Quote:
Originally Posted by RiotNome
Tear uses an internal charge system that banks up to 3 charges at once to help out burst casters. It's been this way for a while!
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I agree that this isn't explained clearly enough ingame. However it better stay this way. Tear is way too long to charge already.
I mean look at it this way: you want Muramana or Seraph's. The cost to get them includes the gold, but also the 20 mins on average to charge
one Tear. No matter how good of a score you get, it won't charge any faster than if you sucked and were gold-starved.
When i saw the new items i immediately wanted to try a super-mana-heavy build by stacking such items, only to find out that when one "Mana Charge" item is filled, others are reset to zero.
That is one of the few things i'll miss about season 2:
if you dedicated your build, runes and masteries to being a railgun on a stick by going Rabadon's + 3 Archangel's (or 2 & GA) + Void Staff + Sorc shoes, you could play a true AP burst assassin (not recommended on short/mid-range mages),
because the first stacked Archangel's would instantly set the charge of new ones to its own, creating multiplicative stats (mana * AP * rabadon's) for
glass cannon nukers.
Worked wonders on Ziggs and Xerath, who were already not in such a good spot. Don't kill them more
please.
Why have
so many new itemization options for AP's if you remove their only utility-less, balls deep cruise missile build? Burst damage is the only thing necessarily expected from a mid these days, other than CC, it makes no sense removing it.
It's as if suddenly Crit chance stacked multiplicatively for AD's, except worse.
I really liked the cost decrease to start charging Tear earlier (R.I.P Meki), but the charge reset is a much stronger factor than buying it 300 gold earlier really.