masteries
9/0/21
21/0/9 would be cool, but pirate's offensive potential is already batshit crazy. you need to balance it out and give him the stepping stones he needs to get to that point, and it really comes out with additional utility. more summoner spells, more mana regen, and more blue/red buff time are pretty much fucking necessities.
runes
the difference of 14 crit early game is enormous. factor that in with the 2 from your masteries, and you're starting with base 16 crit. we'll delve into the math on that later; you absolutely need the mana regen from having dual sets of scaling runes so you don't have to worry about mana items (buying more mana items means you're buying less crit items).
item buildthis is where it gets interesting and defines a pirate player. the biggest complain about pirate is that he's, "too random."
listen, motherfucker. there is nothing random about 100% crit. i explained pirate to the lol forums once, and i'll copy/paste it here:
Quote
yes, pirate's ultimate is random. but it's been improved upon by increasing the number of cannonballs and whatnot. i've played more pirate than 99% of players, and i would venture to say that like most things that involve probability and whatnot, it subscribes to the law of large numbers. probability is always a factor, but if you play like it's a guaranteed success, i'd call that individual player error on your part. understanding the limits of probability, and minimizing and playing around it is part of what gives pirate another layer of depth.
pirate's early game in terms of knocking a hero out of lane is subpar, but his ability to stay in lane is pretty damn good. there's literally no way to force a pirate to push on you, you'll spend most of your time on/near his tower, he's outleveling you, has a cleanse for anything substantial, and he is outfarming you. even if your name is is sivir. it's because he takes a limited resource such as x number of creeps in a wave and makes them count for more than any other hero possibly can. not to mention that he can globally help a team while turtling up in a lane or globally farm another lane/stop pushes/etc.
>so, now you're asking, how do i get 100% crit?
let me tell you, it's not easy to gear for it. there is math behind it, but i'll save you another google.png and say this: long story short, you have to optimize the initial damage and armor pen behind the crit for maximum damage. that means shit like last whisper could actually help you more than like, 5 bf swords and whatnot.
so, here's the item build.
the amount of crit that you have next to it is displayed in green (rule broken again). the approximate time that you should have them is displayed in red. item slots used are in blue (potions not counted).keep in mind, base crit with masteries + runes = 16
also, it's important to note that almost every trip back, you should stock up on mp pots. even with double rune sets fueling your mana-grog thirst, you'll need more.
start:
brawler's gloves, hp pot, mp pot =
24 crit =
0 minutes =
1/6avarice blade =
28 crit =
1/6avarice blade =
40 crit =
2/6avarice blade =
52 crit =
8 minutes =
3/6ionian boots =
52 crit =
4/6cloak of agility =
70 crit =
5/6infinity edge =
72 crit =
20 minutes =
5/6phantom dancer =
102 crit =
6/6from here on, the paths diverge like so:
against squishies:
phantom dancer (sell avarice) =
120 crit =
6/6last whisper (sell avarice) =
108 =
6/6bloodthirster or guardian angel (sell avarice) =
96 crit =
6/6trinity force (sell ionian) =
104 crit (with green elixir) =
6/6 against tankies:
zeal (sell avarice) =
100 crit =
6/6last whisper (sell avarice) =
88 crit =
6/6complete phantom dancer =
108 crit =
6/6bloodthirster or guardian angel (sell avarice) =
96 crit =
6/6trinity force (sell ionian) =
104 crit (with green elixir) =
6/6with this item build, you achieve 515 movespeed, and sink down somewhere near 450 after selling ionian and getting tf. you also maintain 100% crit with absurd fucking attack speed.
This post was edited by Giveuptheghost on Mar 19 2011 01:34pm