lol running sluggish for others atm?
So, experimental adc page. Still testing and tweaking, but I think its quite good atm. The primary reason for this is so you can get a dorians blade at the start + 1 red + 1 have the cookie as well.
Reduced 54%Original 1110 x 631
The 1 point in runic affinity is nice as well for when you get your red or kill a jungler. in offense, cdr is more expensive than AS, so that's why I went that route. You miss out on a little killing potential without the point in executioner and missing a point of frenzy hurts a smidge if you get that early 1% crit, but not that big a deal. Anyway, this setup emphasizes early lane control and is paired well with barrier imo. You lose the 30 hp from the defense tree at the start, but dorians compensates and your sustain goes up as well due to dorians/pot/cookie. And last, your flash will be up faster than any other adc with the 15 second reduction + the 10% summoner cdr as well (and barrier will be up faster as well). Suggest giving it a go in a normal and see what you think. I'm also toying with a small change to this where you drop 1 point in brute force (you lose 1.5 ad) and pick up a point in pick pocket. If the lane is even, you come out ahead due to pickpocket + the gold per 10, which means you win the item war if played right.
So - its an early/mid game trade off. You are stronger in laning (imo) but a smidge less lethal late game.
So i read the discussion where i think you got this from.
Most ADCs start with Dorans right now anyway. Generally, my opinion is you only go Longsword + 2 if you are inconfident in the lane. (eg, Sivir/Quinn/Graves/Vayne against Caitlyn where the poke is brutal and you have no range).
The typical AD carry page is 21/9/0. (i personally go 21/6/3 with Barrior/Cleanse and 21/4/5 with Ignite)
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Analysis:
21/9 + Dorans versus 14/0/16 with Dorans + Pot
Lost:
5 ArP - best case 5% increase damage against champions. More realistically half that.
5% Crit Damage - inappreciable until 25 minutes. After that it is like a 1%-3% increase in damage depending on your crit.
Frenzy - potentially lane-winning with a 1% Crit, basically zero effect otherwise - if you have a 30% crit with a 1 AS (low AS but lets assuming you are kiting), this is a 5% increase in end-game damage though
Executioner - Worth 4 AD for last hitting. Basically ~3% increase in damage in teamfights once you figure AP burst. Also works on towers.
108 HP @ 18 - not super dramatic but useful
3.5 Armor / 3.5 MR - again, not super dramatic but useful (also "counters" 2/3rds of the ArP points in offense tree). Scales well with Veteran's Scars and Durability though.
30 HP @ 1 - really useful for level 1-3 all-in, less useful otherwise
Gain:
15 Seconds off flash - Generally you don't use flash off-of-cooldown so it doesn't have a huge effect, but probably 1 out of 10 games having this mastery does save your life
3 MP5 - useful early game for people with good waveclear like Cait/Graves to push towers. Very little effect endgame if you aren't Kog.
10% reduced SS - see above about flash. Does create 10 second windows of opportunity to all-in though
2 GP 10 - it's nice when you are doing baron dancing and stuff - however if you miss just one CS every minute due to not having executionar/etc then it is worse. Esp if it is a Cannon Minion.
+50 gold - having an extra hp pot might encourage you making bad trades (oh i have an hp pot that i switched around my masteries for, if i didn't use it, all of this was a waste)
Buiscuit - See above
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In Summary:
Losing nearly 10-15% potential damage endgame against champions (2% + 2% + 5% + 3%) mid/endgame
Harder to last hit
Weaker all-ins
Losing 5% survivability against divers
If a bad-trade happens level 1/2/3 you don't have to go back to base because you are zoned and can't LS
Some gold when wandering around midgame
Better early game push (good against weak anti-push or 2v1 lanes).
High sustain from harrassment
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Conclusion:
All-in-all your first few minutes you have the advantage with sustain (biscuit + hp pot + mana regen). However, due to the fact you don't have Executioner, or the defense tree, your "all-in" is much weaker.
This might be great for someone like Caitlyn, who only all-ins by making the opponent frustrated about being poked down to nothing. Otherwise...
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Suggestions:
Personally, if you were going to do this, i would have gotten +3% LS in masteries, 6% LS in quints and sustain that way instead. And then get the +6 HP5 in the defense tree. (14/3/12 with 1 leftover point, not getting gold masteries).
That would be a total "sustain" bot lane with a lot of HP5, but you'd never win an all-in with that.