(If I'm posting this in the wrong place, forgive me!)
Okay, so I may not have posted here, like ever, but I wanted to talk about the AD mindset, and what I typically see playing against other carries, or what I see my own carry is doing as a support.
Keep in mind, this is with my experience of over 3000 games, in the last 4 years, and not saying that I'm absolute awesome at this game, but I'm not inexperienced, and I probably DO know what I'm talking about.
In normal games, nobody usually gives a F*** but, I see several of my carries rushing Blood Thirster first item, after T2 boots, usually 'zerkers. I say that this approach is a BAD IDEA. Why? You get none of the survivability that you need early game when people jump on you, either from a jungle gank, or from that lane alone, and 'zerker boots aren't going to help you lifesteal that much if you don't have attack speed! As a support, nothing makes me more angry when I can punish a carry for being out of position(as leona, most of the time) and my carry dies, and I have to run away or get kills that should have been my carries. If my opponents have stuns, don't for the love of god, get 'zerkers. Additional attack speed doesn't do you any good if you're stunned the entire time, and get bursted, and lifesteal isn't going to help you when you're stunned.
Another thing. Not having any Magic resist or Armor even as an AD carry just screams out stupid to me. Mages can sometimes get away with this, because they have the crowd control necessary to keep people away from them(and do most of the damage, like annie), but AD carries rely on steady outputs of damage, which means being able to stay in range to continually do damage. I play my Ashe with 4.5 Movespeed quints, 15 armor pen, 13 flat armor, and 24 MR at 18. Why? Because with Ashe, it's all about positioning and kiting. If you get out of position, I can continually harass you with frost shot, and if you come back, I can slow you and run out. If I get ganked, flash and those movespeed quints helps. The same thing I think applies to a lot of the AD carries. Get in position to continually hit people, and be able to get out safely.
I also see people either *****ing or nothing at all about this particular subject: wards.
When I play any role in the game, I buy wards. Maybe not first, and maybe not as a priority, but I do get wards. I've seen my carry ***** at me for completing my philosopher stone and heart of gold instead of getting 20 bazillion wards. If my opponents are smart, they can get pink wards and completely negate any ward that I may place down, making regular wards in my inventory dead gold and unusable. Anybody else can get wards, and not just the AD carry. Since the support usually has no other source of income other than to wait it out or the occasional gank, it's pretty slow compared to farming minions, and continually buying wards is a waste of money. AD carries can help even just a little bit by buying wards every once in a while to help out their support and team with dragon vision and brush vision.
On the topic of summoner skills, I see heal on a great deal of carries as well. I don't get this. If you get ignited, your heal is useless to the amount of damage that I can put out. One example is: if I can jump on you with leona's leap, stun you, ignite you, and then you heal, that little amount is probably worthless, compared to an exhaust for the opposing carry. Going into late game, if you get caught, heal isn't going to do you much good versus a slow exaust, or ignite for additional damage and cutting down other people's lifesteal. The only application that I can see it being good for is for bait duels or bait tower dives, which don't happen if your opponent is smart, and ignites you, and by that time, you're already running again, because it was bait in the first place! I can't really say that pushing is a viable use of that summoner skill, because a health pot or a teleport are both much better in my opinion than heal.
Why do I see AD carries rushing BT first?
Why do I see AD carries playing with no resistances?
Why do I hear that supports are the ones that needs to buy wards?
Why do I see AD carries with heal?
(Oh, since I'm ranting, I might as well tell this story. For the love of god, don't first pick soraka to be mid in ranked. I said this to him, and I'll say it now, but that mid potential is WASTED. Yes, soraka has heals, but, if your jungler gets ganked, or needs help, your heals aren't going to do much if they're continually crowd controlled. People also aren't stupid enough to continually stand in star call either, so that offensive is garbage. Her silence range is much shorter than say, brand's pillar of fire, making her no mana costing harass useless. Soraka is a much better support for bot than in mid. -_- )
I'd like to hear your comments on what you think when you play AD carry, or support for said carry. Do you just don't give a **** to what your support does, and just farm? Or do you play aggressively because you want to zone out their AD carry? Etc, etc.
Here are my opinions on it. As a AD carry my role is to farm/kill/generate enough gold to be a DPS machine later in the game. Going towards these goals I feel like the Meta makes sense.
BT gives a decent amount of damage and sustain from the bottom lane poke so I don't think its a bad idea to rush it if i'm doing well.
I generally play armor seals mres per level blues and I generally pick up a defense item piece later. Building tanky isn't the ranged AD carry's role. Generally I'll just take somethign to survive a burst from there AP mid.
As far as the bottom lane goes support should buy wards imo as well as jungle/top/mid. Many of the support heroes can support well without a large amount of gold
Heal is immensely powerful early game. Stronger then ignite. It honestly gets less useful later on but if it will save me from a gank or win me early fights its well worth the spot.
Also if they can get pink wards so can you it goes both ways. The wards aern't useless at all. If your paying attention and ward correctly its pretty near impossible for there jungler to take you unless tower diving.
First off, thanks for the replies!
Now, down to discussion.
FaerellG pretty much answers you here.
AD carries are, by the nature of their role, meant to build as much sustained DPS as possible. Their defence lies in positioning and the wards and protection and peel abilities of their teammates.
I don't usually go early BT(other then on Urgot where I don't actually build an IE) because I prefer going for an early IE. However, there's certainly an argument in favor of it, and I've seen it come out early in tournament games by professional AD carries, so obviously it works.
As far as resistances... the AD carry isn't supposed to be taking damage at all. As I mentioned above, positioning and teamwork is the key there. Again, with Urgot, I build differently, but Urgot is not a traditional AD carry.
With warding, it's not just the support - however, in bottom lane, it is. The AD carry needs to scale as quickly as possible, and has a lane partner whose entire purpose is to passively generate gold. There's no reason an AD carry with a halfway competent support should ever need to buy wards during laning.
Heal can often give you that edge you need to win early fights in bottom lane. As the only lane with consistently more then one champion, the heal is much more effective there then in any other lane, and can often be used to bait your lane opponents into overcommiting. It also has limited use in the early midgame to sustain teamfights, although it does fall of lategame. Cleanse is another common AD carry spell, although I have yet to learn to use it effectively, so I stick with heal.
Hope that helps answer some of your questions.
You're also right that a mix of AD, AS and Crit make for the highest DPS. This is why most AD champions go:
Boots +3 pots
BF sword rush (unless they need Doran's Blades for early laning)
boots -> Zerker Greaves
BF sword -> IE
This gives you AS, Crit, AD, as well as life steal. It's a better mid-game set up than a rushed BT for the majority of AD carries.
But like I said, for some champs, the raw AD is just better.
Sivir is my main AD carry. The reason raw AD is better on her is because she can effectively Quad-hit if you time her abilities right. BB is 2 hits, then auto-attack and Ricochet to reset the auto attack. You don't need AS to get that damage, so you can afford to ignore AS for a bit. Additionally, her ultimate grants a huge AS boost.
compared to other AD carries, Sivir is more about burst damage. A solid double hit on her BB can shave off half the HP of a squishy opponent, and stacking AD is much more conducive to that early game style of harass and nuke.
So for Sivir, I often start Doran's Blade rather than boots. And I try to make my first purchase a BF sword boots and Vamp Scepter and rush a BT for crazy amounts of nuke with my BB.
A Blood Thirster is a good first item if you're ahead and not dying so you can keep the stacks up. An Infinity Edge is a better item if you're behind and/or death prone for the guaranteed flat damage. For champions with a built in AS 'roid, they're also better off building damage early since they can buff their AS naturally. Moreover, if you have a Nunu on your team, you have the option of delaying AS items a bit because of his W.
As for counter warding, just because they destroyed your ward doesn't mean you can't ward. Ward your tri-brush. Ward their tri-brush. Ward further up the river. If you can see the jungler up top, you can sneak in and drop a ward at their red or blue camp. Based on where your ward was, you should have a general idea of where the enemy pink is so you just ward around.
To your point of items on a support, you actually don't need them. If you know what you're doing, abilities and being a body is enough. I'm going to use a jungle game as my example but since the jungler is effectively a different type of support the point is valid. One game, I jungled Cho'gath up to 3k+ gold with nothing but a Regrowth Pendant. In ganks, I didn't need to deal damage. I just needed to disrupt the enemy champion(s) enough for my lane to clean up. You can apply the same principle to a bot lane support. Leona doesn't need a Philo Stone to effectively dash in and stun for the carry to follow through. Her abilities and her presence are enough. Janna doesn't need items to poop whirlwinds. My point is, while GP10s are nice, not getting ganked is even nicer. If I'm ahead I will usually toss in for wards as a carry so my support can buy boots, but the hallmark of a support champ is being able to perform their job with little to no gold.
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