Originally Posted by Heat n Serve
What does this mean in terms of strategy?
3522 gold spent on sorcerer's shoes, haunting guise, and sheen can give you more early game parrrley damage (and make that damage more consistent) than spending 4080 gold outright on an infinity edge. This magic penetration will also make your cannon barrage hit MUCH harder in team battles, which is good since AP scales poorly on cannon barrage. Avoid targets that have a high chance to dodge, they are better left to other spell casters on your team, or physical damage champs with a sustainable DPS. Parrrley is best used on whatever enemy champions your team will be focusing in team battles, which is usually high DPS spell casters, or high physical DPS champs.
You can choose to build Gangplank for more physical than magical damage, and it can be effective, but I am of the opinion that Gangplank lacks the tools to be an effective melee fighter. Most other melee champions either have stealth, a targeted stun/slow, something that gives high survivability (like dodge or immunity), or an ability that allows them to close the distance quickly on their target (like shunpo or spinning slash). Gangplank lacks pretty much all of these things, and as such I tend to play him more like a caster/support hero with a 9/0/21 mastery tree, focusing on cooldown reduction and spell penetration so as to make Q,W,E and R all more effective in team fights. You can go for the pubstomper build, but your effectiveness can easily be limited in higher levels of play.
I don't agree that Magic Pen and focusing on increasing Parley's damage is an effective build. I prefer to build Gangplank as a hybrid nuker/carry. By focusing only on Parley, you're greatly reducing the usefulness of Remove Scurvy, Raise Morale, his auto attack, and his passive, while increasing Parley's effectiveness and Cannon Barrage's damage. I don't not think this is an even trade off. All of my following points should address your reasons that you think Pirate shouldn't be a melee dps.
: Why do you reduce the effectiveness by playing pure ParleyPlank? (thats what I call your build) Well since you're mostly in the back lines, you won't get focused too much and you typically won't need the CC remover in a team fight 5v5. A Gangplank usually doesn't get focused, epecially if he is in the back lines. However, if you do a DPS Gangplank build, (focusing on crit of course) you can take the risk of going in melee range and do significant damage. So Remove Scurvy does give survivability, even if you only go into melee range when Remove Scurvy is up.
: If you're not meleeing in a team fight then you're completely wasting Raise Morale's 36% attack speed (it is 36% right?) increase and reducing the need for the move speed buff. Casters don't need move speed as much as melee and they certainly don't need attack speed. Without going into melee range often, you're only using this ability to benefit you're team, but ignoring the fact that it can double up on yourself and it is always active on yourself. 36% may not be much, but when you use it, your passive stays on yourself while the buff is on you. This creates a 72% attack speed buff for 10 seconds
. If you're playing a caster-style pirate, you're wasting this huge potiental.
Auto Attack and Passive
: If I recall correctly, Pirate's passive doesn't apply with Parley. Well if it doesn't, then you're wasting his free Executioner's Calling and you're simply not auto attacking for damage. Caster Pirate is gimp in my opinion because you only have one nuke and a random ultimate. Instead, you could be doing consistent damage ALONG with your nuke. You might not be completely maximizing the nuke, but a Parley crit still hits pretty **** hard without Sorc Boots, Haunting Guise, Void Staff, ect. If you invest in these items, you buff Parley, but gimp the auto attack and passive. With DPS Gangplank, you're damage will still be burst (possibly off by 100 or 200 damage?) but you can close in melee range and do ~600 crits more than once per second. I think that would equal to more damage overall.
Parley and Cannon Barrage
: With you're build, the damage
on these skills are increased. Well Parley will do more damage...great! But you lose the ability of consistant ~600 crits and you're reducing the effectiveness of Raise Morale and Remove Scurvey as stated above. This is simply not an even tradeoff for me.
Also, about the early game Parley damage: I play my Gangplank as farmer and late game semi-carry/nuker. If you can time last hits with Parley, gold will come in easy! So I just take last hits and I don't expect kills early game unless it is from Cannon Barrage (if you don't like this idea, but still are interested in DPS Gangplank, invest in Crit CHANCE runes; without crit damage, Parley crits still hit like a ***** early game and can land some kills) or lucky crits from Crit Chance runes. However after I farmed up a few Avarice Blades, and team fights start to appear every now and then, I'm not useless either because Parley will still crit and I still apply a healing debuff. (and heals are most effective early game)
Increasing the damage on Cannon Barrage has no importance to me. It might be useful to get early level 6 kills when people run back to the tower and recall back, but when you use it in those situations, they're normally one hit from dead anyway, you still have to count on the cannons to hit, and the magic pen will RARELY make a difference. In late game team battles? Well I don't use Cannon Barrage for damage. I use it for mind games, mental barriers, and slows. People sometimes overestimate Cannon Barrage, and if it appears in a team battle, they usually haul ass to get out, even if it does low damage. The great thing is, is that they're slow so they're even more scared. If they don't overestimate, they still get slowed, and become a little anxious. A giant red circle with cannons that have killed teammates early game will make anyone a little nervous if standing in it.
Those reasons above are why I don't think you're build is effective and why DPS Gangplank is the way to go.