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On runes

Harvesting notes on Runes from the mega-thread

October 2010

A year ago, so this material is dated, I'll try to clean it up.

Atlas Wrote:BOTTOM LINE- Buy tier 1 runes, until level 20, that is when you can buy tier 3, at level 20 start buy tier 3

VoiceOfUnreason Wrote:There's a "Rune Combiner" available via the recycle button on the runes page on your summoner profile.

It has two modes of operation - 5 assorted runes of a given tier can be traded for a random rune in the next tier OR 2 assorted runes of a given tier can be traded for a random rune in the same tier.

There are 15 IP runes available in tier 1. 25 * 15 = 375, which is cheaper than all but 17 of the 93? different tier three runes available. 4-1 odds of improving the cost of the runes -- but random assignment, so you may end up with worthless junk anyway. Assuming the replacement runes are generated uniformly, which may not be valid.

In short, if you do decide to invest in tier 1 runes
1) buy only what you need (6 red/yellow/blue plus one purple)
2) buy the weaker analogs of the runes you really want
3) recycle your tier 1 runes first



Atlas Wrote:One other thing i would mention is a good generic set up for Runes (the one i use b/c I still play like 5-6 different characters) is as follows

Physical Damage Champs
Marks (the red ones) armor penetration- full set of tier 3 (7 total) = 2870 IP
Glyphs (the blue ones) magic resist- full set of tier 3 (7 total) = 1435 IP
Seals (the yellow ones) armor- full set of tier 3 (7 total) = 1435 IP
Quintessences (the big ones) health- full set of tier 3 (3 total) = 6150 IP

total IP 11,890

These days, 9x rather than 7x so

3690 IP - Red Marks - Armor Penetration - 9 x 410
1845 IP - Yellow Seals - Armor - 9 x 205
1845 IP - Blue Glyphs - Magic Resist - 9 x 205
6150 IP - Purple Quint - Health - 3 x 2050

13,530 IP Total

Atlas Wrote:Magic Damage Champs (casters)
Marks (the red ones) magic penetration- full set of tier 3 (7 total) = 2870 IP
Glyphs (the blue ones) magic resist- full set of tier 3 (7 total) = 1435 IP
Seals (the yellow ones) armor- full set of tier 3 (7 total) = 1435 IP
Quintessences (the big ones) health- full set of tier 3 (3 total) = 6150 IP

total IP 11,890

But you don't need 22K plus IP, because you can recycle runes for each page in your book you only need one set of the above mentioned Glyphs, Seals and Quints because they are repeated in each rune set up. The only difference is the Marks armor pen v. magic pen. So you really only need 11,890 + 2,870 IP = 14,760 for 2 rune builds that will work pretty well with about any character.

3690 IP - Red Marks - Magic Penetration - 9 x 410
1845 IP - Yellow Seals - Armor - 9 x 205
1845 IP - Blue Glyphs - Magic Resist - 9 x 205
6150 IP - Purple Quint - Health - 3 x 2050

13,530 IP Total

17,220 IP Total for both sets.


At the time when I was putting my tier 3 rune page together, Speaker persuaded me to swap in flat health yellows ( 9 x 820 ) instead of Armor yellows, which raises the price of the full kit to 20910 IP.

Here's another breakdown

http://na.leagueoflegends.com/board/show...p?t=556890
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In 2010, Hallowe'en and Christmas both featured special, limited time runes that were more economical than their tier-3 analogs.

I haven't seen any announcements one way or the other for 2011, and the store currently lists no limited availability runes.
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There was also some free runes available for a time from Razor, but the website was horribly bugged and never worked for me.

Seyruun had a really nice post about jungler runes a month or so ago, that would be nice to add if you can find it.
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Tyrmith Wrote:Seyruun had a really nice post about jungler runes a month or so ago, that would be nice to add if you can find it.

Whatever I wrote there is dated. Granted, the info is 99% still viable, but my current rune setups for each of the jungling champions I frequent is as follows:

Warwick / Gangplank / Nocturne / Xin Zhao
6 Attack Speed reds/3 ArPen reds
Armor yellows
Magic Resist per Level blues
Armor Penetration quintessences

Amumu
Magic Penetration reds
Armor yellows
Magic Resistance Per Level blues
Movement Speed quintessences

Lee Sin / Nocturne (?)
Armor Penetration reds
Armor yellows
Magic Resistance Per Level blues
Attack Damage quintessences

Olaf / Trundle
Armor Penetration reds
Armor yellows
Magic Resistance per level blues
Armor Penetration quintessences

Fiddlesticks
Magic Penetration reds
Ability Power Per Level yellows
Ability Power Per Level blues
Ability Power quintessences

If anybody cares about my input on jungling I can now keep that list on my account so that I can edit it. I'm being very, very picky about runes lately; I can't seem to figure out the best setup for each champion and it kind of bugs me. And I also don't like how I have a lot of setups that are only there for certain champions (Fiddlesticks). As an example: my Trundle/LS runepage is also good for AD carries if I am ever supposed to play one, and my Amumu page is also my Lanewick page. And then Fiddlesticks is an awkward mix of runes that I could only conceivably run on Annie, otherwise it's just uncomfortable. But that also means that if I ever am to play Udyr, I have to run my Gangplank page on him because it's the closest to the best possible one. And the Armor Penetration on Phoenix Udyr is a bit of a meh stat; I'd rather run Aspd/Armor/Mrlvl/Aspd any day but I don't have room.

That's why I'm reluctant to make a Nocturne-exclusive runepage that would give him some more Attack Speed which on Nocturne is immensely useful. I don't know if I should just run Nocturne with my Gangplank runepage because that one has significantly less Armor Penetration and it kind of saddens me. I will keep testing them out and updating this list with time.
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Deceptus Wrote:Amumu
Magic Penetration reds
Armor yellows
Magic Resistance Per Level blues
Movement Speed quintessences
FYI, this is what SaintVicious uses for phoenix-style Udyr.

"There is no wealth like knowledge. No poverty like ignorance."
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Speaker Wrote:FYI, this is what SaintVicious uses for phoenix-style Udyr.

what is this i don't even

EDIT: I'm running a generic AP carry page on Fiddlesticks now
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Deceptus Wrote:what is this i don't even

EDIT: I'm running a generic AP carry page on Fiddlesticks now
I guess the idea is that phoenix Udyr kills all the creeps so fast with his AOE, so attack speed doesn't matter as much.

"There is no wealth like knowledge. No poverty like ignorance."
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And I guess make his early ganks more potent.

I was listening to one of the high level junglers talk one time, he said that there was two types of junglers, the kind that saw themselves as a support, and the kind that saw themselves as a carry. The kind that sees themself as a support is only going to jungle enough to stay on level and is going to do what ever is needed (ie ganking/warding/counter-jungling/etc) even if it hurts them, while the other category is going to focus purely or almost totally on getting as strong as possible as certainly as possible after the landing phase. It was an interesting insight that I hadn't thought about before really.
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Tyrmith Wrote:And I guess make his early ganks more potent.

I was listening to one of the high level junglers talk one time, he said that there was two types of junglers, the kind that saw themselves as a support, and the kind that saw themselves as a carry. The kind that sees themself as a support is only going to jungle enough to stay on level and is going to do what ever is needed (ie ganking/warding/counter-jungling/etc) even if it hurts them, while the other category is going to focus purely or almost totally on getting as strong as possible as certainly as possible after the landing phase. It was an interesting insight that I hadn't thought about before really.

Yup, that was Saintvicious (carry) talking about himself compared to TheOddOne (support).
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On jungling runes: I actually really like this as a generic jungle page:

Red: 3 ArPen, 6 Aspd
Yellow: Armor
Blue: CDR (Aspd is good too, MR is never bad)
Quint: 3 Aspd

The combination of 3 Arpen + Sunder in the offensive masteries gives enough Arpen to reduce about half the jungle creeps to 0 armor. I find that after that Aspd improves clear times more than Arpen.

I have specific pages for a lot of junglers, but the above should work for almost all junglers who don't require specific set-ups (like fiddlesticks). It's less of a carry page than stacking Arpen, but I love fast clears.
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