Ohk, I'll just cut to the chase. Here are the stats I'm trying to balance:
And here's the closest affordable/"bang-for-my-buck" off-build I've been able to devise, that balances those stats.
- Wit's End [50AS 30+MRes 42MD] Currently 2,600G, but will be reduced to 2,550G in the next patch.
- Mejai's Soulstealer [20AP 160AP & 15%CdR @ max stacks (180AP) ] 1,400G
- Guinsoo's Rageblade [30AD 40AP +32AS & AP @ max stacks (72AP) ] 2,590G
- Glacial Shroud (Currently 950G, but will be reduced to 900G in the next patch) → Zeke's Harbinger [35A 10%CdR 50AP 250M]
- Locket of the Iron Solari [20MRes 10%CdR 400H] Currently 2,800G, but will be reduced to 2,750G in the next patch.
That's roughly 10,190G (not counting 1 Gold item, Enchanted Boots, Stealth Ward Totem, upgrade to Zeke's, & any Elixirs I buy during late-game)
Total stats are:
- 400bonusH (2625 total Health)
- 250M
- 35A
- 50+MRes
- 302AP (17scalingAP Runes + 5%AP Masteries - 334.95AP total)
- 30AD
- 82AS (+15AS Runes + 5AS Masteries - 102AS total)
- 42MD + R Passive: 20+16/24/32 bonus Health MD (78/86/94MD total)
- 35%CdR (+15%scalingCdR Runes + 5%CdR from Masteries, so exceeding 40% in this particular case - 55%CdR total)
- 6%MS (4.5%MS Runes + 1.5%MS Masteries)
And that's all under the assumption that I've farmed almost perfectly all match, have been fed a few kills due to an awesome lanemate, and that the game went on long enough that I was able to level up to Level 16 & reach full item build. And that isn't even taking build order into account, cause I won't have these stats during early game.
Even with 94MD at level 16, I still feel like I don't have enough affordable bonus Health. I can always keep buying Elixir of Ruin during late-game, to gain an additional 250H, for a total of 650 bonus Health (88/101/114MD), but I still feel like that (114MD) isn't enough..(?)
I feel like I should be at 1,000 bonus Health (3225 total Health; 102/122/142MD) to deal enough magic damage.
How much health is enough health for TK?
In the end, I'll have the 40+%CdR, but at the cost of Magic Damage (from bonus Health via R Passive). This is the balance act I've been referring to.
If I try to go for more affordable Magic Damage/Health, it'll be at the cost of affordable %CdR, or at the cost of one of the other stats I'm trying to balance.
There's always a trade-off; a stat I have to give up.
Thing is, all the other stats are more important; and the only other place I can think of to alleviate the lack of %CdR is to target TK's W Cooldown, which would improve his gameplay feel, if adjusted to go off earlier, upon devouring, rather than after spitting out.