can be kept up permanently, and the ultimate can be used more often - the jump+stun is really nice.
. . . Perfect synergy!
Village idiot says: You don't back up your decisions!
Village idiot says: There is no synergy between the items and the abilities!
Village idiot says: It will not work at high ELO!
Dear village idiot, You are an idiot, and your opinion matters not. I am at a reasonably high elo, and the only reason I'm not higher is because I try to play warwick less frequently because it is not a fair champion in my eyes.
If anyone seems to think this does not work at high ELO, I still don't see any reason why not, no one pulls a gun to your head and forces a MELEE class to go full out offensive OR full out defensive. The middleground is often the best choice.
If you were playing a ranged class, it is argueably true that going all out dps is acceptable, because it is harder for the enemies to get a hold of you.
Village idiot says: You are stupid, bad player!!! I rate your post negatively!!!