Hey there,
So I'm an avid Dominion player and a tactic I've been using pretty much since day 1 is a Capture > Kill tactic that I like to call the Runner role. Basically this is a tactical role where you use mobility to find the holes in enemy tactics and exploit them.
i wrote a guide about it here: http://leaguecraft.c...ner-build.xhtml
I would like to discuss this role further with anyone interested in doing so.
5 replies to this topic
#1
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Posted 11 February 2012 - 02:35 PM
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#2
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Posted 11 February 2012 - 06:17 PM
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Is that not what dominion is? No one goes around kill farming. Notice how every time a base is open or an enemy is capping, people flare and go to it
The point of dom is to do this "runner build" and, while people don't always spec purely for it, they always play the strategy
That's all i have to say. More information as to how it's different would be nice ^.^
The point of dom is to do this "runner build" and, while people don't always spec purely for it, they always play the strategy
That's all i have to say. More information as to how it's different would be nice ^.^

#3
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Posted 12 February 2012 - 07:45 PM
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no way! Not everyone should be doing that. One person should be glued to the bottom lane, one should be glued to the top point, two should be running back and forth assaulting/defending/intercepting where needed and one should be running pure tactics.
I'm working on a general Dominion Guide... here's what I have about the different roles:
---
In Dominion, team composition is just as important as in Summoner's Rift - though the composition is very different.
The standard composition should be as follows:
2 Defenders, 2 Roamers, 1 Runner
Bottom Defender: One defender is the Bottom Defender. He should never have to leave his lane except to go back and shop when everything is clear. The bottom defender will be playing solo quite often and will occasionally be required to push off, or at hold back, a 2v1 offensive. Thus it should be a solo capable champion, preferably tanky. The Bottom Defender is the only champion who does not benefit highly from Mobility, favouring slow stoicism over anything else.
The bottom defender has two roles. The first is to defend your bottom point. The second is to threaten the enemy bottom point. The enemy should know that if they ever leave their bottom undefended, even for a second, you'll be able to move in and take it. If your threat is high enough then the enemy may be forced to send a second champion to defend the bottom point. If you actually manage to capture the bottom, only hold it against a single champion. If they send a second, or preferably a third, back off - you have distracted the enemy and done your job... don't give them a kill. Keep in mind that the enemy bottom is not meant to be held and staying alive to defend your own bottom is far more important.
Top Defender: One defender is the Top Defender. His role is to capture and hold the Top Tower and should not do very much more than that. Since this champion will be required to assault the top lane when it is captured and he should also be capable of doing so effectively.
The defense style of the top lane is different than the bottom because at the top you know that your allies will always either be with you or very close by. Thus you don't need to be able to defeat enemy attackers so much as neutralize and delay them. Champions with burst protection and/or high Crowd Control capabilities are thus prefered for this role. Harrassing abilities are also beneficial.
The Top Defender has a very limited area where they should be found at all times. This includes both sides of the top lane up to, but not including, the enemy middle tower, your pathway through the jungle, over the speed boost, towards your tower and the pair of bushes above the rune stone. The Top Defender should only on very rare occasions leave these bounds.
Roamers: These two champions have identical roles, which is to support the assaults and defenses of the top and bottom points. They will need to judge appropriately where they are needed and be there as quickly as possible. Their first priority is, of course, the assaulting and defense of the top point. This can be done directly through straight combat or indirectly by ganking vulnerable enemy champions en route. Never overcommit to a jungle fight, however, as the tides of such a battle can very quickly change.
The roamers' second priority is assisting in the defense of your bottom tower when the situation gets dire. Roamers should never overcommit to the bottom lane, however, and should leave as soon as the situation gets under control. Remember that the bottom lane is not there for an extended push and capture and the longer you remain at the bottom the easier it will be for your enemy to claim and hold the top point.
Occasionally the roamer will have a miscellaneous duty, such as defending your middle point, chasing down weakened enemy champions, capturing your runic stone (which should always go to a roamer), denying the enemy their runic stone, assisting the escape of your runner or ganking enemies that your runner is kiting.
Roamers should focus on combat capability and at least one should have high mobility. Any ranged or melee carry or mage or tanky dpser can fill the roamer role - it is the most versatile.
Runner: The runner is a highly specialized champion who should be played more around tactics than combat. I wrote a guide focussed on describing the runner role but now that Priscilla's Blessing has been removed the runner is not able to base his gameplay around capture alone.
The runner's job is to take advantage of mistakes in the enemy's tactics. Whenever a point is left undefended, the runner should be there to capture it. Whenever the enemy overextends the runner should be there to destroy them. Whenver the enemy overcommits the runner should focus on whatever weakness they left behind. The runner will very rarely play the game straight, rather he will be doing a great deal of lateral thinking.
The one requirement for a runner is Mobility. Runners need to be quick so that they can instantly pounce on tactical opportunities. Combat capabilities are beneficial but not required with Bursting prefered over Sustainability.
I'm working on a general Dominion Guide... here's what I have about the different roles:
---
In Dominion, team composition is just as important as in Summoner's Rift - though the composition is very different.
The standard composition should be as follows:
2 Defenders, 2 Roamers, 1 Runner
Bottom Defender: One defender is the Bottom Defender. He should never have to leave his lane except to go back and shop when everything is clear. The bottom defender will be playing solo quite often and will occasionally be required to push off, or at hold back, a 2v1 offensive. Thus it should be a solo capable champion, preferably tanky. The Bottom Defender is the only champion who does not benefit highly from Mobility, favouring slow stoicism over anything else.
The bottom defender has two roles. The first is to defend your bottom point. The second is to threaten the enemy bottom point. The enemy should know that if they ever leave their bottom undefended, even for a second, you'll be able to move in and take it. If your threat is high enough then the enemy may be forced to send a second champion to defend the bottom point. If you actually manage to capture the bottom, only hold it against a single champion. If they send a second, or preferably a third, back off - you have distracted the enemy and done your job... don't give them a kill. Keep in mind that the enemy bottom is not meant to be held and staying alive to defend your own bottom is far more important.
Top Defender: One defender is the Top Defender. His role is to capture and hold the Top Tower and should not do very much more than that. Since this champion will be required to assault the top lane when it is captured and he should also be capable of doing so effectively.
The defense style of the top lane is different than the bottom because at the top you know that your allies will always either be with you or very close by. Thus you don't need to be able to defeat enemy attackers so much as neutralize and delay them. Champions with burst protection and/or high Crowd Control capabilities are thus prefered for this role. Harrassing abilities are also beneficial.
The Top Defender has a very limited area where they should be found at all times. This includes both sides of the top lane up to, but not including, the enemy middle tower, your pathway through the jungle, over the speed boost, towards your tower and the pair of bushes above the rune stone. The Top Defender should only on very rare occasions leave these bounds.
Roamers: These two champions have identical roles, which is to support the assaults and defenses of the top and bottom points. They will need to judge appropriately where they are needed and be there as quickly as possible. Their first priority is, of course, the assaulting and defense of the top point. This can be done directly through straight combat or indirectly by ganking vulnerable enemy champions en route. Never overcommit to a jungle fight, however, as the tides of such a battle can very quickly change.
The roamers' second priority is assisting in the defense of your bottom tower when the situation gets dire. Roamers should never overcommit to the bottom lane, however, and should leave as soon as the situation gets under control. Remember that the bottom lane is not there for an extended push and capture and the longer you remain at the bottom the easier it will be for your enemy to claim and hold the top point.
Occasionally the roamer will have a miscellaneous duty, such as defending your middle point, chasing down weakened enemy champions, capturing your runic stone (which should always go to a roamer), denying the enemy their runic stone, assisting the escape of your runner or ganking enemies that your runner is kiting.
Roamers should focus on combat capability and at least one should have high mobility. Any ranged or melee carry or mage or tanky dpser can fill the roamer role - it is the most versatile.
Runner: The runner is a highly specialized champion who should be played more around tactics than combat. I wrote a guide focussed on describing the runner role but now that Priscilla's Blessing has been removed the runner is not able to base his gameplay around capture alone.
The runner's job is to take advantage of mistakes in the enemy's tactics. Whenever a point is left undefended, the runner should be there to capture it. Whenever the enemy overextends the runner should be there to destroy them. Whenver the enemy overcommits the runner should focus on whatever weakness they left behind. The runner will very rarely play the game straight, rather he will be doing a great deal of lateral thinking.
The one requirement for a runner is Mobility. Runners need to be quick so that they can instantly pounce on tactical opportunities. Combat capabilities are beneficial but not required with Bursting prefered over Sustainability.
#4
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Posted 13 February 2012 - 01:16 AM
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And how often can you
a. find a random group that will follow any of this?
b. get a group that'll do it right even if they agree (ex: bottom lane dies early)?
c. win even when you do it right?
d. Obtain necessary nodes to do it from the start?
I get first and win consistently unless we have 2 or more complete idiots on my team. I just tell em where to go on the fly, they do it, we win
a. find a random group that will follow any of this?
b. get a group that'll do it right even if they agree (ex: bottom lane dies early)?
c. win even when you do it right?
d. Obtain necessary nodes to do it from the start?
I get first and win consistently unless we have 2 or more complete idiots on my team. I just tell em where to go on the fly, they do it, we win

#5
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Posted 17 February 2012 - 05:25 AM
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DrZeus, your replies are not constructive to what he's proposing. You're treating Dominion as if it were an ARAM. Teams can exist, and they can be well thought out.
#6
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Posted 21 February 2012 - 08:35 PM
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