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Originally Posted by Bassmann
I also would say that innervating locket is important because you will be spamming spells so much that the locket will be procing every 4 seconds. I would say that if your team is really lacking on mana users, then the locket might not be the best choice.
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I disagree with getting a locket. While yes, it does (mostly) fix your mana problems, it doesn't bring anything meaningful to your team. The hp/5 aura is awful (nobody builds emblem of valor just to have the teamwide hp regen aura, for example), and the mp/5 aura isn't anything to write home about (plus nobody on your team is really going to make use of it by the time you have it). The power of the locket lies soley in the proc. And the proc is self-centered, not team-friendly. This is why I'd rather go with Reverie or maybe DFG as my second CDR item, since both offer more than spammability (since Tear is sufficient to allow you to spam) and still cap your CDR out.
Quote:
Originally Posted by elfyy
getting 2 charges of the passive is much better than going for 3, it allows you to keep farming without wasting it on minions
when theres an opening, Q+autoattack. it hits really hard and you can keep a lot of strong laners at bay with that. and if you go with flash ignite you can get a few kills and maybe an early tower too
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True. I'll make a note of this in the guide, thanks.
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Originally Posted by eljimbobo
Just tried your build in 5v5 and I was sort of disappointed. Not necessarily in the build itself, but in Sona. She really is just an aura bot, and while thats nice to have, I feel an actual champions would be better than a 5 man team vs. a 4 man team with +20 to every stat.
Her "nuke" is a pretty pitiful damage spell, even at lvl 5 and with alot of AP none of her abilities scale very well excluding her ultimate(.7 AP ratio), but its still a pretty weak spell all things considered and the range isn't very long either. Of course, I'd rather it did less damage for a longer stun duration. Because of the way her aura's work, she can't get more than 1 off in the 1.5 seconds since she has the extra 2 second cooldowns.
Her heal is bad too, even for a 6 second cooldown (or 4.2 if you have 40% CDR) it only does around 200 HP at max rank and with AP. Maybe 250 if you pumped AP instead of CDR. Thats enough to possibly negate one auto attack from a physical damage carry. And in a period of 6(4.2) seconds most champions will be anihilated before another heal can be cast if being focused.
Her speed ability is nice, but like Phreak said in the spotlight, if you're slowed you might as well try and duke it out because it is a horrible escape ability. Of course due to Sona's pure focus on support, she couldn't 1 vr 1 anyone. basically don't get slowed or you die.
I think Sona has potential, and maybe I'm just not using her right (I tend to be negative KDR when I play her realllllly negative) but as it is I don't think I'll be playing her again, and I'd definitely prefer any other champion than her on my team. She needs buffs to competitive and even with a great build she's just a walking aura that can burst 1/5 of a champions health.
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Her ratios aren't actually all that bad if you think about it. Her nuke may feel weak on scaling, but the ratio is not that terrible when stacked against some of the more popular nukers. And when you consider it hits 2 targets garunteed, and not 1, combined with having it on a 4.2 second cooldown later on, it's actually pretty good. However, this guide doesn't really focus on cranking out the AP to use it. Even if you did, it's still just the 1 nuke beside the ult (which doesn't scale very well compared to a lot of other ults). Her heal is fairly weak, but due to spammability, it's decent enough. The only downside to it is you can't select whom to heal
With adequate CDR, you can have all 3 auras active most of the time, since the 2 second global cooldown is also reduced by CDR.
If you find yourself dying a lot with her, you need to try and hang back more often. Sona is extremely squishy, so you're not the right person to be leading the charge. Your job is to be that omnipresent champ that sits behind everyone else buffing and healing them while poking the enemy team with your spells and power chord procs by the late game. It may feel underwhelming, but it's the ultimate fate of a support champ. Taric's the exception here because he's tankier than the other supports.
And yes, she is easy to kill if snared since she lacks an escape mechanism. This is precisely why I take Flash, to give her a small one.