13 Aralık 2015 Pazar

Ecstasy Fail in Turkey - Cayır cayır patlıyor

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Liseli Kızların Kavgası 2

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12 Aralık 2015 Cumartesi

Cinsel Gücü Artırma Yöntemleri

Evlilikte mutlu bir beraberlik yakalamak için öncelikle samimiyet ve sabır gerektiğinin altını çizen psikologlara göre libidoyu etkileyecek çok fazla faktör var. Biraz sabırla bu yollardan yardım almak eğer çözüme ulaşılamıyorsa, profesyonel destek almak en ideali. Cinsel yaşamın hem fiziksel hem de ruhsal açıdan bir kombinasyona ihtiyaç duyması yüzünden uzman doktorla tartışıp gerekli yönlendirilmelerin alınması sorunu çözebiliyor. 

Doktorun önerisi tıbbi ilaç tedavisi uygulanıp uygulanmayacağı konusunda en doğru bilgileri de veriyor. Bununla beraber, sorunun kaynağı olabilecek ruhsal sorunlar için bir terapiste veya konunun diğer uzmanlarına başvurmak gerekiyor.

Bütün bunlar bir tarafa sadece basit ve kolay çözümler arayanlar için eşler arasındaki cinsel enerjiyi artıracak 6 basit öneri tespit etmiş ABD'li uzmanlar. İşte o öneriler. 

DÜZENLİ EGZERSİZ YAPIN 

Ölçülü bir biçimde beslenme düzeni uygulayın, yeteri kadar dinlenmeyi ihmal etmeyin ve düzenli olarak fiziksel egzersizler yapın. Yani vücudunuza iyi davranmak atacağınız ilk adım olmalı. Aslında, düzenli yapılacak fiziksel egzersizler sağlıklı ve iyi bir cinsel yaşam için gerekli olan anahtarlardan belki de en önemlisi sayılabilir. Araştırmalar bize göstermektedir ki, düzenli egzersiz yapan kişilerin vücutlarındaki kan dolaşımı sağlıklı olduğundan, bu genital bölgelerdeki kan dolaşımını da sağlıklı kılmaktadır. 

TV'NİN DÜĞMESİNİ KAPATIN 

Akşam saatlerinde televizyon izlemeyi biraz azaltarak evinizdeki fiziksel mahremiyetiniz için biraz daha vakit yaratın. Yapılan araştırmalarda eşinizle ilgilenmekten ziyade gece televizyon izlemenin aşk hayatına verdiği zararların birden fazla olduğu ortaya çıkmaktadır: Bunlardan bir tanesi ise cinsel isteği azaltmak ve erkeklerde ereksiyon sorunlarına yol açmasıdır. 

MUM IŞIKLARINI BOŞVERİN 

Eğer peşinde olduğunuz şey romantizm ise, sinemada yürek hoplatan bir macera filmi izleyebilir, kahkahalara boğulacağınız bir komedi şovuna gidebilir veya evde bazı aerobik egzersizler deneyebilirsiniz. Yapılan araştırmalara göre konu cinsel istek ve cevap verme olduğunda, sinir sistemini harekete geçiren her şey, onu zapteden ve sindiren her şeyden daha iyi etki etmektedir. Sinir sisteminin canlanması, kalp atışınızın artması ve kardiyovasküler düzeninizin daha iyi çalışması anlamına gelir. 

UYGUN ZAMANI SEÇİN 

Cinsel aktiviteler için zaman yaratmaktan ziyade, en doğru en uygun zamanı seçmek çok önemlidir. Yapılan araştırmalarda kadınların cinsel birleşme için her bakımdan en uygun oldukları zaman dilimi ortaya çıkmıştır. Araştırmalara göre kadınlar adet donemini takip eden 6. ve 10. günler arasında daha çok istek taşıyorlar. Adet döneminin ilk günü adetin başladığı gün olarak alınmaktadır. Gün içindeki zaman önemli değil. 

UYARICI KOKULARI DENEYİN 

Rahatlamaya ihtiyacınız mı var? Lavanta aromalı losyonları ve yağları deneyin. Hem sizi hem de partnerinizi gevşetecek ve havaya sokacaktır. Yapılan araştırmalarda lavanta kokusunun bazı kişilerde mental stresi azalttığı ve rahatlama hissi yarattığı ortaya çıkmıştır. Buna rağmen, keskin kokulardan bazılar çeşitli kişilerde farklı etkiler yaratabilir. Size en uygun kokuyu kendiniz deneyerek bulmalısınız. 

İLETİŞİM KAPILARINI AÇIN 

İletişim olanaklarını maksimuma çıkardığınızdan emin olun. Duygu ve düşünlerinizi eşinizle paylaşmak ve birbirinizin hislerine, fobilerine ve arzularına saygı göstermek ilişkilerinize büyük katkı yapacaktır. Ayrıca problem çözme durumlarında güzel bir atmosfer yaratacaktır.

League of Legends New Player Beginner Guide

Getting Started


What is League of Legends?


League of Legends is a type of game called a MOBA (Multiplayer Online Battle Arena). 2 teams seek to destroy each other's base in an intense real-time strategy (RTS) brawl. Players control and customize a single character, and work with their teammates to accumulate resources and outplay foes.

Each match, players choose the character they wish to play from a roster of over 120 champions, and customize this champion with the resources they earn. Every match is a fresh start - in-game customization does not carry over.


Player Accounts


Visit the official League of Legends website to create an account and download the game.

You, the player, are titled a Summoner. Your account has Summoner levels; the max is 30. Play to level up and unlock new queue types, game modes, summoner spells, mastery points, and rune slots (discussed later).

Influence Points (IP) are currency earned by playing. Use IP to unlock content such as champions.

Most content can be unlocked with Riot Points (RP), currency bought with money. Skins, a cosmetic feature, can only be bought with RP.

The Free Champion Rotation is a group of ten champions unlocked for all players, which changes every week. Before level 6, players can use the New Player Champion Rotation, a selection of straightforward champions that are forgiving to learn with.

TIPS
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Champions


Champions are the player-controlled characters. They begin each game at level 1 and have a maximum level of 18, becoming more powerful with each level.

Each champion has a basic attack, a passive, and 4 abilities:
  • basic attack (auto attackAA) is performed by right-clicking an enemy. They are either melee orranged. Champions automatically attack enemies in range (by default; this can be turned off), and attack continuously until commanded otherwise. Each champion's attack is a little different; some take longer to complete a single attack, and some ranged champions' attack projectiles travel more slowly than others.
  • The passive is an innate characteristic that affects gameplay, but does not require buttons to be pressed.
  • The 4 abilities (skillsspells) are the unique actions available to a champion. Most have 3 basicabilities and 1 ultimate (ultulti), which is their most powerful or defining. Basic abilities have 5 ranks each, advanced with the ability points acquired on leveling up. The ultimate ability has 3 ranks and can be advanced at levels 6, 11, and 16.

EXCEPTIONS



Damage Types


Champions can deal 3 types of damage:
  • Physical damage is dealt through all basic attacks, and some abilities.
  • Magic damage is dealt through most (but not all) abilities, and can be added to basic attacks.
  • True damage is rare, and comes from various sources. It cannot be mitigated, whereas physical and magical damage can.

'Magic' and 'physical' are merely game mechanic terms, and are not related to the action a champion is performing. For example,  Sejuani's  Flail of the Northern Winds, an attack where she physically swings her weapon, deals magic damage. All basic attacks deal physical damage, whether it's with fists, fireballs, bullets, or bolts of arcane power.

When multiple damage types are dealt from a single source, it is termed mixed damage.


Champion Roles


Champions fill 6 different roles. They often have primary and secondary roles.

Mages (ability power carriesAPC) are powerful casters who use their abilities to deal magic damage and disrupt enemies. They are typically ranged, and have low defenses to balance out their offensive capability.

Marksmen (attack damage carriesADC) primarily use their ranged basic attacks to deal sustained physical damage to single targets, termed damage-per-second (DPS). They are characterized by abilities and passives that boost their attack damage, attack speed, or range. Fragile marksmen must work hard to stay at range to survive.

Tanks are typically melee and have high defenses, but relatively low damage output. Their job is to disrupt, disable, and protect. Tanks can take a beating, and are usually the first in a fight and the last ones out.

Fighters (bruisers) are typically melee, and combine moderate damage and defense. Due to their medium survivability and damage, fighters are capable duelists. Many are physical damage-oriented, some are magic, while others deal a mixture.

Supports excel at protecting and empowering allies, and/or disrupting enemies. Utility, usefulness other than damage, is their defining trait, along with a sacrificial playstyle. Supports have two sub-roles - ranged mage supports, and melee tank supports.

Assassins have extreme mobility and massive damage output, called burst damage for the short time it takes to deal. They can nearly instantly kill non-tanks. If caught, fragile assassins die just as quickly, and must use their mobility to get in and out of fights at the right time. There are both physical and magic damage assassins.
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Statistics


Statistics (stats) are the numerical values that describe all units and structures, including champions, minions, and turrets. Understanding what these numbers mean, and how they relate to one another, is a crucial step to League mastery. I'll focus my explanation on champions.

Base stats are the default values a champion begins a game with. Most grow with level.

Bonus stats come from outside sources (abilities, passives, items, runes, and masteries).


Innate Statistics


All champions have base amounts of these (except mana & mana regen), but can also get them from bonus sources:
  • Hit Points (HealthHP): The amount of damage a champion can take before dying.
  • HP regeneration (Hp5): The amount of hitpoints a champion regenerates every 5 seconds. Regen actually occurs every half second, so 10 HP5 means 1 hitpoint gained every half second.
  • Mana (MP): The maximum amount of mana available to cast abilities.
  • Mana regeneration (Mp5): The amount of mana restored passively every 5 seconds. Like HP5, this effect takes place every half second.
  • Armor (AR): Reduces incoming physical damage. Each point of armor makes HP 1% more effective against physical damage. For example, a champion with 100 HP and 0 armor will be killed by 100 physical damage. With 100 armor this champion has 100% more effective HP, meaning it will take 200 physical damage to kill them.
  • Magic Resist (MR): Reduces incoming magic damage. MR functions exactly like armor, except against magic damage. All champions have 30 base MR, but only some gain it per level.
  • Attack Damage (AD): The amount of physical damage dealt by one basic attack.
  • Attack Speed (ASASPD): The number of basic attacks performed per second. This has a cap of 2.5.
  • Range: The number of in-game units a basic attack reaches. Range does not increase with level (except  Tristana's, because of her passive  Draw a Bead).
  • Movement Speed (MS): The number of in-game units a champion travels per second. This does not increase with levels.


Non-Innate Statistics


These are bonus-only:
  • Cooldown Reduction (CDR): Reduces ability cooldowns by a percentage. Caps at 40%.
  • Ability Power (AP): Ability Power points enhance most abilities. This will be covered more in the "Abilities" chapter. When attacking structures, basic attacks apply the higher of a champion's bonus attack damage or 40% of their ability power.
  • Armor Penetration (APen): Causes physical damage to ignore an opponents' armor. Has flat and percentage values.
  • Magic Penetration (MPen): functions the same as armor penetration, except for magic damage against magic resist.
    PENETRATION & REDUCTION CALCULATION
  • Lifesteal (LS): The percentage of damage dealt from basic attacks returned as hitpoints. Heal yourself by attacking enemies!
  • Spell Vamp (SV): Same concept as lifesteal, but for abilities, summoner spells, and item actives.
  • Critical Strike Chance (Crit): Basic attacks gain a % amount of chance to deal double damage. Crits occur randomly, but measured over an extended number of attacks, every 1% of crit chance increases effective attack damage by 1%.
  • Tenacity: Reduces the duration of disables by a percentage. For example,  Lux can root enemies for 2 seconds using  Light Binding, but enemies with 35% Tenacity will only be rooted for 1.3 seconds.

Other:
  • Gold per 10 seconds (Gp10): All champions passively earn gold at the same rate, which can be slightly increased with items, masteries, or runes. Technically, this is not a stat, but a system that behaves like one.
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Abilities



This chapter explains general concepts and terminology. To learn about a specific champion's abilities click a portrait on the Champion Info page, or use the League of Legends wiki.

To learn about ideal skill orders, I recommend using online guides for a specific champion. However, I can offer a few general tips:
  • Determine which basic ability has a champion's most meaningful damage and/or utility, and max it before the others. For many champions, this choice is always the same; other champions can make reactive choices.
  • Determine what abilites, if any, are '1-point wonders' (utility-oriented abilities that only need 1 rank to get their job done). Rank these once, but max them last.
  • By level 4, each basic ability should be ranked at least once.
  • Put a point in the ultimate ability whenever possible - at levels 6, 11, and 16.

What Do Abilities Do?


Abilities have a multitude of effects, some of which are unique to a champion! Often, a single ability has more than one effect. These are the most common:
  • Damage: removes health. Damage-over-time (DoTburnpoisonbleed) deals damage gradually, instead of instantaneously.
  • Heal: return missing health. Healing a full-health target has no effect.
  • Shield: give temporary health. Shields are shown in health bars as grey. Magic damage shields, which only block magic damage, are purple.
  • Crowd control (CC): disables or impedes enemies.
    • Hard CC completely removes a player's control of their champion.
    • Soft CC partially removes control.
    • Interrupts cancel channeled abilities. Any CC that prevents casting abilities is an interrupt, whether it's hard or soft.
    MOST COMMON CC TYPES
  • Buff: increase allies' statistics. Steroids are self-buffs.
  • Debuff: lower enemies' statistics.
  • Movement: allows a champion to quickly re-position by dashing, jumping, blinking, teleporting, etc. Most can cross terrain.  Thresh's  Dark Passage Kalista's  Fate's Call, and  Tahm Kench's  Abyssal Voyage uniquely offer re-positioning to allies. Offensive movement abilities are called gap closers, defensive are escapes.
  • Attack modifiers: give special effects to basic attacks. Some are attack resets, which allow a champion to attack in quick succession when used immediately after completing a basic attack.
  • Some abilities apply on-hit effects, which normally only occur on basic attacks. Examples of on-hit effects include lifesteal, Spellblade from the item  Sheen, and  Nami's attack modifier Tidecaller's Blessing.
  • Passive effects occur without activation, as long as the ability has been ranked with an ability point. Don't confuse these with a champion's passive!


How Do Abilities Work?


  • Cost: the amount of resource consumed per cast. Champions have finite resource pools; if this pool is empty, abilities can't be used. Most champions use mana, but some use their health or rapidly-regenerating energy. Some have no resource, and therefore no costs.
  • Scaling: the way stats increase the power of an ability. Scaling is specified by a ratio, which adds a portion of the relevant stat to the base value.
    SCALING EXAMPLES
  • Cooldown (CD): the delay before an ability can be recast. Most abilities go on cooldown immediately after cast, but some have variations on this mechanic:
    • Multi-use: can be cast multiple times in a short window. Ex.  Ahri's  Spirit Rush
    • Charge/Ammo: stock multiple charges that can be used in quick succession. The charges themselves replenish with a longer cooldown. Ex.  Teemo's  Noxious Trap
    • Toggle: grants a persistent effect when activated, with a cooldown between switches. Ex.  Dr. Mundo's  Burning Agony
  • Range: the measure of an ability's reach. Range is illustrated by range indicators. Abilities with globalrange can be used anywhere on the map.
  • Cast time: the delay between cast and effect. This is usually illustrated with a wind-up animation (for example,  Annie rearing back to throw  Incinerate, or  Ashe drawing her bowstring to fire  Volley.) Most are brief (~.5 seconds). Some abilities cast instantly.
  • Channels: abilities with interruptable cast times. Interrupts put the ability on cooldown, without its effect occurring. This can be done by the caster through movement, ability, or attack commands, or by enemies through crowd control.
  • Auto-targeted: when cast, affects all those in range. No aiming required.
  • Targeted: requires the cursor to be over a target that is visible and in range. Most of these cannot be dodged and will follow the target regardless of its movement.
  • Skillshot: require aiming using the cursor. These come in many shapes and sizes, such as linear projectiles, conic spreads, or circles. Skillshots can be missed or avoided--aim carefully!
  • Area-of-effect (AoE): can affect multiple units in one cast.
  • Single-target: affects only one unit per cast.
  • Aura: passively buffs or debuffs units in an area around the caster.
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Items


Items give champions bonus stats, and also special attributes:
Purchased items occupy 1 of 6 item slots and take effect immediately; there is no need to "equip" them.Consumables like  Health Potions and elixirs don't do anything until consumed by using the number key of their item slot.

Basic items are the starting point in every item's recipe. Different items use the same basic items, allowing adaptive build strategies.

Items don't apply real-world logic.  Boots of Speed are an important item on Nami, a mermaid with no feet. Infinity Edge is a sword that is core on Ashe, an archer. The stats granted, not the name or icon, are what matters.



Choosing Items


Itemization choices are called a build.

To build appropriately, ask yourself these questions:
  • What is my champion's role?
  • What statistics and attributes does my champion need to perform this role?
  • What statistics and attributes will help me against the enemies I am facing this match?

Use items to amplify strengths, or make up for weaknesses. A champion's core items often vary only slightly, but you should always build in response to match-specific situations. Varying build order, even among the same items, can make a huge difference!

Choose how you build carefully. Rushing an item means only buying its components until completion. Building several items too slowly can delay a power spike, but rushing one item can mean missing essential stats from others.

Maximize power and gold efficiency by choosing items that complement each other. A simple example is the relationship between resistances and health - health from one item will benefit from the magic resist/armor from another, and vice versa.

Do not copy the bots' item builds seen when playing Co-op vs AI. They are intentionally poor.

SYNERGISTIC ITEMS EXAMPLE 2
BUILD EXAMPLES FOR ANNIE, ASHE, AND GAREN
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Summoner Spells


Summoner spells are chosen before each match in champion select. They have long cooldowns, ranging from 60 seconds to 5 minutes. They are unlocked at different summoner levels, and are all unlocked by summoner level 10.

You can take any combination of spells, but the best choices vary. Think about the champion, role, and position you're playing, and the champions you are facing.

Mouse over the icons below to learn what each spell does. I will share some common uses of each.

Flash (fl) is regarded as mandatory on nearly all champions, due to its power and versatility. It allows instantaneous re-positioning. Use it to dodge skill shots, land abilities, cross terrain and obstacles, escape, or chase enemies. Max travel range: 400 units.

Ghost is for escaping or chasing enemies. Moving through units, also known as avoiding unit collision, means a champion won't have to walk around minions, etc.

Heal is for restoring HP during combat or countering harass. The movement speed boost allows for escaping or chasing. It's especially popular in duo lanes, since it effects the caster and an ally, but remember, stacking multiple Heals isn't effective due to the 50% reduced healing for 35 seconds.

Barrier is powerful protection for fragile champions such as mages and marksmen. It's an alternative to summoner heal, as it has a lower cooldown and shields for more HP, but using it well requires precise timing. It's easy to waste if you predict your enemy's attacks wrong.

Cleanse aids fragile champions such as mages and marksmen who can be devastated by crowd control, giving them a chance to escape or fight back. "Summoner spell debuffs" refers to Exhaust and Ignite.

Exhaust (exh) can be used defensively to prevent an enemy dealing damage and chasing, or offensively to prevent retaliation or escape. Exhaust is especially effective against burst champions like assassins.

Ignite (ign) is a popular choice for securing kills and making sure enemies don't duck out of vision in bushes or the fog of war. "Healing effects" includes health regeneration, lifesteal, spellvamp, and heals; Ignite is a powerful choice against champions like  Warwick Dr. Mundo, and  Sorakawho rely heavily on healing.

Teleport (tp) is fantastic for making surprise plays across the map, getting back to lane quickly, or escaping enemies. It can be used on a a variety of allied units, including turrets, minions, and wards. Teleport is a channeled spell, and can be cancelled by the player or by enemy CC. If cancelled by the player, it will go on a reduced cooldown.

Smite is for use on jungle monsters. Secure the killing blow, or just kill them more quickly. It operates by a charge mechanic. Certain items modify Smite so it can be used on champions - see the chapter 'Closer Look: Jungling' to learn more. Smite also works on various enemy units, such as minions,  Annie's bear Tibbers,  Heimerdinger's turrets, and the bloblets from  Zac's  Cell Division.

SPECIAL SPELLS FOR OTHER GAME MODES

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Masteries




mastery is an option for bonus statistics and/or special attributes. There are 39 masteries organized into 3 skill trees: FerocityCunning, and Resolve. Each tree has 5 tiers, and culminates in 3 extra-impactful Keystone Masteries.

Each of the 5 tiers forces a choice between two masteries. Players choose a mastery by placing a mastery point in an available slot. It takes 18 points to reach a Keystone, leaving 12 to use among the remaining trees. Mastery points are gained with summoner levels.

You can create up to 20 unique mastery pages that can be edited during champion selection or in your summoner profile.


Choosing Masteries



Mastery pages are all about meaningful choice - it's not possible to have all options, so choose the options best suited for a specific match and champion. To choose properly, answer these questions:
  • What statistics best help my champion perform their role?
  • What attributes best complement my champion, item build, and playstyle?

In general, damage-focused champions should choose a Keystone Mastery from either Ferocity or Cunning, and durability-focused champions should choose from Resolve. Most utility-focused champions work well with Cunning or Resolve Keystones.