Proper Jax Runes and masteries

#1b0omstickPosted 9/15/2011 7:57:03 AM
Can someone post the best way to build jax for Runes and Masteries. I did this for akali and it worked out really well for me. Thank you in advance
#2FreshSushiPosted 9/15/2011 8:03:17 AM(edited)
21/0/9 or 21/9/0

AD marks
Dodge seals
MR glpyhs
AD quints
---
Play SSF4 AE: (Seth), LoL: (Scapegoats), 3SO: (Hugo)
Dark Souls is God.
#3JustAScrubPosted 9/15/2011 8:13:04 AM
FreshSushi posted...
21/0/9 or 21/9/0

AD marks
Dodge seals
MR glpyhs
AD quints


Getting the dodge masteries along with nimbleness is a must on Jax IMO, so getting at least 9 in the defensive masteries is necessary. Personally I'd go 9/21/0 on him.
---
Think For Yourself; Question Authority.
Apparently grapeade is satan's ball sweat, 'cause I seriously thought I was gonna die and go to hell.... --Zipdiggler
#4Ty_UnitPosted 9/15/2011 8:15:50 AM
Why do people always say AD over say, Arpen or Mpen?
---
Gamertag:TyUnit
#5crovaxfrostmanePosted 9/15/2011 9:08:01 AM
Ty_Unit posted...
Why do people always say AD over say, Arpen or Mpen?

Helps his early game more because it gives him health and damage rather than just damage.
---
Black FC: 2021 9008 6339
#6Vidy_ogamastaPosted 9/15/2011 9:44:53 AM
I personally go with-

Mpen Marks
Dodge seals
MR glyphs
AP quints

the AP quints alone will cover the bonuses you'd get from AD quints and marks. Then Mpen reds instead make you do a significant amount of damage more. Jax will NOT be autoattacking his enemy amazingly often, so MPen for his burst is significantly better.

I personally go 22/0/8 because I like the offensive tree, and jax doesn't need anything from the 9th point in utility. I give him the MPen mastery, and tend to avoid the crit masteries.

Empower > Leap. It gives more burst damage and costs less mana, helps with last-hitting if you're having a little trouble. The only issue is that if you leap on your enemy and get ganked, you're now a sitting duck because your leap will still be a 12ish second cooldown.
---
http://img232.imageshack.us/img232/2050/ttfaf5cw4.jpg
draynor.net/stat/gold/male/smithing_skillcape/Dr_Vidy.gifgamasta.png
#7Sid_IcarusPosted 9/15/2011 10:03:58 AM

From: FreshSushi | #002
21/0/9 or 21/9/0

AD marks
Dodge seals
MR glpyhs
AD quints


This is about right rune-wise, though Id replace the AD quints for move quints. That extra move speed helps early game, because if the opponent doesn't have boots, you generally can q+w harass them, and land 2 or so autoattacks without fear of them backing up.
---
Grandmother said this... "Make the world revolve around you. Its more fun to think that way." - Souji Tendou, Kamen Rider Kabuto
#8b0omstick(Topic Creator)Posted 9/15/2011 10:15:08 AM
So you wouldn't suggest health quints or at least one ?
#9crate3333Posted 9/15/2011 10:32:35 AM
Jax's damage is also pretty mixed (QWER all deal magic damage, but you're Jax so you're going to want to stand there just wailing on someone too) so penetration doesn't really end up being efficient.
---
The only opinion one should care about is one's own.
We did. You did. Yes we can. No.