Friday, June 24, 2011

LeBlanc, The Deciever: A Review

Hello, friends. It's time again for a League of Legends Champion review. This time I have decided to review "LeBlanc, the Deceiver," a mage/assasin champion from Noxxus.


My first impression of LeBlanc was not as high as one might expect. I had heard several of my friends mention how amazing she was, so, when I logged in this week and saw her on rotation, I decided I might as well give her a shot. I started up a custom game and began by carefully reading her abilities and deciding how I wanted to build her. At first glance, her abilities did not really seem that useful to me, especially her ult, "Mimic" which cast a version of her last spell cast that does more damage. For me, this seemed like a rip off. I played for the first six levels with a growing sense of dislike for the champion, then I had to quit for reasons I cannot recall. However, I decided to give her another chance, and that was possibly the best decision I've ever made regarding this game. This time, I played past level 6, as well as studied her abilities a bit more closely. I began to realize how they could combo together, as well as a better order to purchase them in. It was at level 8, with nothing more than a Tear of the Goddess and a Blasting Wand, that I realized exactly how beastly she really was. I was able to nuke a Nasus three levels higher than me, and I had only one AP item. Soon, I came to understand EXACTLY how useful her ult is. So, without further ado, here is my guide to one of the most impressive champions I've ever played.

As I said LeBlanc's abilities are quite deadly, if you know how to use them. Her first ability, Sigil of Silence, deals magic damage to the enemy and places a mark on him/her for 3.5 seconds. If the target is affected by another of LeBlanc's spells while the mark is active, that enemy is silenced for 2 seconds and takes additional magic damage. Her Distortion ability allows her to teleport to a target location, dealing magic damage to nearby enemies. In the three seconds following the use of Distortion, she can teleport back to wherever she originally cast it from. Her third ability, Ethereal Chains, is a skill shot ability that, if it hits an enemy, deals magic damage and slows him/her. If LeBlanc stays within ranged of the enemy for 2 seconds, the enemy becomes unable to move and takes additional magic damage. Her ultimate, Mimic, allows her to cast a improved version of the spell she last cast, which does improved damage. Her passive, Mirror Image, causes her to become instantly stealthed for 0.5 seconds if she falls below 40% health. When she exits stealth, she creates a clone of herself that deals no damage and lasts for up to 6 seconds. However, this effect can only happen once a minute, but that is a ridiculously short cooldown for this ability,

When I play LeBlanc, I generally prioritize leveling her Sigil of Silence. Of all her abilities, save her ult, this one has the highest damage potential. Next I focus on Etheral Chains, as this ability allows her to slow an enemy and snare him/her. This is better then Distortion for chasing early game, in my opinion, as it allows her teammates to help, and it also allows her or her allies to escape more easily. It also helps later in team fights. So, my initial skill selection goes Sigil, Chains, Sigil, Distortion, Sigil, and Mimic. After this, I max out Sigil of Silence, and then focus on Etheral Chains. I don't generally start leveling Distortion until I have five ranks in Sigil and at least three ranks in Chains, but this my change with each game.

Her Mimic ability is really where LeBlanc shines. All of her abilities deal a high amount of damage, but with Mimic maxed, it does 40% more damage. That's a lot considering how much damage a Sigil of Silence can do. What's most impressive about Mimic is its cooldown time. At the start, it takes about 30 seconds until you can use it again. However, with the way I build her, I have it so that at level 18, it's only 15 seconds. That means every 15 seconds, she can kill almost anyone at full health. However, often it does not take her ult to be able to take someone down; her other abilities do quite well on their own.

LeBlanc is very dependent on understanding exactly what her abilities do and when to use them. One of her most used combos is to throw a Sigil on an enemy, and then hit him/her with Ethereal Chains. What happens is the Sigil deals damage, the become activated by the Chains dealing more damage and silencing the enemy for two seconds. As that happens, the enemy takes damage from the Chains, as well as becomes slowed. The silence from Sigil lasts 2 seconds, which is exactly how long it takes for the Chains to activate again, dealing more damage and rooting the enemy for two more seconds. This whole combo prevents the target from using any means of escape for four seconds, as well as significantly damaging him/her, making this a great combo for chasing.

Another deadly combo, the one I use to kill, is Sigil>Mimic>Distortion>Chains. The initial Sigil deals damage. The Mimic: Sigil of Silence deals 40% more damage and activates the initial sigil, dealing damage and silencing. At this point, the target is probably running, but in vane. Distortion teleports you to the target, dealing damage and activating the Mimic Sigil, which stuns and deals more damage (still 40% more than the other Sigil). At this point, even if the target is still alive and manages to throw of an escape ability (which is impossible as he/she is silenced), you can easily finish him/her off with Chains, since this deals damage and slows. Even the hardiest of tanks, who might SOMEHOW survive the initial damage of the Chains, cannot survive once they become activated, rooting the enemy, dealing damage, and allowing you to finish the job with auto-attacks or a now-useable Sigil if need be. The best part is, it will generally have taken you longer to read the first sentence of this paragraph than to kill the target.

I can honestly say I see no drawbacks to LeBlanc. There is nothing about her I dislike. Even her passive, which on many champions is often unimpressive, has helped me out many times. Often I have been close to death, and losing a third of my stacks on Mejai's Soulstealer, when my passive kicks in and allows me to escape.

Finally, I will finish off this guide by discussing how I build LeBlanc. The first ten or so games I played as her, I followed my generic build guide for mages: Archangel's Staff followed by Sorcerer's Shoes and Rabadon's Deathcap, which is generally where the game ends. However, I soon began to realize that this build was not fully capitalizing on her killing ability. She is an Assassin, and should be treated as such. So, I played around with a build, and this is what I settled on:

Start by choosing a Meki Pendant and two Health Potions. Because I normally choose Teleport and Clarity as my Summoner Spells, I don't have to get Mana Potions, as I generally do not run out of mana before I would normally recall. Getting Health Potions allows me to stay in lane against more harrasing opponents long enough to get the money for my next item. Next, I get a Tear of the Goddess and Teleport back into my lane. This is by far one of my favorite items, and I always get it first on any mage. Next, I get an Amplifying Tome and upgrade it to Mejai's Soulstealer as fast as possible. Generally, I avoid Soulstealer on Mages, just because it is such a risky item. However, LeBlanc can gain 20 stacks in a heartbeat, and keep them. After this I buy Boots of Speed, upgrade my Tear of the Goddess into a Archangel's Staff, finally grab Sorcerer's Shoes. Now I have three slots left, and the order in which I fill them differs depending on the situation. My three final items are Rabadon's Deathcap, Abyssal Scepter, and Morello's Evil Tome. Generally, I like to get Rabadon's first, then grab Morello's and finish with Abyssal Scepter, but sometimes I need the cooldowns from Morello's sooner, or I might need the magic resistance reducing aura of Abyssal Scepter first. Generally speaking, though, the order of these items is not that important, so just go with what you like best.

In addition to Rabadon's, Morello's, and Abyssal Scepter, you might consider the following items:

1. Banshee's Veil: If you're going up against people like Ashe, Ryze, or Annie, Banshee's Veil is almost a must have item. While the magic resist, health, and mana are always nice to have, they are nowhere near as important as the passive. Banshee's Veil prevents the next harmful spell that would be used against you. This means Ashe's ult, Ryze's snare, or Annie's stun, all of which can completely ruin your assassination, are blocked, allowing you to finish them off happily.

3. Rod of Ages: This is definitely useful if you seem to be targeted a decent amount and are unable to get your kills because of it. It comes with a nice amount of base AP, but also gives you some good health, as well as mana, which can work with your Archangel's Staff for more AP. These bonuses also increase for the next ten minutes. Generally, I avoid this item simply because it has to be built early to fully utilize it, which interferes with my other build. Also, I am generally able to get kills without having to worry too much about my health. Remember, only get this if taking damage is preventing you from getting kills. If you routinely get down to low health, but still kill your opponents, don't worry about it.

2. Zhonya's Hourglass: Generally, this shouldn't be necessary, but it might be at times. 100 AP is nothing to sneeze at, and the armor is always helpful. The only time I would see getting this is if you are constantly being targeted in team fights and are being killed before you can do anything. The activated ability of this item makes your opponents target someone else with their abilities, allowing you to drop back in once it's over and finish them off. However, if you know what you're doing, this shouldn't be necessary.

And finally, here's a few items you may think about getting, when you really shouldn't:

1. Void Staff: Under no cicrumstances should you get this item. Abyssal Scepter is an all around better item, having the same AP boost plus granting some magic resistance. And while Void Staff may grant a higher amount of magic penetration, Abyssal Scepter has an aura, making it apply to multiple enemies AND allowing those weaknesses to be utilized by your team as well. Always be a team player.

2. Rylai's Crystal Scepter: This item looks deceivingly useful, and on most mages, it is. However, on LeBlanc, it's pointless. If you're playing right, you should never need to have your spells slow the target. You already have a silence, a slow, and a snare, as well as the ability to teleport to your target. If you are still unable to catch people, you need to play someone else.

And that, my dear readers, is it for my second League of Legends champion review. I bid you all a good day and good luck.

Saturday, June 11, 2011

Inventory Management - Part Three

The title for this could also be: proof of not being an idiot.

I decided to go back to the VERY basics of what I could do for a bundle management system. Here is an extremely basic build of a system that could accept the very most basic stuff. It could sort of work though.

It still needs the ability to switch lengths halfway through the bundle, and it needs to have a much prettier output. Any step is a step though. I'll begin actually working on the classes and such now.

Here's the code:


#include <iostream>
#include <string>
#include <fstream>
using namespace std;

int main()
{
    // Declaring vars
    string bunk, species;
    int thickness, length, width;
    int sentinel = 99;
    int counter = 0;
    int bunkWidth[300];
    bool choice = true;
   
    // Prompts for input
    cout << "\nEnter Bunk Number: " << endl;
    cin >> bunk;
    cout << "\nEnter Species: " << endl;
    cin >> species;
    cout << "\nEnter Thickness: " << endl;
    cin >> thickness;
    cout << "\nEnter Length: " << endl;
    cin >> length;
   
    while (sentinel != 0) {
        cout << "\nEnter Width: "<< endl;
        cin >> width;
        bunkWidth[counter] = width;
        sentinel = width;
        width = 0;
        counter++;
    }
   
    cout << "\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nPrint Report? (y/n) ";
    cin >> choice;
    if (choice == true) {
        cout << "Bunk Number: " << bunk << endl;
        cout << "Species: " << species << endl;
        cout << "Thickness: " << thickness <<"/4" << endl;
        cout << "Length: " << length << endl;
        cout << "Width: " << endl;
        for (int i = 0; i < counter ; i++) {
            cout << bunkWidth[i] << endl;
        }
    }
   
   
   
}

Thursday, June 9, 2011

HAXX0RED

Most people, at some point in their life, decide that it would be cool to hack a certain webpage. While the vast majority of us will never actually hack something for malicious purposes.  But it's still cool knowledge!

Hack This Site is a wonderful and fun way to learn a little bit about hacking and just general webpage security. I've finished the basic missions and I'm on the fourth realistic mission. I'm going to take a look at the programming ones in a bit.

Also, these little exercises have me getting all sorts of awesome addons.  Check out Firebug and Tamper Data. They're both really cool, and for more than just haxx0rs.

Monday, June 6, 2011

How to Survive Like a Man!

So, I'm pretty big on the outdoors. While I didn't get a chance to do much while in school, and work and Jonna is keeping me from doing as much as I'd like to now, I really enjoy going outside and doing stuff. Whether it's just walking around, building something, or fishing.

In the spirit of adventure, I'd like to impart some knowledge to you. You can't really learn a ton by just reading some guy's blog though, you'll have to go out and do it if you want to *really* know. Of course, sometimes it's just fun to think about it.

Today we'll be discussing the simplest thing I can think of. Walking. "Oh Linell! We know how to walk!" Believe it or not (believe it), there's an art to walking in the woods.  If you just start walking, you'll either end up lost or just plain tired out.  There's one simple, easy, and obvious way to fix this problem that most people don't think of.

Down here in the South, and in any land that isn't akin to flatland, then you're going to be able to find a ridge.  A ridge is just the crest of a hill that goes through the woods.  They don't always go exactly where you want to go, but you can usually find one heading your way.  Why should you try to walk along the top of a hill?

Because it's free of huge dips in elevation, it has less brush to navigate through, and there are generally trails created by animals on these ridges.  They're the highways of the woods, as my dad once said.  In fact, most roads that are curvy were built on top of a ridge, because that's the easiest path to follow through about 99% of everywhere.

So, if you're just wanting to take a walk through the woods, follow a ridge or two.  They're much easier to find and remember, and they'll make the whole trip more enjoyable.

Go for a walk and enjoy the natural beauty of the world!

Sunday, June 5, 2011

Sequels, Prequels, and all the other Quels.

For a bit of a preface, I recently got Netflix. This has at least tripled the amount of movies that I watch.

I've noticed a recurring fact.  If there is a good movie with a sequel, the sequel is likely to suck.  While this is DEFINITELY not always true, it happens.  A lot.  These seem to be a few signs that a movie will not be as good as the original.  For proof, see The Scorpion King 2 and Troll 2.

1) The movie features an "all new cast."  I'm pretty sure that this is fancy movie speak for, "we didn't have the money to hire real actors."
2) The movie's poster features a badly designed monster on it.  Monsters in the movie itself can be pretty crappy looking without the movie necessarily being terrible.  However, if the crew of the movie couldn't even take the time to make the monster pretty on the posters, it's probably a bad sign for the rest of the movie.
3) Here's the big one! If the sequel or prequel doesn't follow the first movie at all. If the movie is supposedly following or preempting another movie, then the movie should at least try to do that.  The characters should at least be present, and there shouldn't be major discrepancies.  For example, in The Scorpion King 2, the main character's story doesn't make any sense when compared to the Rock's role in The Scorpion King.
4) The title says trolls, but there are no trolls in the movie.  There are only goblins.  Just sayin'.



ALSO: A friend of mine has created a blog in which he reviews movies.  He's always seemed like a pretty smart guy, and I'm sure that it's going to be interesting.  I read his post was actually pretty darn good, and I read it all the way though. Check it out!

Wednesday, June 1, 2011

Orianna, The Lady of Clockwork: A Review

For those of you who don't know, I am a HUGE fan of the game League of Legends, developed by Riot Games. About a week or two ago, the wonderful people at Riot Games began revealing information about the new Champion, Orianna. The initial information was simply a reference to a techmaturgical (technological magic) ball, along with a sketch of said ball. My interest was immediately piqued, and I closely followed all new information that was released. As soon as I saw what her abilities were going to be, I knew I had to have her. So, I have been saving up my points from the past week and a half so that, no matter how much she cost, I would be able to buy her. I was extremely nervous when I found out she had been released today, and I only 5400 points. If she had cost anything but the top tier cost, I could get her, but there was still that chance. I anxiously waited as my client patched, seeming to take far longer than usual. As soon it was done, I opened it, logged into the store, and found that she was not, in fact, priced as a top tier. I was overjoyed, and I bought her and immediately began to play her. What follows are my initial impressions of her, both good and bad.

First of all, I would simply like to say that she is one of my all time favorite champions, and I have only played her once. However, I knew she was going to be before I even played her. I had created a custom game, and was at the character select screen. I clicked on her portrait, and like all champions, she spoke. I actually think I felt giddy, which, anyone who knows me well enough, knows doesn't happen for just anything. Her voice was reminiscent of GLaDOS from Valve's Portal series. Her voice was obviously female, but also had a metallic, hollow feel to it. The previews Riot had given of her had mentioned that she seemed to the other champions to be nothing more than a hollow shell of a person. Little did I expect to get that feeling myself simply from hearing her.

After playing her, my initial impressions were only reinforced. Her abilities suit her very well, and I believe they add something to the team that has been missing until now. Her main form of attacking is through a device called The Ball. Orianna's abilities take form as commands to the ball. Her Command: Attack sends the ball flying off to a point, damaging all enemies in its path. Her Command: Dissonance releases an AOE effect around the ball that deals good amount of magic damage and then creates a field which slows enemies by 45% and speeds up allies by the same percentage, though this effect diminishes over time. Her Command: Protect attaches the ball to herself or an ally, shielding her/him from a certain amount of damage, and passively increasing the armor and magic resistance of whomever it is attached to. Her ultimate ability, Command: Shockwave, causes the ball to release an AOE effect which deals magic damage, and then after a short delay pulls all enemies in the radius towards the ball.

Using her abilities can be very tricky, but it is well worth it. She is definitely one of the most difficult champions I have ever played, because you have to focus not only on your own placement, but the placement of the ball as well. However, your enemies have to do the same thing. Because of this, she has excellent lane controlling ability, if she is played well. Another of thing that makes her difficult is understanding how her abilities combo together. Her abilities, on their own, do a decent amount of damage. However, if you understand how to combo them together correctly, your damage output is dramatically increased. For anyone who actually wants to play her, I am going to post a few combos that I think everyone should know.

1. Attack-Dissonance: This combo sends the ball towards a point, dealing damage to all enemies it touches, and then releases the AOE damage at that point. This is a great way to kill an enemy in a turret, as they have very little time to react.

2. Attack-Protect: One of the more interesting aspects of Orianna's Command: Protect, is that, as the ball flies towards its target, it actually deals damage to enemies it passes through equal to a percentage of the shield's strength. In this way, it actually acts as a weaker Command: Attack. This combo allows you to very quickly hit multiple opponents, making it great for taking out minions.

3. Protect-Dissonance: This combo, shields the target and then creates the movement enhancing/slowing field. This makes it great for allowing Orianna or an ally to escape from enemies, or allows them to chase an opponent more easily, as they can turret dive more effectively with the shield.

4. Attack-Protect-Shockwave-Dissonance: This combo is a team killer, but only works if you have a tank. You initiate with Attack, getting some damage in. Then, use Protect on the tank, allowing them to survive a little longer. This works especially well with tanks like Amumu. Then you use Shockwave to pull all enemies towards the tank, allowing for AOE damage to be more effective. Finally, you finish with Dissonance to slow any survivors to finish them off.

These are obviously not all the combos you can do, but they are some that I think are incredibly important to remember. Just keep in mind exactly what each ability can do, and you should be good.

There are a few other good points I would like to talk about. For one thing, the range of her abilities is very impressive. She has one of the largest ranges I've seen, which makes her great for fighting around turrets, as well as chasing enemies. Also, the cool down times of her abilities is very reasonable, making it quite easy to spam Command: Attack.

Now, as with every Champion, Orianna does have her downsides. For one, she is incredibly mana hungry. Her attacks don't necessarily use a relatively large amount of mana, considering Morganas abilities generally cost more than 100 mana, but they are used very frequently, do to the low cool down time. While her Command: Attack doesn't cost much mana, spamming it as is necessary can easily eat mana. Also adding to this is the fact that, for a mage, she has a quite low maximum mana. In order to counteract this, I suggest getting an Archangel's Staff as soon as possible, really even before getting shoes.

Also, her passive doesn't really impress me. Her passive makes subsequent auto attacks on the same target do additional magic damage equal to a percent of her ability power. While this can be useful, it doesn't really do enough for me to really enjoy it, as far as I've seen. Granted, I've only played one game with her, but I don't see it really improving. I would prefer something to counteract her low mana, maybe something like Veigar's passive that increases mana regeneration per mana missing.

Finally, I'm not too impressed with how her ability power stacks with her abilities. From what I can tell, most of her abilities only use about 60% or so of her ability power. What this means is that, in order to really use her well, it is imperative to build her with a LOT of AP, meaning items like Soul Shroud or Frozen Heart which would really help her aren't able to be fit into her build as easily. All this really means, though, is that she's a glass cannon, which is nothing new.

All this being said, I am really impressed with Orianna, and look forward to getting much better with her.

In conclusion, I want to talk briefly about particular items that I think Orianna can use well.

1. Archangel's Staff: As I've mentioned before, Orianna is incredibly mana hungry. Archangel's staff increases her maximum mana every time an ability is used, which is quite often for her. In addition, it also grants some decent AP, as well as increasing your AP by 3% of your total mana, which is quite nice. Build this first.

2. Rabadon's Deathcap: This is one of the best AP items in the game, in my opinion. It gives a great amount of AP, plus increases your AP by 30%. Get shoes before this, but then build it as soon as possible.

3. Rylai's Crystal Scepter: This item gives a good amount of AP, plus some nice health, but it's real use comes with its passive. Any time you do magic damage, you reduce the target's movement speed by 35% (15% for multiple target or AOE) for 1.5 seconds. This means that your Command: Attack, Command: Protect, and your Command: Shockwave all now slow enemies' movement speed by 15%. I'm not sure if this speed reduction stacks with your Command: Dissonance, but if it does, ouch.

Well, that's it for my review. I hope you enjoy Orianna as much as I do. Peace.