| Guide: (AP) Taric: Healing your team to victory | |
|---|---|
| Tweet Topic Started: Sep 7 2010, 07:14 PM (317 Views) | |
| joykill | Sep 7 2010, 07:14 PM Post #1 |
|
Taric - Healing your team to victory!! Table of Contents
.:|1|:. Lore There is an ancient form of magic, forgotten by many and discarded by some. It is the magic of the earth, of the resonance of crystals and gems. Taric's father was a healer in their city, on a world far away. Taric was always interested in his father's pursuits, even from a young age. Despite his burgeoning understanding of herbs, plants, and animal medicines, it was the power of gems that most fascinated the growing boy. It wasn't long before Taric had exhausted his father's coveted library and set out on a path of his own. He wasn't to be a healer, but a defender - one who used the power of the earth to preserve and protect. Quickly, Taric became a wandering knight, renowned across the land. That is, until the day a spell of summoning grabbed him from his home and deposited him on Runeterra. Now, Taric misses his world, though he is happy to fight in the League, protecting all who are in need. Taric is both a warrior and a healer, drawing on the mystical powers of the earth. Taric uses different kinds of gems for different kinds of effects, shattering his enemies' defenses while boosting his own and those of his team. When needed, he uses his father's arts to bring health back to his wounded allies; his persistence in combat allows him to heal more rapidly. Taric can also use the damaging energies of his gems to focus his anger into a dazzling ray of light, damaging opponents at a distance. If he truly concentrates, he can channel the powerful energy of the crystals in the earth, rallying and healing allies that surround him. .:|2|:. Abilities Gemcraft (passive): Taric loves to socket magical gems into all of his weapons, resulting in his melee attacks repleneshing his mana for 7.5% of damage dealt. Imbue: Taric brings forth earthen energy to heal his target. As the magic flows through him he is healed for the same amount. If Taric heals only himself, the total effect will be 1.4x the base heal amount. Spell Effect: Spoiler: click to toggle Shatter: Taric is protected by a hardening aura, increasing the armor of himself and nearby allied champions. He may choose to splinter the enchanted rocks surrounding him to deal damage and decrease the armor of nearby enemies at the cost of the aura for a short time. Spell Effect: Spoiler: click to toggle Dazzle: Taric emits a brilliant ball of prismatic light from his gemmed shield, stunning and damaging his enemies. Spell Effect: Spoiler: click to toggle Radiance: Taric emits a brilliant light, healing his allies and increasing their physical damage. Spell Effect: Spoiler: click to toggle .:|3|:. Introduction So, here you are, reading my guide to Taric, well first of all, Welcome to all of you, I hope this guide may inspire you to play a taric that helps the team and carries your team to victory, not in the 'traditional' meaning of carry, by killing all of the other team, but by keeping your team alive due to putting your healing and stunning to good use... Now that that is out of the way, I'd like to point out that this guide is ONLY how I play Taric (in 5vs5), if you think my item / rune / masteries setup is wrong, please post a comment and say why, in a gentle way, and I'll gladly answer and maybe even update the guide... this guide is also on leaguecraft, where it contains some shiny itembuilder and skilling order pictures. (Link to guide) Now please, I invite you to read on... Enjoy... .:|4|:. Masteries there are 2 rather basic builds I use, allthough I prefer the utility one for the moment: # 9 / 21 / 0 (Link to masteries) The points in offense are because you'll be using that shatter at times to damage opponents, hence you take the 15% penetration, as that will be the only penetration you'll have. the points in defense are because I like my characters rather though. it adds 60 hp, 4% extra attackspeed and AP, improved cleanse, bonus armor... However since recent cleanse nerfs, this masteries setup has become somewhat worse in my eyes then the utility build stated below... # 9 / 0 / 21 (Link to masteries) Again, the points in offense are because you'll be using that shatter at times to damage opponents, hence you take the 15% penetration, as that will be the only penetration you'll have. In the Utility tree, get all the mana regen increasing masteries, improve the summonerspells you want (ghost, flash, clarity, teleport), depending ofcourse on what summonerspells you want to use. I personally also grab improved exhaust in the offense tree as I take that spell quite often... In short I recommend to go for the 'Archaic knowledge' masterie in the Offense tree while also grabbing the AP/lvl masterie, then basically go all the way Defense or Utility, depending on if you want to boost your mana regen or your survivability. make sure to improve the summonerspells you plan on using along the way. .:|5|:. Runes
Now considering those rune choices... As marks I recommend either taking the AP / lvl runes (to boost your heal / shatter / stun) or the AS runes, to make a better use of your passive and of the CDR each hit gives on your Imbue... For Seals, I'd suggest going for the clarity ones, as you'll need the manaregen... but if you decide to take clarity Glyphs, then dodge seals are a nice alternative... Now considering Ghlyps, I'd do clarity runes for sure if you didnt take the clarity Seals, if you did take those clarity Seals, feel free to go for the shielding Glyps or the AP/lvl ones, depending if you want a bit more survivability or AP. Also gettign both Clarity seals and glyps is surely an option as well. It comes down to preference For the quints, both options are good, either you go for the extra hp to take those extra few hits at start, or you go for the flat ap, so you can heal / damage that much more at start... It comes down to preference once again... Some side notes on the rune-choice:
.:|6|:. Ability Path It comes down to:
Then follow this priority: Shatter >> Imbue >> Dazzle >> Radiance The Reason I skip on upgrading my ult is because my manapool is not huge enough to keep it up for a long time... The prioritsing of shatter is to allow you some easier farming... Also feel free to mix up the order in wich you get the 3 skills, but I highly recommend to get all of them when you hit level 3. An alternative skilling order, focussing on getting rank 5 imbue asap is the following:
Then follow this priority: Imbue >> Shatter>> Dazzle >> Radiance .:|7|:. Core Items This is the buying order:
As the title says, this is the core build (4720 Gold), it provides you with extra mana regen, some CDR, some hp and quite some AP possibly. For the boots, If you encounter the rare CC-less team, skip the mercury threads and go for The Ninja Tabi or maybe even Swiftness boots. But if they have CC (what most teams will have), stick to the Mercury Threads. Also if you dont like snowballing items like Mejai's, then skip it and go for another AP item. Some notes on the soulstealer:
.:|8|:. Situational Items
!!! Do keep in mind the maximum CDR you can have is 40% anything higher then that is a waste... !!! Edited by joykill, Sep 8 2010, 10:25 AM.
|
![]() |
|
| joykill | Sep 7 2010, 07:16 PM Post #2 |
|
.:|9|:. Summonerspells In short: I always take 2 of out the following spells: Ghost, Exhaust, Clarity Now a bit more explained: good spells:
Not so good but still ok spells:
|
![]() |
|
| joykill | Sep 7 2010, 07:18 PM Post #3 |
|
spells not to get: Basically all spells not listed above but i'll list them anyway...
.:|10|:. Early Game / Jungling Phase Basically, what you do early game is make sure your laning partner remains at a comfortable amount of HP, and create opportunities to kill the enemies, by stunning them... also a good harass combo is to stun, run up to the target and shatter him. Also, shattering the ranged creeps allows for you to kill them in a single hit .:|11|:. Mid Game / Ganking Phase Well obviously, good stunning is key to good ganking, but dont forget that during this phase you might get to push down a tower or 2 as well... try to have your soulstealer by the end of this phase at the very last, so you can get some 'easy' stacks from the ganks... .:|12|:. Late Game / Teamfights Phase Here is where you truly shine as a support, keep your heal on cooldown, healing the 1 that needs it the most and just in average support your team in the best way you can. .:|13|:. Auraboy Taric In this section, I'll briefly cover an alternative Taric build, focussing solely on providing Auras for your team. I do not really like this build because I feel i'm a bigger help for my team as pure AP, to be able to heal more and better. Anyway here we go... Rune-wise I dont see the need to change anything from the runes I recommend above, same goes for masteries. Item-wise things obviously do change, allthough most of the core build mentioned above remains the same...
this is where the build differs from the build I reccomend above, after the above, get the following:
After those 2, your next item of choice gets once again situational
.:|14|:. How to use your skills... Imbue => As this heal always heals you, try to mainly use it on your allies, unless ofcourse you are really hurt. Another point considering Imbue is that the cooldown gets lowered each time you hit someone with that big hammer of yours (aka auto attacking). An important note on Imbue is that you shoudl try to keep an eye out for the "decreases healing by 50%" Debuff wich your team can get from either Gangplank (his passive), Katarina (Bouncing blades with Killer instinct), Ignite (the summonerspell) or Executioners Calling (item). If the target you are healing is under effect of said debuff AND the healing can wait for those few seconds the debuff lasts, then just wait, to get the most out of your heal. Ofcourse, if your healing target really needs the healing, half a heal is then still betterr then no heal at all... (thanks to ZweiPhantom for pointing this out.) Shatter => This spell will allow for some easy farming, for example, at lower levels, hit each ranged creep once, activate shatter and enjoy your gold, same goes for the wraith camps, hit the big one some times activate Shatter and profit... Do keep in mind that you'd want to have the aura ready for team fights but also dont be afraid to stun / shatter an enemy to decrease their armor value to allow your dpsers some hard hits... whether to activate Shatter or just use the aura really is situational so you should decide on a case by case base. I'm just pointing out some possible uses for it... Dazzle => Use this stun to stop that yi from going for your squishies or to stop that pesky Nidalee from running away... basically it comes down to this: Stun the most threatening target, for example nunu or kat ulting, fiddles charing up ult, you get the picture I guess Radiance => Well this ult is a double edged blade... it gives a real nice buff to you, but it eats mana like there is no tomorrow. Feel free to use it to push a tower, or when come to gank you so you can make it to the tower, but DONT, I repeat, DONT use it when you'll need mana afterwards, for example pushing a tower, but you know the enemy will be right there. .:|15|:. Good laning partners Well as teamfights start occuring, make sure you move together with your team, you are a support character, live up to that role! Keep (or at least try to do so) everyone at full hp, and in your mind, make a priority list as to who gets healed first... If all goes well your tank should be taking the majority of the damage, so do your best to keep him alive... but keep a close eye on your squishies as well... you're a bit like their bodygaurd, heal them when they need it, and stun anyone that goes after them... !!! The most important thing in teamfights is to, whenever you can, hit those enemies with that big hammer of yours, to reduce the cooldown of your heal !!! When pushing a tower, feel free to toggle radiance for a few hits on the tower, but really keep in mind the manacost, as you might need the mana when they come defend the tower... .:|16|:. Tips & tricks If you are playing against offensive people, use it to your advantage! Stand close to the creeps, making them attack your enemies when they come after you. Try to kite a bit, and when they return, stun them. In this way, the creeps will keep shooting at them, and they might suffer fatal damage. Also, get some back up from your teammate, and use shatter, and you might even score a kill or an assist! Do mind that standing near the creeps is not advised against certain champions (Mordekaiser comes to mind), also this trick works better early game then mid or late game. Dazzle works best if you use it on enemies running away from you as it will stun longer then. However, you can use it on short range, for the damage. This can hurt a lot, if you combine it with a Shatter attack. Also at first levels, try to stun at max range as the damage is neglible, so you better go for a logn stun When laning, making the enemies either attacking both you and your teammate, or just you, will make your imbue do even more, since it will always heal you, and if focused on you, it will heal 40% more. Thus, making the mana and the CD spent better. .:|17|:. FAQ .:|18|:. Changelog
.:|19|:. Conclusion Well that is it... Thanks for reading all of the guide (and shame on you if you skipped some parts!). I can only repeat my question to comment this guide as it'll help to improve it... Also, if you feel like there is something missing in this guide, please also comment and ask for it and I'll see what I can do ![]() Have fun and goodluck in any of your games... Joykill out... Edited by joykill, Sep 8 2010, 10:20 AM.
|
![]() |
|
| joykill | Sep 7 2010, 07:19 PM Post #4 |
|
*reserved for future use* |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Taric · Next Topic » |







3:34 AM Jul 11