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Originally Posted by Roku
I'm tellin ya, tear first is all the mana you'll need especially end game! Maybe a couple mana pots to carry you over early game, but in reality a rod of ages has been plenty of survivability for me, maybe with a health pot or two. If you're using baleful to last hit over using dark matter, and have a decent rune page, you can have almost 80-100 ap by level 6, which is enough to make anyone think twice before hitting you. Baleful also has a decent range now, making it easy to get your last hits, your ap, your gold, and your exp while being out of range of enemies.
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Tear would only solve your early mana issues if you took baleful over DM, which imo is like shooting urself in the foot as a Vivi player. The gold, control, and experience boost DM gives you over baleful is better than about 10 early game ap from shorter cds.
80-100ap by level six from just runes masteries and last hitting by lvl 6 is completely unrealistic. You could start with about 27 AP from runes, get another 4 from masteries by lvl 6, your saying ur able to last hit 50-70 minions with at lvl 5 a ever so slightly btr cd than my guide already uses and less mana regen. Im not even certain youll see that many by lvl 6.
Not to mention putting DM on the back burner gives you the same lane control as a gimpy annie. If they get aggressive and push you back your gonna lose a tower while waiting for ur baleful cd to end so you can gain 1 more ap. Im sure your team wont care since that ap is gonna carry them late game tho.
Mana issues late game are usually nill for me since i can combo, cast my ult, and its replenished.
Quote:
Originally Posted by oothomioo
Yeah, I usually just get tear, then some hp, hp regen items. Using teleport early game to regen and tele back to wherever needed to help push, then going neutral more. But i've built this guy with maybe one ap object and with 200 spellpower could oneshot any idiot not wearing magic resist :P. Also early game EH proves useless unless you have an aggressive lane partner and can stun again to land the dm. At early levels the time dm takes to go off vs. the stun in EH dont work together. I usually keep EH lvl 1 until I am ready to truly gank ppl, using level 1 EH to help ppl get away (pugs). To each his own tho, this is just how I play with veigar otherwise I can't seem to get a rythm going.
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200 ap is gonna make tanks giggle like the pillsbury dough boy. I agree with the only taking 1 lvl of EH and in fact its in my guide, but I highly disagree with it not working with DM. If you can cast DM as someone retreats or moves to atk then cast EH directly afterwards its an instant hit. Its all about how well you can percieve the enemies movements. Often I use myself as a lure and cast it where they stand when they enter atk range then ring around their back with the stun so that they get to choose DM or running at my allies, or in Master Yis case just cast it on urself as he uses his blink strike ability.