First off I'd like to say I agree with virtually everything said on the first post of the front page. This is another thing.
To all the supposed "Hecarim" players, calling his Passive "Not that good", it's clear to me you
A) Don't play Hecarim.
B) Play or Know Hecarim at all, to assume that his passive "Isn't that great" simply disgusts me to see people think this.
Quote:
Originally Posted by Alaidya
Oh god... -.-
A passive does NOT make a champ. Heca's passive has NEVER been great, it was decent to just get a little bit of silly AD just for building basic boots but you're building him very wrong if you're building him for MS just because he gets a minimal amount of AD for it...
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No Hecarim player in their right mind builds Hecarim flat MS. You've also got to be joking, Hecarim's Passive almost defines him as a champion, and you do know that the AD scales before the
MS soft caps correct? The reason's he can gank so well and effectively? That unit collision ignorance + minor AD buff. An example of a S2 MAX BUILD Hecarim would be,
Merc Treads, Trinity, FoN, SR, Randuin/Frozen Heart, IE.
Of which, 4 items grants bonus MS. Mercs give +70 Flat MS(17.5 AD) Right there is 20% MS from TF + FoN.
So typically you'd have with only merc treads,
320(+70) Base MS with no bolstering effects as Heca.
With MS Quints and Masteries you're up to~ 426.2 MS
At level 18, with only merc treads, you have + 27.25 AD. Just for having tier 2 boots.
Now this time with TF + FoN you're up to(After a even harder soft cap)~483.5 MS
At level 18, with masteries and quints int the equation this is now worth 46.75 AD which is
greater than the value you'd receive from a BF sword, would you like to say again that this Passive is not great? Let's not forget he has this AD buff ALL THE TIME.
Even while using Devastating Charge + Ghost + SR, you can obtain a value of 146.15 bonus AD on your next few blows.
Seeing how all boots lose 25 MS Mercs are now as +45 MS(11.25AD). There are dozens of changes to MS. Losing FoN is huge, and if anything i'd like NOT to build a wraith collar on Hecarim as much as it fits the theme.
Furor will most likely be the ideal enchant on Heca's boots. 12% Decaying MS, but MS nonetheless, so it's almost essentially a pre-nerf Trinity.
Not so silly when you do the math is it? If you want I'd be more than glad to post the work.
Quote:
Originally Posted by Alaidya
You build a FoN bc of the redic regen and the highest amount of Mr on a single item, not for the MS.
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If I had to choose between Banshee's Veil or FoN on other Junglers such as Darius or J4, I'd indefinitely take Banshee's. Why? Because it gives the bubble, but why not on Hecarim? Because Hecarim uses all 3 of those stats obscenely well. 99 times out of a 100 will Hecarim choose FoN over Banshee's BECAUSE of he MS. The HP5 + Heca's W just keeps him alive almost in all aspects of any team fight, even after taking a Nuke to the face, Heca can just keep trucking it out because of his W, his W is simply game breaking with FoN.
Quote:
Originally Posted by Alaidya
These aren't really "nerfs" they're just balancing these items around other things. Heca wont be hit that hard if you build him correctly.
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Read the title "Indirect Nerfs", just as these aren't directed towards Hecarim by name, they affect him regardless. Just as the dozen new mana items can be considered "Indirect Buffs" to Singed and Ryze.
Edit: Mercural Scimitar is a fantastic item for Hecarim if it's Price wasn't so high close to TF.
The damage for Mercural Scimitar is almost broken on Hecarim. Let's say we're using my build, and S2 items haven't changed and they've just added the Scimitar.
(320 Base + 70 Merc Treads) x (100% + 40%[Shurelya's Reverie] + 30%[Runes Masteries Trinity Force FoN] +27%[Ghost] +75%[Devastating Charge] +100%[Scimitar]
[(390) x (3.72) x (0.5)] +230 =
955.4 This is Hecarim's current Movement speed, for 1 second if done correctly.
955.4-320 = 635.4 Bonus Movement Speed.
635.4(0.25 Warpath Passive) = 158.85 AD Bonus for 1 attack. This value is the highest AD value imaginable in the game granted for 1 devastating charge attack.
So let's do this one last time.
258 AD + 158.85 AD = 416.85 AD - 107(Base AD) = 309 AD
Before armor mitigation, your Q now deals 190 + 309(0.6) = 375.91 damage.
Skipping all of Devastating Charge's work. Assuming your tiny target is a plant by the name of Zyra with a meager 65 armor(39% Dmg Reduction).
360(Base AD) + 309(Total Bonus AD) x (0.39) = 408.09 +229.305 (Rampage after mitigation) + 638.2125(Critical AD strike after mitigation + TF) = 1275 damage.
I'm pretty sure Devastating charge is not an on-hit, rather it applies a knockback upon it and falls under a different category.
Two things, I wrote this at 3AM. Another thing, I'm not sure if Hecarim's E can crit but you know. It's fun to watch outrageous numbers that can probably never happen.
Despite these changes, Hecarim will most likely lose out on 10%+ MS tops, which is horrible.