How can I make Mao support viable?
Like dimb said, biggest challenge is managing mana properly. Being balanced for solo lanes makes his mana costs relatively high, particularly early game usage of his ultimate.
The data I'm looking at tends to favour maxing W first over Q, but the sample sizes are so small it's worth experimenting on your own. I can think of cases for either, depending on lane partner and the opposing duo.
Also keep his passive in mind. He'll get much more mileage out of it against spammy lane opponents.
Maokai is imo kinda weak without gold and provides little utility. Amumu sup would be much better if you want to try new things^^
Opposite, actually. The big reason Maokai worked so well in the S2 jungle was because he doesn't actually need all that much gold. What elements of his kit made that true didn't change following his rework. Likewise, he's worked well since his rework in the solo lane because he can play to his teamfighting strength without having to farm non-stop. He has lots of free tanky stats and free wards with his saplings.
They shouldl arrive in the store around the same time as the new skins will. And since the Slayer skins + Zombie Nunu still aren't in the store yet (lol) we haven't missed em yet.
Good to hear, thank you.
I like that they are trying to speed up games. I appreciate that. Makes the early and mid game more meaningful. So many of my ranked games seemed like early meant nothing and all games were decided by late game team comps. Longer death timers is awesome. Looked like by the 30min mark it was almost 40 seconds.
I don't want to lose the game just because someone picked a veigar on the opposing team. Need that early game to count again.
I'd like faster games too but I'd prefer if they made items that are all about pushing your team's advantage but potentially lets the other team back in the match.
Take zz'rots for instance. Right now it's a cost effective item with a neat active. What if the combat stats were shit, but the item was absolutely boss at pushing lanes and smashing objectives? If your team's ahead, a member can buy it to press the advantage, the opportunity cost being that your team hasn't invested gold in combat and that gives the other team a chance to come back with a solid fight or with picks, assuming they can manage to not let the voidlings from zz'rot run rampant.
(for the record I'm starting to think that zz'rot is super underrated right now as-is thanks to its consistent but small buffs. It's the only AR+MR cost effective item in the game and the buffs they've given to the void minions make it insane for pushing. With a typical tank build a "super voidling" causes 20% damage to a tower, even more to an inhib. I haven't played in a while nor played a champion on whom it would be a good buy so I haven't be able to try it in an actual match)