A level 20's Jungle Rune Page costs 7790 IP?

#1TheDarkNerdPosted 2/16/2013 3:16:22 PM
Man, that's a lot of coin to sack away if I want to be jungle-ready at level 20.

This is, of course, based on the math that I'm taking 6 Attack Damage Marks, 6 Scaling MR Glyphes, 6 Armor Seals, and 2 Move Speed Quintessentials. If I wanted to swap out Attack Damage for Attack Speed, that's an additional 1230 IP, bringing the cost up to 9020 IP.

Not to mention that's just one rune page. If I also wanted to make a second one, say for example an AP page of MPen reds, armor yellows, ap blues, and ap quints, that's 8560 IP, but of course armor yellows overlap, so the total cost there is only 15120 IP.

My god, I know people say, "save up for level 20", but this feels almost ridiculous. If I know I have to specifically set aside this much IP and only touch IP going over this limit, it might very well be a while before I buy another new champ, especially if that champ happens to cost in the 6300 range. Plus I have to keep in mind that by the time I get to level 30, to keep going the course on the rune pages I have will require a rough 50% increase in cost, plus 6300 and even more rune costs for every additional rune page I decide to make.


Do people really normally build level 20 rune pages right away? I mean, I've been taking it fairly slow, with most of my games earning me first wins, but at this rate I don't even know if I'll make that arbitrary target.
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#2OmegaFlare18Posted 2/16/2013 3:16:57 PM
welcome to LoL
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#3MangoPiratePosted 2/16/2013 3:21:16 PM
I had about 10k IP that I saved up for 3-4 levels and just got two pages right away
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#4WayavasPosted 2/16/2013 3:26:40 PM
I remember playing Garen and beating Darius everytime 1 v 1 and he was complaining of how a 450IP champ cud defeat a 6300 champ and I told him "the runes man"
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#5EphidelPosted 2/16/2013 3:27:07 PM
Not everyone gets the runes, but you'll have a nice advantage over the people who don't, and it's better to do it sooner than later. This is how Riot encourages players to just buy champions with RP, but you should have plenty of IP for some really good champions if you spend it wisely. Just don't blow too much IP on the 6300 champions. There are tons of good ones that are just 450/1350. And there's a lot of time between level 20 and 30, so you'll have enough for the runes by the time you really need them.
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#6iiTryhardPosted 2/16/2013 3:27:48 PM
all you need to jungle is armor yellows
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#7AppleframerPosted 2/16/2013 3:31:44 PM
TheDarkNerd posted...

Do people really normally build level 20 rune pages right away? I mean, I've been taking it fairly slow, with most of my games earning me first wins, but at this rate I don't even know if I'll make that arbitrary target.


I didn't, personally. I wasn't over-thinking the game pre-lvl 20 and wasn't planning ahead, and it took me a little while longer to fill out my rune pages properly, but it was no big deal.

I do know someone who saved up all of their ip up to level 20, and by time he got there he had 20k+ saved up, so he was able to fill out 2 full rune pages at 20 with some extra ip to spare.

Either way, if you are sticking around long enough for rune pages to matter, you'll get there quickly enough. According to that site that estimates how much IP you have earned ever put me at 235k+ IP.
#8DesertShinobiPosted 2/16/2013 3:32:15 PM
u really only need to get ap reds and ad reds for the two different rune pages. Both use armor yellows and scaling mr blues really well. You also cant really go wrong with movespeed quints for any role. Some might use them better tahn others but they are good on all classes
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#9HeroshiX2Posted 2/16/2013 3:38:02 PM
I remember when flat hp tier 3 quints were the go-to "good on anyone" choice.
#10WebBowserPosted 2/16/2013 4:00:37 PM
HeroshiX2 posted...
I remember when flat hp tier 3 quints were the go-to "good on anyone" choice.


They still are great on laners, but jungle really wants those MS quints to catch folks.
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