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edit: Some adcs don't need atck speed to kill; hou yi, ullr, chernobog, skadi, for example. You build them full burst mode, those gods need only 1 attack speed item to be dominant.
Some Assassins get it to help put them over the 200 Power for Heartseeker, rather than for the mana conversion passive. In fact, I'd say that's the main reason too.
So in the same amount of time it would take to fully stack transendence you could have...
Attackers blessing fully stacked, hidden dagger, full boots, full hydray's, and lv 1 lifesteal.
vs
Warriors blessing fully stacked, transendence fully stacked, full boots, and tower shield, or whatever else fits for tower shield's gold cost.
Yes you will end up with +5 power with trans, but you loose out on all the modifiers that make your power do more. So it really it is not worth it. Also it gets even worse as it will take longer to stack in game modes where you do not have dedicated minions to kill basically anything other then conquest. So other then the +5 power what do you really get just a bunch of mana you may not ever get to use due to needing to back to heal anyway or even get to due to a lot of people building that useless mana hammer with it.
You say not to get Trans first, but mention Hidden Dagger immediately after the starter item?
Crit early is a terrible idea, especially if you aren't finishing it.
You can also still get Attacker's blessing, or even Hunter's Blessing depending on the god/mode.
Your build suggestions seem to be for 2 different types of character.
There are some character that work better with it instead of crit anyway (or that could make good use of it at least).
The % of crit only matters when it goes over 55% other then that hidden dagger is all you really need and will activate at about the same noticeable rate. If you would just try it you would understand. Really take 10 or so rounds just give it a try and you will see yourself hitting a lot harder and a lot sooner then you would think.
And it is not like you are not going to finish it at some point if it goes that long but just having hidden dagger at the start of the match increases your threat level by a lot.
5 damage overall is 3 extra damage per hit it is not enough to make a change in number of hits it takes to kill but a chance at an extra 80 damage per hit every hit vs a static 3 is going to make a change in the time it takes to kill a target and as such makes you a ton harder to calculate by your enemy adding to your danger factor to them as it can happen more then 1 time during an engagement and it is something they now have to deal with the entire match.
So now by the time you finish up hydray's you are hitting these damage cancel followup 250-325+ shots. Hydray's gets finished really early in this build and is done near the 5-6 min mark and there is no stacking needed to get there which is about as long as it would take to stack trans. And until hydrays gets finished you have pen and crit as as with trans you have just extra mana that is not really doing anything.
Really I ask that you change your mentality on crit being bad early by looking at it saying low % chance it will never happen not worth it. Instead of just treating crit as an on off flag. Build both a trans start and this get to 6 mins in, and then compare how you are doing, Then ask yourself was the extra mana used at all or did your damage actually have more of an impact with the extra crits then it did with trans?
I 've tried building crit early before. Didn't like it. I'd rather have the extra attack speed, penetration and/or power before going crit so I can properly make use of it later. Delaying those items means I delay when my crit is actually going to be effective.
I much prefer a Transcendence start to a crit one. Getting extra power that is consistent is much more of a threat than a 5% chance of getting extra power. It's only 5%, they don't need to do anything with that. But if I have an extra 30-60+ power going into every hit that will also effect my abilities? That's something they need to consider.
The issue for me is it is relying too much on that 5% to deal extra damage. I would rather have more consistent damage early on. Later, depending on the build, I'll get Crit because the extra Attack Speed I have built up to that point will make up for the low crit chance (assuming I don't have enough to buy a full crit item yet), or to make full use of the Crit if I have a higher chance item.
Plus, you'll have penetration built before crit so you aren't having your damage mitigated as much.
It is at least partially down to playstyle. I find myself poking the enemy where possible, so Minions switch targets. But characters and matchups can affect it too. I wouldn't get Crit on Neith for instance, but I would on Artemis.