How to rune for caster heroes

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mOeeOm

Senior Member

01-27-2010

Hey, had a question to the LoL experts on how they are runing for "caster" heroes, torn between ability power/penetration/cooldown reduction.

Late game you have so much mana you can use your spells for a while so no mana regen, but with full tier 3 ability power runes you get ~84 ability power, would that be the best way to go? I don't know if it makes that much difference considering heroes scale differently, but runing all cooldown reduction can make or break games the most imo. I don't know the math behind spell pen so if a pro knows, any help is appreciated thanks. If it means anything the hero I play the most is nunu who scales well with ability power.


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ChaoticHypnotic

Senior Member

01-27-2010

I would take (in order of preference):

Magic Penetration
Magic Resistance
Cooldown Reduction

AP is too easy to get from items.


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Kersei

Senior Member

01-27-2010

Marks - Magic penetration for sure
Seals - Either hp/lvl, or mp5/lvl
Glyphs - Either AP/lvl, flat CD, or mp5/lvl
Quints - Flat HP is probably best here

It will depend on who you play the most and what kind of items you use, it will also depend on summoner skills (teleport is a mana regen tool).


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JunkRamen

Senior Member

01-27-2010

Red: Magic Pen
Yellow: Dodge or HP/lvl
Blue: Magic pen or -CD
Quint: Flat HP, though some like magic pen.


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mOeeOm

Senior Member

01-27-2010

Why the flat cooldown reduction 0.65% instead of the 0.9% at level 18?


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Kersei

Senior Member

01-27-2010

Quote:
Originally Posted by mOeeOm View Post
Why the flat cooldown reduction 0.65% instead of the 0.9% at level 18?
You can get either, work it around your item builds/masteries.


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DonkeyBalls

Senior Member

01-27-2010

Why do people recommend quintessence of fortitude over quintessence of vigor?


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JunkRamen

Senior Member

01-27-2010

Quote:
Originally Posted by DonkeyBalls View Post
Why do people recommend quintessence of fortitude over quintessence of vigor?
+93 hp is more likely to save your life than that regen. Health regen isn't a bad stat, but I'd take extra health easily.

As far as -CD vs -CD/lvl goes, I'd say go for the scaling version. First of all, it's cheaper. Also, -CD is a late game stat IMO... spamming that much more early game just ooms you fast.


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Kinney

Senior Member

01-28-2010

Quote:
Originally Posted by JunkRamen View Post
+93 hp is more likely to save your life than that regen. Health regen isn't a bad stat, but I'd take extra health easily.

As far as -CD vs -CD/lvl goes, I'd say go for the scaling version. First of all, it's cheaper. Also, -CD is a late game stat IMO... spamming that much more early game just ooms you fast.
-CD is hugely important midgame if you play a hero that relies heavily on their ult and needs it up whenever possible, though (Ryze and Fiddlesticks come to mind).


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EnderA

Senior Member

01-28-2010

For casters, I like:

Marks: Magic Penetration (Obvious choice)
Seals: Flat HP
Glyphs: Flat CD
Quints: Flat HP


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