Quote:
Originally Posted by Regulas
Well there's also the fact that I don't ever use Laser as my main damage tool, the high CD and higher mana-cost are very limiting, making his game-play extremely linear and the max-range style play highly inhibits use of his other abilities. There are specific champions that I will have a harder time against because of this, but I am able to win against almost everything else fairly easily, or at worst I can't be zoned.
I used to think Viktor was mediocre until I stopped maxing laser first.
|
E is very mana limiting, this is definitely true. However, the high range, vector targeting, and ability to shoot-on-the-run, and high damage (in conjunction with Death) make it an amazing ability and well worth its cost. Personally I find Chalice to be a vital early game item on Viktor for exactly that reason. And while staying at max range does limit the use of your other abilities E only gets better the closer you are to your target, as it's an instant hit at closer ranges. The play style is to soften the enemy with repeated harassment and then close distance once their health is actually low enough for you to get a kill, or when your team has initiated.
I personally had little success with Viktor until I started leveling E first, as with it he has a strong presence early game, and without it he's far too easy to out-range by most enemy mids.
Quote:
Originally Posted by Regulas
Q speed boost works on cast, and works on creeps, and because of the short CD you can hit a creep get in range and then it's up again for more speed, similarly if I'm being chased down there's no danger if I'm not in Q range, and if I am then I escape, because you probably don't max Q first your also probably not used to having it on a lower CD early game.
The bulk of R dmg is dealt over time (nearly twice the base dmg hit).
|
Yeah, Qing a minion can grant you a speed boost, but it puts your Q temporarily on cooldown and telegraphs your intention to engage. Additionally, repeated use of Q is even more mana hungry than utilizing E.
There's no denying that Power makes Viktor great at chasing/kiting, but I find W quite good at keeping me safe, and chasing is rarely a good idea for an APC. If W isn't enough as a defensive tool then I'm skeptical about Power's ability to keep me safe, as a gap closer followed up by a slow will largely negate the bonus.
Quote:
Originally Posted by Regulas
Basically the problem is this: You play Viktor like a long range burst caster. I play Viktor as a close range AP bruiser, relying on maneuverability and my CC more-so then tankyness. Against ranged characters I stick close range, against melee I hover just outside there attack range.
|
MS alone just isn't good enough in team fights if you aren't at far range. Many abilities, including CC, are purely point-and-click and 600 range is usually close enough for them to be applied. At which point, unless you've a fair bit more survivability than Power alone provides, you're pretty well done for. Likewise the MS buff may make it easier to dodge skill shots but your closer proximity also makes it easier to land them, partly negating the benefit.
In team fights you can't stick close to ranged champs while also being outside the range of melee champs. Not unless someone on their team has royally screwed up their positioning.
Quote:
Originally Posted by Regulas
Edit: Also note as this version of Vik is defiantly a higher skill level to use properly as your positioning and dodging skills are far more relevant.
|
That's debatable. Both builds are highly dependent on positioning, though yours would be more so. However, E is a high skill-cap ability on it's own where as Q is point-and-click.
Quote:
Originally Posted by Regulas
I also should add: E with Death rod has a total damage 325+91% AP. Q has a total DMG+Shield stat of 319+91%AP, just in-case your underestimating the trade value of Q, or overestimating laser with Death. The damage boost on Death rod is deceptive because it makes you ignore the mediocre base stats of laser (also the Shield is calculated before resistances in-case you were wondering).
|
This effectively isn't true. You don't receive the shield until the ability returns, and you're giving the range advantage to almost any other conventional mid by level Q first. You will have already been harassed by the time the shield applies which largely defeats the purpose. Q doesn't really come into it's own until teamfights, at which point you'll almost certainly see full benefit of the shield and the lower cooldown will actually come into play, but in that situation E is doing 325+91%AP X number of champs hit, and it's easy to hit two or more enemy champs in a team fight.
Quote:
Originally Posted by Regulas
As for Gravity, it is technically worthwhile, the problem is it requires competent allies in order to maximize it's effectiveness, so unless you're apart of a pre-made then it is indeed not so worth it.
|
I disagree. All the passive for Gravity does is make it easier to use, making things less dependent on your team's ability. If you can coordinate with your team to use W after they initiate (or after the enemy team initiates) it's range becomes far less problematic. Similarly it isn't particularly efficient for stats, doubly so as you'll still need another form of mana regen, as the amount it provides isn't enough for your mana needs, and flat mana is like health regen in that it's usefulness decreases as the game progresses outside of champs like Anivia/Swain who benefit from having larger than normal mana pools.
I should mention that when Viktor was released I was very excited to build him as an AP bruiser. His whole augment theme was advertised as having Power open that up as a viable build. Ultimately I was disappointed. Power is very inefficient for stats and Viktor's base stats don't mesh with the role. His only sustained damage abilities are his Q and R, and in teamfights where enemies have more difficulty disengaging R actually becomes more effective in a ranged burst build because of their ability to focus more on building AP.