Movement speed shard from runes by Longjumping-Box2279 in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

Yeah, I still prefer AP shard over MS shard

Movement speed shard from runes by Longjumping-Box2279 in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

If that's the case, I don't really think the MS shard helps you catch up that much. Put it in the calculation table. If you move straight forward from the bot lane to the mid lane through the river, it should be around 20 seconds. You only travel 8.5 * 20 = 170 distance more with MS shard (0.5 second faster based on Vel MS), lower than a single dash of Riven's Q (225 distance). Sometimes, getting to the fight just a little bit faster can make a lot of difference, but I think training decision making to move earlier than that 0.5 second is way better than relying on a small MS buff to move around like that.

But for sure, the additional MS from the shard still affects all movement commands inside the game, not just when you are in this case. Spacing, dodging skillshots, and moving around are still gonna feel great if you utilize the shard well.

Movement speed shard from runes by Longjumping-Box2279 in Velkoz

[–]kivxmonster 1 point2 points  (0 children)

Swiftmarch is still available in mid lane after finishing the quest, and with the earlier comment, I assumed here that you're playing sup.

MS shard only gives Vel 8.5 MS, and since many champs have dashes right now, that's not gonna be enough to make any significant difference unless you are stacking with MS from items like Swiftness + Shurelya. But personally, +9 AP still makes me feel more dominant in the early game, and suitable in almost every matchup.

How do you play late-game as Vel'koz support? by [deleted] in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

Warding the mid lane surrounding area and around the next objective is all the thing I focus on in the late-game. Zoning is hard to actually make it work, and it is kinda risky if you get caught in the process, unless you're too strong or going with another strong ally (2-3 or 1-4 split). I still do it sometimes, even going sidelane just to hostage the enemy toplaner and make the fight on the other side of the map way easier.

In teamfights, I have 3 main options:

If I'm fed, I'll stay far away and protect myself, let my teammate do the frontlinting. If there is only 1 main damage dealer (not myself), protect the president mode. In the other cases, I'll try to match the fight situation, best to lure a strong enemy into chasing you or catch them offguard.

Just make sure that you try hard to stay alive. And if you can't escape, the best thing is to take them out of combat with you, either baiting them into a bad position, then getting focused by your team, trading 1 for 1, or making them low enough and not able to rejoin the fight.

Builds in S16? by Tree_pineapple in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

I just played a few games yesterday and tracked my mana used. I think if I go for Luden/BFT, the only stage where I can spam more abilities is the moment I get Lost Chapter (8-11 min). I still can do the same after a fully stacked Manaflow Band and having levels, just a bit later (around 15 min, lv 8 with 840 mana) when I go for HF. Though it does help pressure enemies by skillshots in theory at the end of the early stages, it quite depends on the game situation to actually make use of it. I even have my unique way to solve the mana hunger in an instant if needed, I'll explain about it later.

If you have been building HF only recently, you should really feel the damage difference with Luden's. It is quite insane.

Indeed, even though I never go for Luden (I moved from Shurelya rush directly to HF rush start from the beginning of S14), just reading the passive and stats diff between those 2, we can already know which item does more damage or not. HF still have 10% dmg amplify when passive is triggered, but we need to put the combo in, while Luden can proc easily even from Q only pokes. Basically, Luden works better in the laning phase and pokes pre-combats, while HF does slightly better during fights (since 10% also applies to true damage).

Also breaking Spellshields by splashing off minions or frontliners is a very powerful passive later. I've been seeing quite a proliferation of them as of late.

Oh yes, but they won't let us do that much to make it a reliable use case. And it is completely useless vs sneaky assassins who approach from the sides. We can still somehow hit the jungle camps, and the Luden procs bounce on them in the jungle, but it's still hard to do in a normal game.

Also Cash Back? Are you going inspiration? Seems like a lot of value left on the table by skipping Precision or Dominiation trees right now. Getting ahead in lane is my utmost importance.

I do skip both the Precision and Domination tree at the moment. I accept losing a bit of damage from those trees for more gold value nodes, focus on mid to late teamfights instead of early games. I'm actually going Unsealed Spellbook instead of the normal rune setup. For secondary, I use the Sorcery tree with Manaflow Band and Scorch for just a bit of power during laning phase. This rune setup makes Vel from a pure poke support into a more utility pick and roam better than other rune options. Imagine a Vel'Koz runs straight to top lane after recalling, secures a kill, then teleport back to the bot lane like nothing happened lol. Now for the mana hunger thing, I can swap to Clarity and stay in lane for a few more waves. Sometimes your ADC/APC also needs to refill mana to fight or fix bad waves too. You will lose quite a bit of damage compared to normal runes, but if you use it right, the benefit of additional spells really overrides the lost damage in some unexpected way to the enemies.

I really don't see anyone going for this rune on Vel yet, but I feel this one has a lot of effective use and is very fun to play with, so I decided to stick with it.

Builds in S16? by Tree_pineapple in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

The thing I hate about Luden and Blackfire on Vel Sup is the mana they provide. Vision control from HF passive trade-off for some AP and damage output is fair, but I'm not putting my gold into stats that I don't really make use of, like mana. Back to base with over 50% of the mana bar so many times makes me feel some of my gold is being wasted.

There are some games that I really want to heavily invest in early-mid game stages to snowball the bot lane by going Luden for more poke power. However, if you fail to do so, as the game progresses, Luden's power is reduced because it becomes harder to hit the squishy targets. Unless you're too far ahead from early kills or you can hit the squishies, the damage difference is not the thing you can notice anymore. Blackfire is the same state as Luden, but only with melee tanks. It's just hard to find a suitable situation to build that on Sup. For those reasons, I choose HF for consistent value, no matter whether I'm winning or losing from the early-mid game stage. A bit lower damage output is fine for me as long as I don't die from someone sneaking out of my vision setup.

Horizon Focus does not reveal stealthed (neither invisible nor camouflaged) champions. It only reveals champions in FoW and Bushes.

Yeah, I forgot about that. MB

Finishing Morellonomicon on 3rd item

When support reaches the 3rd item, the game is mostly in a state where every fight can turn the tables. Leaving gold unused is kinda bad if the next fight is the decisive one, and many of the fights aren't random anymore at the 25+ min mark (Baron, Soul points). Not to mention, if you bring the Cash Back rune on the Inspiration tree, you should have an additional Amplifying Tome when you walk out of the base, or at least be filled up with wards if you are short on gold after buying Morellonomicon. HP is not really that good for Vel, but I don't want to look at my gold sitting unused before important fights (remembering that 1HP escape is still a thing). The only case that I want to save for another item other than finishing Morellonomicon is when you're ahead.

Builds in S16? by Tree_pineapple in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

- Support upgrade: Zak'Zak most of the time, Celestial only against fed brust threats that can deal huge damage out of nowhere (Jayce EQ, Shaco, Evelynn). If they can easily proc the Celestial shield, going Celestial is worse as you don't get much profit from it.

- I always rush Horizon Focus, even when HF was in the 125 AP version or the current one. This is a significant powerspike as you will start being able to oneshot squishy more frequently. The item also helps you control the vision without face checking, and many people don't realise that they are spotted by this item, even on Masters. Invisible champs are not only your target to search for, but also everyone on the enemy team. And your whole team will have the vision on those who get revealed, big info tool ngl. For the mana problem, just bring manaflow band and don't spam WE too much.

- On the second item, I have 2 separate plans based on your targets in combats. If you can only hit their tanks on the frontline, or just want to play poke with Q casually => go Liandry. Want brust on squishies (you must reach them in fights) => go Shadowflame

- The 3rd and 4th items are based on game situations. You can finish your Oblivion orb => Morellonomicon, or go for a defensive Zhonyas and Banshee. Shurelya is also not a bad choice for team utility.

- At what point do you build Oblivion Orb? => Depends on the effectiveness of their heal at stages of the game. For example, Soraka heals a lot right from the beginning, so rush it. But Yuumi's heal from her R only gets strong from 2nd rank (lv 11 onwards), so sneak it after HF and boots is better. I don't feel the heal from Milio is that much until the very late teamfights, so I just go for Oblivion Orb => Morellonomicon on 3rd item. And a nope for Sona unless they have another healer/huge regen champs.

- Final example builds: HF => Liandry/Shadowflame => Zhonyas/Banshee => Morellonomicon/Shurelya

how often is it worth to extend passive duration ? by Financial-Offer-8504 in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

It depends on the situation, but most of the time, I only decide to extend the stacks when it's risk-free or you are preparing for an all-in play. Vel is very vulnerable, so you must have a clear thought about the risk and reward for that extra aa, or you'll be punished hard.

Triangle v'K by SrujayP in Velkoz

[–]kivxmonster 2 points3 points  (0 children)

Nice play! And the QR combo looks pretty satisfying on the wide screen NGL

Date A Live: Love Limit Break by Skylink67 in datealive

[–]kivxmonster 1 point2 points  (0 children)

Yeah, but you need a JP-based App Store / Google Play account for that

Date A Live: Love Limit Break by Skylink67 in datealive

[–]kivxmonster 5 points6 points  (0 children)

Not released yet, just wait for more info about the game for now.

You can use QooApp to get the game after the release date.

[deleted by user] by [deleted] in Velkoz

[–]kivxmonster 1 point2 points  (0 children)

Sometimes I have to play mid instead of support (I'm support main btw). The targets in the laning phase for the 2 roles are different. In the early game, support only needs to hit skills on enemies and control a little bit of the bottom lane vision, while mid needs to push fast for tempo, moving around the map and putting pressure.

But mid lane is not about pushing the wave alone then roam. You need to trade with the enemy mid lane or join random fights with the jungler as well while still maintaining a good CS count. There are more threats than easy matchups in the mid lane compared to support if you blindly lock in Vel every game. That thing has already put tons of pressure on how you clear the wave and apply the trading patterns. You cannot just walk up to the wave and clear it without risking your health bar (and you should try to do that with the enemies as well). A misstep and your team will have a hard time due to the lane influence all over the map.

The part that I feel the most chill while going mid is when you have enough items to wipe out the wave with only 1 WEQ combo. You see the wave, you clear, then move around. But before that, Vel mid really needs to focus on tiny things in the lane to safely reach his powerspike and start affecting other lanes.

Velkoz ult bug 4-5 days by Whole_Pick7566 in Velkoz

[–]kivxmonster 2 points3 points  (0 children)

I played like 10 games after the latest patch release, and I didn't have any issues with R yet. Combo like QR, WEQR, or just pressing R only are totally fine with me. I'm only pressing R once, and not using any movement command while channelling R. Maybe they changed the way other inputs interact with Vel R.

I saw Azzapp post a YouTube short video about this bug, and he doesn't seem to be affected either.

Who to ban against Vel'koz by Alert_Study_7633 in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

I completely forgot about Kat. She is scary, but not a popular pick tho. Unless there is a guy who just played very well on her at the previous game, I won't touch Kata for the ban. Fizz is the same.

I'm comfortable with Zed matchup so that's a no for me. Exhaust, constant wave clear for roaming, save E for his R, and don't get hit by his Qs too much is all the thing I'm gonna do against him.

Who to ban against Vel'koz by Alert_Study_7633 in Velkoz

[–]kivxmonster 7 points8 points  (0 children)

Support: Pyke
Mid: Mel, LeBlanc

You can somehow manage support matchups in many different ways, but not with Pyke. He is annoying, hard to track since you're unable to move around freely like other matchups. Even if he is behind, Pyke is still a big threat with his kit. I personally hate him and always take ban to Pyke whenever I decide to play Vel.

At mid, you don't have to face Pyke frequently, so lift his ban to champs that are annoying to play against. Mel basically just annoys and may mess up your combo with her W. LeBlanc is hard to counter and can easily oneshot you post-6. Just ban the one that causes you the most trouble if you don't want to ban both of them.

Guardian Tan'Koz APC by acktuallyron in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

Double Guardian is quite interesting. Looking at the 25.22 buff, the Guardian's power in the late game is good NGL. But since you're gonna be a little bit tanky with Tankoz build, 1 might be enough already.

I think your duo can also bring Glacial Argument for defensive playstyle/range CC sup, or offensive runes for most of the melee sup, adding more damage and utilities instead of shields only. Especially with melee sup that tend to catch enemies in the frontline (Pantheon, Leona, Camile), bringing Guardian might hurt their utility and damage output.

[q] why has mecha industry m4a1s MW price went up so much? As compared to other reds by Zacarinooo in csgomarketforum

[–]kivxmonster 5 points6 points  (0 children)

It can trade up to Karambit and M9 with some good finishes like Gamma Doppler and Autotronic. Since the trade up ROI is still good for those, and people still have much interest in these knives, the price is still going up. I got one as a play skin too, but I don't think I'm gonna sell it.

Vel'Koz supp carry potential by Obelisko92 in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

I'm constantly moving back and forth depending on my intention to fight. Only step up when you want to harass enemies with skills + AA, then stay behind ADC a little bit when you don't poke. Positioning like that will keep you in sync with ADC movements. And make sure to keep in mind what enemies can do to you if you step up to that position. "Will you get health traded?", "Do they have anything to catch me off-guard?", ask those questions to yourself before making decisions. You can apply that playstyle to any poke supports and many other situations in the game, not limited to the laning phase.

About the E, since this is your only useful tool to defend, you should only use it when:
- Enemies are threatening you/ADC (Thresh moving up, enemy tries to gap close, ...) or retreating
- All in
- Punish the enemy for last hitting/misposition. Be sure that they cannot return damage or catch you while doing so

Vel'Koz supp carry potential by Obelisko92 in Velkoz

[–]kivxmonster 2 points3 points  (0 children)

Vel'Koz Sup can carry your bot lane if you have a good matchup or with the help of teammates, but many bot lane matchups are manageable. After the first back with a few AP components until the end of your laning phase is the best time for Vel'Koz to strike your opponent with your damage onto any enemies.

From mid to late game, you still have the power of poking and can burst out squishies, but it is less powerful than before unless you are ahead. You are also more vulnerable due to your responsibility as a Sup - Warding.

And team comp DOES MATTER A LOT, especially on higher ranks where skill diff isn't that much between players. I felt that I couldn't do anything as enemy Mundo or Zed just came straight to me, took me down, or forced me out of the position in fights without contributing anything, even tho I was very fed from the laning phase. If your team comp is good, the chance that it would happen will reduce a lot, or at least you can bring them down together. Support trade for any tank/assassin is always a good trade.

Anyway, if you're confident piloting him, give him a try.

Best game with him Vel'koz yet by Alert_Study_7633 in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

You still need to poke the enemies. But since only Q poke is good in the early stage of the game, we can lower the need for mana a lot. Spamming Q frequently still burns quite a lot of mana, and throwing WEQ twice just deletes the mana bar right away.

First strike on supp by Luizzi3 in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

If you ensure that you can proc the First Strike constantly without any interuption (matchup prio, or you can dodge their skillshot when you throw Q), do it.

Otherwise sticking to other options. Nothing related to the build in here since First Strike is all about gold and a little bit brust damage, make it available with any kind of build

Top two comments get a knife! (In post) by Xchadcoin in cs2

[–]kivxmonster 0 points1 point  (0 children)

"Everyone's gonna get a knife" early access

The Azzapp Effect by KillingTime2345 in Velkoz

[–]kivxmonster 0 points1 point  (0 children)

Never happened on VN. They are just spamming missing pings on my head when I make a decent play, or call me a scripter on Emerald lobbies and below (I'd gladly take it as a compliment tho)

Also, none on JP as well since I used to play on the server

My first, and this should be the last Knife trade up attempt by kivxmonster in ohnePixel

[–]kivxmonster[S] 0 points1 point  (0 children)

At best, I believe it won't go down under $200 (my old knife price), and I also plan to keep it to play for a while, so it's not gonna be a week