Item Preview – Tons of Mana, just one Tear

First Riot Post
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Bearmangler

Junior Member

11-08-2012

seraphs stack active on blitzcrank... beep boop cant kill me now


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Trevallion

Senior Member

11-08-2012

The thing I really like about this change is that it clearly communicates how important it is to max the item out as quickly as possible. The current AA staff doesn't get cost efficient until it's nearly maxed out, but you have to do some number crunching to figure that out and to figure out how likely you are to max it out on a champion with really long cooldowns, like Master Yi or Teemo. I've seen people build AA staff on both of those champions :S It's good in theory, since stacking AA staff can get you the highest amount of AP possible, but it's a pretty bad idea in practice if you can't get close to maxing it out by about 20 or 30 minutes in.


Quote:
Originally Posted by Xypherous View Post
Yes. Probably a better path to get a Manamune as the second item if you're going to get *two* tears.
I was guessing Manamune would have the same active after maxing it out, but this comment sort of implies Manamune will be different. Any chance you'll share it with us? Pretty please?


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Cool Stuffz

Senior Member

11-08-2012

Ryze agrees with this update.


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cwcriner

Senior Member

11-08-2012

so what happens to manamune? does it self upgrade as well or does something else?


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Phoneixflare

Senior Member

11-08-2012

Ryze, Anivia, Karthus = even better now
Except I suppose the max mana went down...until seraph's embrace. Hmm...


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Phoneixflare

Senior Member

11-08-2012

Manamune should become...

MURAMANA

to keep with the theme of famous japanese swords. I think.


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idyemyhairbrown

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Senior Member

11-08-2012

Honestly, who even needs mana these days? Even on the most hungry of mana champions, it seems more golf efficient to get Athene's plus something that minimally contributes to mana (even a sheen -> lichbane is enough)


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DemonicAuror

Senior Member

11-08-2012

Quote:
Originally Posted by Xypherous View Post
Hey there Summoners. After my first post about the upcoming preseason itemization changes, which you can find [url2="http://na.leagueoflegends.com/board/showthread.php?p=31152189"]here[/url2], I’d like to talk about an item path that both demonstrates some of the updates we’re making to item tooltips and previews an upcoming item.

One of our primary goals in League of Legends is to facilitate “clarity of design,” ensuring that things work exactly how you expect them to work – and then some. With the preseason update, we’ve gone back and retuned a lot of our existing items to fit under this new paradigm and to basically re-tool some of our lesser used items into items that can fit into a wider variety of player builds. Let’s go into today’s preview item and its upgrades:

It’s pretty much the Tear of the Goddess you’ve all known and loved for quite some time. You cast spells, you gain maximum mana. It does give a bit less total mana than it did before, but it’s also cheaper at a new cost of 700 Gold.

The passive is mostly the same, with one key difference: Tear of the Goddess used to trigger on spellcasts; now it triggers when you spend Mana, including through the use of channeled effects. While these two effects are one and the same for most characters, any character that has a channeled effect that costs mana will now be able to use Tears to greater effect. Characters like Anivia and Karthus who were already excellent with Tear of the Goddess now have additional ways to trigger it, while some characters like Singed and Ashe will have a newfound ability to trigger Tear of the Goddess from their toggled abilities, opening up new item paths for those characters.

You may have noticed the new words ‘Mana Charge’ – this is part of our new item tooltip terminology. Unique Passives that are shared across items now have a unique name and indicator to call them out. Unique Passives with the same name don’t stack. This mechanic is something you’re already familiar with on existing items; we’ve merely called it out explicitly with new terminology in an effort to clarify our item tooltips.

Archangel’s staff has been similarly changed in line with the new wording and functionality, and has undergone similar cost / mana and trigger recalculations so it will fit better into our new item pricing paradigm.

Archangel’s staff also has the Mana Charge passive to indicate that this passive doesn’t stack if you build a new Tear of the Goddess. However, with the Staff you gain Five mana whenever you spend mana, rather than Four mana. Upgrading to Archangel’s staff will thus increase your rate of gain on the Mana Charge.

You may also have noticed that there’s one curious line at the end of the tooltip.

If you think about it there’s no real reason why gold has to be the only way to upgrade an item. In the case of Archangel’s Staff we wanted to create an upgrade that flowed naturally from the usage and theme of the item. But if you already have 1000 Mana and 10 Mana Regen per 5, what possible upgrade could you want from Archangel’s Staff? Just what are you going to do with all that mana anyway when you’ve charged this item for 25 minutes of the game?

-Xypherous

EDIT: Whoops. Oversight here. Tears of the Goddess will still charge off all the old spellcasts it normally did - my bad on that.

So you're trying to tell me were going to give ryze, who is already beefy and can deal decent damage, a 1k+ shield late game? Weren't we trying to get him away from stacking mana/defense items and building more ap?. Oh well i'm glad I don't play him, have fun when he's banned every game cause he cant die.


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Shimrra3

Senior Member

11-08-2012

Oh no! We can't stack Archangels for stupidly high AP anymore! Seriously though, looks epic.


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Wintermaulz

Member

11-08-2012

So What about Manamune? Does it have a similar upgrade path?