Influence Points and Progression

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Jakal Storm

Junior Member

06-20-2010

While I like the added depth that runes and masteries seem like that they would add to the game, I'm worried about spending 100+ hours getting runes and unlocking characters only to find out that I put influence points into the wrong runes.

How long does it take, from scratch, to unlock all the heroes and the necessary runes? Approximately how long to get to lvl 30? Are you at a severe disadvantage without having all characters and runes unlocked as well as not having points in the masteries? Should you put influence points into characters or runes first?


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Pie Slice

Senior Member

06-20-2010

people recommend you to spend on some RP to unlock heroes and save the IP to buy a full rune page once you hit lvl 21, well I believe unlocking heroes is more rewarding if you can't afford RP.


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TKana

Senior Member

06-20-2010

I can give myself as an example if you'd like:

Ive played over 1000 games. Assuming thats 30 mins per game, so thats about 500 game hours (not including waits/runebook changes etc)

I bought the collectors edition and the champion bundle, which means i had 40 champions i didnt have to collect.

Assuming an average of 100 IP per game (you get about 120 per win, 80 per loss), that means ive made over 100.000 IP.

That has given me:
all other champions
nearly all runes i could need
around 6-7k IP reserve incase a new champion is released.

If you plan on hoarding IP to unlock everything, i expect you'd easily need another 100.000 IP, which would would be a total of 2000 games played.

Personally, i recommend grabbing three or four champions with similar roles. If you do that, you can come by with just one runebook, and your costs would be only about 30.000 IP. After that, start hoarding IP and buy whatever you think you'd want.

EDIT : Oh, and you can assume about 200-250 games till level 30.


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cwatz

Adjudicator

06-21-2010

RED: 1 page for magic pen, 1 page for armor pen
YELLOW: Either health per level or dodge for both books
BLUE: Cooldowns or cooldowns per level for both books
QUINTS: Flat HP

This is a good setup on every single champion in the game (one page for caster, one for physical, tanks are fine with these too), and in many cases the ideal build for them at the moment. This allows you to get effective runes, without having to worry about spending a ton of IP on them, or wasting IP.

As far as champions go, youll want to buy a few that you really enjoy in playing to start with. After that you can use these champions and the free weekly ones while you build up your rune book. After you get your rune books settled you can then go ahead and start getting champions as you please.

Lastly you can always use riot points to get champions or boosts to speed up the process if you want.


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JonnyThinkChamp

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Senior Member

06-21-2010

Use RP, buy a few champions you love. Save IP like mad, because having a full page of tier 3 runes specialised at lvl 21 kicks ass, and you'll notice the difference. Problem being, that full page will cost 10k IP easily.