09-24-2011, 09:49 PM
(This post was last modified: 09-25-2011, 03:48 AM by Sigfried Hunin.)
My VERY PERSONAL, NOT PERFECT list of priorities:
My general idea is to always take the path of least resistance and to create paths for your team to take.
0: Don't stop moving. There should never be a time when you're just sittin on a turret unless somebody is coming for it, like, RIGHT THEN. When you're stagnant, you might as well be dead. LITERALLY.
1: Attack an undefended point. A point should be considered "defended" if an enemy player is seen or has recently been seen in the jungle near it or in one of the lanes adjacent and is NOT currently capping a point. If they are in process of attacking a point, they will not come after you (if they do, they're silly.)
2: A 1 person defend. In my opinion, this is the ONLY kind of defense there should really be unless you're doing some kind of strat that involves multiperson defense. If there is only one person coming at you and it looks like they're going to kill you, just bail. Let them take the point. It does the team no good if you die and you only occupy one person to do it. If it's a 2v1, you might consider running if there is a point you can go cap. If there aren't any available, undefended points to cap, stay and die to occupy the two attackers. If it's a 3v1 occupy them for as long as you possibly can. If they are throwing this many people at one point, they're leaving a lot undefended so you need to KEEP it undefended for as long as you can. 4&5v1s should just be run from. Go cap their shit. It's all undefended and they're going to kill you almost instantly anyways and cap the point, which leaves your team one man down.
3: Assist a teammate in taking a point. If you are close, go help somebody take a point. The difference between one person and two people taking a point is DRASTIC, and you get more gold and points for your team. not only that but usually the other team is going to send people to try and disrupt people from taking points. The first person in that scenario should CONTINUE TAKING THAT POINT until they are hit. The SECOND person's new objective is to prevent that disrupting member from getting to the point. Stop capping and go intercept them.
4: Drop a passive minion push. Use Promote or a Malz/Morgana pool on a wave, but then keep on moving. You don't stand in lane and push, but rather drop it and move on. If there are any of the tasks above to do, don't waste you mana or CD on this and rather just get straight to the fight.
5: Attack an enemy opponent. You should only ever attack an opponent you feel like you can kill in about ten seconds or less, you're intercepting, or if you think you can attract their teammates to come and help in their defense. If the enemy is breaking off and getting away DO NOT CHASE. Just leave them. You're using the only vital resource (your beautiful, capping hands) we have in this game on KDR, which doesn't really matter all that much. A tactic that tanky DPS can use is to attack a person when they have friends nearby but not so close that they'll kill you instantly. That many times pulls the others in and occupies them so your team can cap. Obviously don't do that if you're just gonna get merc'd.
6: Attack a defended point. This means you're going in to their base and killing their mans. It's usually pretty hard for one person to take another person off of a turret unless they're at low health or you're Akali/Twitch/OP fucker. If you have two people to spare and you can peel somebody off of a turret and take it, go for it. See if you can attract additional defenders. This is most likely used when they have more points than you do, so they should be more spread out. Remember to always take the path of least resistance.
7: Get Storm Buff. This buff is MADE for takin defended points. Ideally I think this buff should go to high attack power champs who are going to skill everything or tanky champs who are just gonna charge in and disrupt under the turret and eat all the turret hits like candy. This should only really be grabbed if there's not anything that's currently IMPORTANT to do. It's like the straw on the camel's back, IMO.
8: Push minion waves. I see people doing this shit all the time, and I'm like WHY ARE YOU DOING THAT. You can do this if you have map superiority and the other team is elsewhere on the map. This really factors into a more defensive strategy because if you push your minion wave up, your minions WILL take points, so keep it in mind if you're expecting people to be coming your way soon and you want to give them something else to think about. Promote is BAMF in this situation, and you can usually leave a few waves with a promoted fella to push for you so you can better defend.
That's all I can think of off the top of my head. What do you guys think should be changed?
My general idea is to always take the path of least resistance and to create paths for your team to take.
0: Don't stop moving. There should never be a time when you're just sittin on a turret unless somebody is coming for it, like, RIGHT THEN. When you're stagnant, you might as well be dead. LITERALLY.
1: Attack an undefended point. A point should be considered "defended" if an enemy player is seen or has recently been seen in the jungle near it or in one of the lanes adjacent and is NOT currently capping a point. If they are in process of attacking a point, they will not come after you (if they do, they're silly.)
2: A 1 person defend. In my opinion, this is the ONLY kind of defense there should really be unless you're doing some kind of strat that involves multiperson defense. If there is only one person coming at you and it looks like they're going to kill you, just bail. Let them take the point. It does the team no good if you die and you only occupy one person to do it. If it's a 2v1, you might consider running if there is a point you can go cap. If there aren't any available, undefended points to cap, stay and die to occupy the two attackers. If it's a 3v1 occupy them for as long as you possibly can. If they are throwing this many people at one point, they're leaving a lot undefended so you need to KEEP it undefended for as long as you can. 4&5v1s should just be run from. Go cap their shit. It's all undefended and they're going to kill you almost instantly anyways and cap the point, which leaves your team one man down.
3: Assist a teammate in taking a point. If you are close, go help somebody take a point. The difference between one person and two people taking a point is DRASTIC, and you get more gold and points for your team. not only that but usually the other team is going to send people to try and disrupt people from taking points. The first person in that scenario should CONTINUE TAKING THAT POINT until they are hit. The SECOND person's new objective is to prevent that disrupting member from getting to the point. Stop capping and go intercept them.
4: Drop a passive minion push. Use Promote or a Malz/Morgana pool on a wave, but then keep on moving. You don't stand in lane and push, but rather drop it and move on. If there are any of the tasks above to do, don't waste you mana or CD on this and rather just get straight to the fight.
5: Attack an enemy opponent. You should only ever attack an opponent you feel like you can kill in about ten seconds or less, you're intercepting, or if you think you can attract their teammates to come and help in their defense. If the enemy is breaking off and getting away DO NOT CHASE. Just leave them. You're using the only vital resource (your beautiful, capping hands) we have in this game on KDR, which doesn't really matter all that much. A tactic that tanky DPS can use is to attack a person when they have friends nearby but not so close that they'll kill you instantly. That many times pulls the others in and occupies them so your team can cap. Obviously don't do that if you're just gonna get merc'd.
6: Attack a defended point. This means you're going in to their base and killing their mans. It's usually pretty hard for one person to take another person off of a turret unless they're at low health or you're Akali/Twitch/OP fucker. If you have two people to spare and you can peel somebody off of a turret and take it, go for it. See if you can attract additional defenders. This is most likely used when they have more points than you do, so they should be more spread out. Remember to always take the path of least resistance.
7: Get Storm Buff. This buff is MADE for takin defended points. Ideally I think this buff should go to high attack power champs who are going to skill everything or tanky champs who are just gonna charge in and disrupt under the turret and eat all the turret hits like candy. This should only really be grabbed if there's not anything that's currently IMPORTANT to do. It's like the straw on the camel's back, IMO.
8: Push minion waves. I see people doing this shit all the time, and I'm like WHY ARE YOU DOING THAT. You can do this if you have map superiority and the other team is elsewhere on the map. This really factors into a more defensive strategy because if you push your minion wave up, your minions WILL take points, so keep it in mind if you're expecting people to be coming your way soon and you want to give them something else to think about. Promote is BAMF in this situation, and you can usually leave a few waves with a promoted fella to push for you so you can better defend.
That's all I can think of off the top of my head. What do you guys think should be changed?
[SIGPIC][/SIGPIC]

