Meh. I'll have a PD by 30 minutes either way, and I rarely find a time when running away solves a problem better than just shooting stuff until it's dead. --- If there's anything more important than my ego around, I want it caught and shot now.
#3This_Is_WhyPosted 9/28/2012 9:55:04 PM
hey man remember that time that --- http://i.imgur.com/LxVgM.png
#4g-cube_mastaPosted 9/28/2012 9:55:10 PM
[This message was deleted at the request of the original poster]
From: SupaPowers | #002 Meh. I'll have a PD by 30 minutes either way, and I rarely find a time when running away solves a problem better than just shooting stuff until it's dead.
Its really good for kiting, and keeping on your target. --- Gamefax
#6cjmithrandirPosted 9/28/2012 9:56:23 PM
I have 2 adc rune pages.
one has flat armor, flat mr, flat ad, and armor pen
the other has flat armor, flat mr, flat ad, and movespeed.
it depends who im against, but typically i prefer more damage than mobility, since you are constantly poking in lane anyways, and i want to win those poke wars in order to win the lane in order to carry my team --- "You'll prob'ly win or lose, it doesn't matter what you do" - Dyrus LOL IGN: Octavyan
Also I heard somewhere that phantom dancer is getting more nerfs? --- Gamefax
#8angermngment101(Topic Creator)Posted 9/29/2012 7:26:13 AM
so whats the consensus? Bad runes for adc? Good? Situational? --- Gamefax
#9Wrathchild91Posted 9/29/2012 7:34:52 AM
You get the AD quints for trades and last-hitting, if your support is exhausting/slowing their AD you shouldn't need the MS, and by mid game you'll have a Zeal/PD, so you're better off with AD. Movement Quints imo are more for bruisers like Jax who can really benefit from just a little more speed to get into gap-closing range