Not quite in my opinion. After doing
some more build testing and research into item builds for Jarvan and
then proceeding to test him out on Dominion, I've had somewhat more
successful results than yesterday's trial but they still were not
spectacular.
The first and foremost thing I tried
out was building Jarvan pure DPS first focusing on a build very
similar to one that I used to Trynadamere or Garen which included
these items but not in this particular order.
- Berserker's Greaves
- Atma's Impaler
- Infinity Edge
- The Brutalizer
- The Black Cleaver
- Phantom Dancer
It became apparent to me however that
it wasn't working as well as I hoped, as not only did it take quite
awhile to build up to it's full power, it was only at that point
where Jarvan IV actually became only somewhat good, even with 5/6 of
the items listed (I believe the only one I wasn't able to purchase
before the game ended was The Black Cleaver) I still couldn't really
hold a candle up to a true DPS character. So while it takes a very
long time to reach a point where Jarvan actually does good damage,
normal DPS characters such as Master Yi or Trynadamere start to see
results after purchasing Infinity Edge or a Phantom Dancer, and
hardly anything else, everything else onward only makes them
stronger, but the point where they can really start to shine is after
one of those mentioned items. With the disappointment of the DPS
build aside (although in it's defense I hardly tested it out on more
than 3 games before marking it as a lost cause as I can't really see
any future testing producing different results) I persevered and
moved onto the more defensive oriented builds.
I had the idea to try him out as more
defensive oriented after thinking about what kind of tanks worked in
Dominion, I did try him out as a offtank once but I really didn't
understand his character all that well at the time, and I believe it
was around when I first started playing him, so I gave it another
shot. To me, I believe nearly all characters can be successful in
Dominion with differing challenges because all characters are not
built for Dominion and are instead built with Classic mode in mind,
so Dominion requires at least a few changes somewhere, although some
characters require more change than others. Tanks are a good example
of this, due to the small conflict nature of Dominion I don't believe
any tank that does not have a taunt should actually build themselves
as a full tank as the entire point of a full tank is to take the
brunt of a assault for a group, but rarely is there actually a
“group” to take damage for in Dominion. Tanks in general need
other people around to be effective, they are most effective in
League of Legends of course in a 5v5 scenario or even 4v4, however
that diminishes as the conflicts get smaller such as in a 3v3 where
if I saw a main tank and I was not forced to attack him someway, and
I had multiple ways to get around him, I would definitely do so even
if that tank entered combat first, if they build purely as a tank
they will hardly produce any actual threat compared to their team
mates. So, in short I believe if a tank does not have a taunt they do
not have a surefire way of actually tanking for anybody, tauntless
tanks in 4v4s or 5v5s function because they are able to cause enough
havoc to lure people to focusing them anyway and furthermore in the
Classic modes' maps, it is harder to get around them. I won't say
that it's impossible to play a full tank without a taunt however, as
there are a few exceptions where you can force enemies to attack you,
mainly involving CC, but even then for characters such as Cho'gath or
Jarvan (especially in this case) where they are tanks because they
can go into 5 people and be a actual threat as well as take a bunch
of damage, they can easily be sidestepped in Dominion in favor of
killing their allies.
One role that full tanks can excell at
in Dominion however is holding towers but even then there are DPS
characters who can also do the role very well too, but they are more
susceptible to tower diving than a full tank would be. So, while I
believe main tanks aren't totally viable in every situation Dominion
can throw at them, I had the idea to try out offtanking.
Offtanking would allow one to basically
get the best of both worlds if they wanted to play a character that
was specifically suited towards a tanking role as Jarvan is, and
still be suitable for Dominion. He is pretty much purely an
initiator, his CC and initiation skills can easily turn the tide of a
fight or give the upper hand to the team that initiates at the start,
the problem is getting to a point where that would be possible in
Dominion. To counter the small group combat issue for a tank, the
tank must have a bigger presence in the fight that would still allow
him to tank to an extent, giving them DPS items and building them
almost half and half allows that to happen. The smaller amount of
players in combat also offsets the lack of defensive items to a
degree as while a main tank would potentially be taking the damage
from five people, in a smaller encounter, an offtank would only be
taking the damage of one, two , or three usually.
So with that said, the best build thus
far I've found for using Jarvan IV in a Dominion game is an offtank
build consisting of :
- Berserker's Greaves
- Trinity Force
- Youmuu's Ghostblade
- Randuin's Omen
- Odyn's Veil
- Atma's Impaler
Jarvan can really start to shine after
getting Trinity Force in his offtank role, and from experience from
that point on when I entered a fight with at least 1 team mate, we
would either end up winning or killing or heavily injuring 2 of them
depending on how many we were fighting against. His performance
DPSwise only improves from that point with a Youmuu's Ghostblade that
pretty much will let him win any 1v1 encounter with a non-melee
carry, although even then if you did engage a melee carry at this
point you probably could win with some ability usage, plus possibly
exhaust. I start building on his defensive side again afterward to
allow his current damage to be able to overtake any enemy as they
won't be able to keep up with his superior defensive power while
still dishing out some damage. Randuin's Omen seems to be a good all
around choice as it adds plenty of anti AD capabilities,, and to
round him out Odyn's Veil afterward takes care of AP users. Finally
to add a bit more offense and defense, Atma's Impaler is always good
for that. Of course items are subject to change depending on the
enemy team, like for example if they happened to be all AD I would
not get a Odyn's Veil and probably replace it with Thornmail.
All in all Jarvan IV can work in
Dominion and can work well but he's not exactly the easiest champion
to pick up and play in fact he's far from it in this game mode. He is
very very dependent on his team, and of the characters I've played
thus far, I would say that he is the most dependent on his team in
order to do well. This isn't too different than in Classic mode
however apparently as Jarvan is also very dependent on this team
there as well, but due to how often team fights happen there it isn't
as bad as Dominion for Jarvan where if he doesn't enter a fight with
a team mate, he is at a severe disadvantage. That isn't to say he
isn't a completely unfun champion to play as he has a very unique
play style compared to most other champions and can be a game changer
against other game changers in Dominion if used properly. From being
able to disable an entire attacking force on a tower to using his
Cataclysm to his team's advantage, I can't emphasize enough how
dependent he is on his team mates, but with a good team I would say
he is not only a blast to play but also a great boon to the team that
he's on.
No comments:
Post a Comment