Why not scrap Clarity and turn it into a support item made out of Tear
?
?
If they want it that way they would kept Soraka the way she was....................she was able to give Mana to her team over n over
Except that was on a much, much lower cooldown, and I don't believe it gave 40% of your maximum mana.
A big burst of mana with a long cooldown would be better than a little bit of mana on a short cooldown in comparison, like old Soraka. Less invisible power, and potential to clutch in a teamfight if your APC runs out of mana at a crucial moment.
And honestly, I wouldn't mind a utility option for building tear. It builds into an AD item or an AP item, so I'd like to see it build into a more support-y item as well.
Invisible power is the best power though
:)

RIP Grievous Wounds 2015
But seriously, invisible power is actually really strong in some cases, but sometimes more power in exchange for high cooldowns is better (and flashy!). I mean, I never get thanked for building aegis of legion despite it being incredibly useful :c
On a low cooldown she was a IV drip
An option to buffer up your mana and give it a Clarity like active when it reaches 750 stacks, would not be in the same boat as Soraka's mana battery Not even sure it's a good idea, mana problems become less of a problem the later the game gets...
would be cool if there was an active item that sapped like 100 - 300 mana from an enemy champion
Mana drain is a pretty tozic mechanic in that it literally stops mana users from being able to retaliate, and does jack against non-mana users. Its stronger than a silence against mages because it could potentially prevent an entire spell rotation for far longer than 2.5 seconds.
I dont think so, if a mage wants to go out of his way to build full AP then he should suffer the consequence of having no mana regen, or cooldown. Also maybe if you use the item on an energy champ, it stops their energy recovery shortly.
and of course it would do jack shit to non anything users, its just an item it's supposed to be situational somewhat. It's like why would you take frost queens claim if the enemy has a jungle yi
You know who else is a toxic mechanic 
Doesn't even get affected by it.
GG Rito what the heck. Riven no mana and still using abilities item doesn't work on her.
If they want it that way they would kept Soraka the way she was....................she was able to give Mana to her team over n over
The problem was that they didn't want Soraka to be a walking HP&Man-pot shop,but the League's primary healer.Besides that,it was annoying to play someone who could heal and give mana to allies at the same time.
A mana restoring item (which drains your mana),wouldn't be to toxic since not many supports would rush it(Boots,SS and Gold-item come first).
#Manamanipulator
What support is gonna be spamming spells enough to stack tear quickly?
give the item passive stacking as well?, but karma, anivia, and maybe sona or soraka
easy, but he never runs out of mana anyway if he is picking up chimes.
If it came with a decent amount of base mana regen, a lot of pokey supports, actually.
Made from tear and catalyst
Catalyst of the goddess
Gives mana, scaling mana (like what tear normally has but it gives more mana per cast based on level up to 300) hp, mana regen and a unique on use (and the catalyst passive lvl up bonus that also triggers on assists)
Sacrifice of the goddess The user sacrifices the current bonus mana build up returning it to 0 to give the equivalent mana to a targeted allied champion as mana regen (can also target the user)
To build it to a useable and useful point you have to cast spells, it's also not cheap, but it would have the benefit of constant sustain for the support in lane, and mana for his ally
This item would be most beneficial to a sustain support (and they do need some sort of buff right now)
In my opinion, Clarity would be nice with a much lower cooldown or higher mana return (so you don't get barely any mana at early levels) BUT made to only affect yourself, not any nearby allies.
Then it becomes a viable spell for very mana-hungry midlaners or supports, rather than having to be weak since it applies to two people.
Can you imagine a meta where some mids can actually use Clarity viably instead of 90% (random guess) of games being super aggressive ignite lanes?
That being said, it can't be made too strong for two reasons.
1) We don't want an infinite-waveclear meta again. See: Early S4 Ziggs
2) From what I understand, Riot specifically wants to maintain the design clarity (no pun intended) that "OoM = vulnerable target". The idea that an enemy can be out of mana, giving you the perfect window to kill them, and then suddenly have a huge chunk of mana returned and turn back against you, is sort of "lacking clarity".
That's why it's not the same as mana regen over time.
5 mana per second for 100 seconds is 500 mana - but you see it restore slowly over time.
If, instead, you suddenly restored 500 mana instantly on a 100 second cooldown, it would be the same "effective" mana return, right?
But it would lead to the situation where someone looks like a vulnerable target but then suddenly gets a bunch of mana back and returns fire.
That being said, you could say the same thing about Heal, right? A low-hp target is vulnerable...but if you go in, and they use Heal or even Barrier and then turn the fight against you, that's still your fault for engaging when they had the spell up. So if people got used to seeing clarity, they'd know to be cautious about focusing OoM targets who could suddenly pop Clarity and restore a chunk of it. So the spell could probably be viable without too many problems.
Anyway, sorry for the rambling, but these are my opinions and my thoughts on Riot's viewpoint.
I could really use clarity on essence reaver. That shit doesn't restore but 5 mana per hit.
Edit: sorry that was off topic. I like clarity on a support item too but maybe not tear, since not many supports can stack it fast via spamming. Ideally you want a good chunk of supports picking this up, no matter what if they're healer, tank or mage, etc.
Because it'd still be bad.
Unlike Dota (namely Arcane Boots, which is similar toyour idea), we don't have actual meaningful mana costs. As a result, this item will be under Ohm-wrecker Tier.
[{quoted}](name=Lost In Time,realm=OCE,application-id=3ErqAdtq,discussion-id=BU6w3ou5,comment-id=0001,timestamp=2015-08-28T10:18:39.763+0000)
Because it'd still be bad.
Unlike Dota (namely Arcane Boots, which is similar toyour idea), we don't have actual meaningful mana costs. As a result, this item will be under Ohm-wrecker Tier.
old champions do, but yeah XD
[{quoted}](name=Lost In Time,realm=OCE,application-id=3ErqAdtq,discussion-id=BU6w3ou5,comment-id=0001,timestamp=2015-08-28T10:18:39.763+0000)
Because it'd still be bad.
Unlike Dota (namely Arcane Boots, which is similar toyour idea), we don't have actual meaningful mana costs. As a result, this item will be under Ohm-wrecker Tier.
I was gonna argue against you, but you know what they say:
Karma always catches up to you. The best cc is death. Better to try to 1-shot someone over having mana to 4-shot someone.
How would they charge the item?
Seriously, I'm curious. Is it by moving? Wouldn't it be exploited by the Ryze's/Singed?
Give this man a cookie.
I don't see the point.
It would only be useful if you could use it during early laning phase. Maybe give it as an active to 
Or they could just buff Clarity to something like this:
Returns 50% of maximum mana to the caster. Nearby allies are granted bonus hp for 4 seconds equal to the amount of mana returned. Cannot be cast above 30/40/50% mana.
So what you've got here is a legit support spell that gives you mana while saving asses. If you give friends 300 bonus hp with the spell and the hp expires when they're below 300 hp, they die. So it's not really a shield and not really a heal, just a temporary second wind.
It also gets harder to cast as the game goes on and the spell gets stronger since you'll be at low mana far less often.
Or they could just buff Clarity to something like this:
Returns 50% of maximum mana to the caster. Nearby allies are granted bonus hp for 4 seconds equal to the amount of mana returned. Cannot be cast above 30/40/50% mana.
So what you've got here is a legit support spell that gives you mana while saving asses. If you give friends 300 bonus hp with the spell and the hp expires when they're below 300 hp, they die. So it's not really a shield and not really a heal, just a temporary second wind.
It also gets harder to cast as the game goes on and the spell gets stronger since you'll be at low mana far less often.
so its a better version of heal and barrier along with mana sustain. That sounds terrible. Keep it for mana, please.
Not really. It's only temporary hp compared to heal and with no speed. Compared to barrier it's just different because you couldn't use it to save yourself at all. Mana for you, temporary hp for allies.
is garbage and it only serves to encourage bad behavior its useless not as useless as
but the only time ive ever seen it used is as a security blanket for for new players which is fine except all it does is tell those players to keep spamming spells instead of managing their mana use. but at least ignite applies grievous wounds. {{summoner:2}} is the same tier as revive.
But Clairvoyance wasn't even good on URF.
Because they are giving you a choice to choose a subpar SS and be inferior to other summoners.
Diversity is important!
#bringbackrevive
It'd suck for aram but I like the idea for a mana hungry bot lane in 5s
Clarity is good for low level accounts without masteries/runes, as well as in ARAM. I wouldn't want to see it completely gone.
It would be cool to have clarity in item, but Tear as a part of support item doesn't make much sense. You should get Tear as early as you can to start stacking. But support needs to rush gold/10 item. Then vision stuff. Then something tanky to not die instantly. Then finally he can buy tear. But by that time the laning phase is over, champions don't spam spells so often, have bigger mana pools and clarity isn't really needed.
Why not have it as a branch out of the coin line, then?
+
+ 535 gold = 2100 gold
50% base health regen
150% base mana regen
+250 mana
+10 movement speed
Unique Passive-Mana Charge: Grants 4 maximum mana on mana expenditure or spell cast (up to 2 times per 8 seconds). Grants 1 maximum mana per 8 seconds, and 1 maximum mana for being near the death of a minion or monster without delivering a killing blow.
Unique Passive-Favor: Being near a minion death without delivering the killing blow grants you 5 health, 10 mana, and 4 gold.
Transforms into () upon reaching 750 mana
() 50% base health regen 150% base mana regen +250 mana +20 movement speed
Gains the Unique Passive-Mana Warp Nearby allies gain +50% base mana regen.
Gains the Unique Active-Clarity Restores 75% of your missing mana, and half of that to nearby allies. Allies that do not have access to a mana resource instead gain a shield equal to 8% of your maximum mana for 1 second (90 second cooldown).
This item, already pulling out of coin for the sustain, is intended to take sustain to the next level. While Talisman is the premier item for forcing engages and disengages, this branch should be looked towards to fuel extreme poke. On top of this, with the right numbers, this should give an option to a support that's already CDR flooded.
I wish they'd drop the speed boost from heal, and just combine it with clarity.
Well, we could also try making it so you have to stack it (i.e. every time you use an ability, 30% of mana used gets stored. When [ITEM] gets used, stacked mana gets restored to player. If allies are in a 1000 unit radius, 60% of stacks will go to the player, and 40% will get distributed to the number of allies in radius.)
+ 
This is actually a really cool idea.
The Clarity active is really cool for its effect on mana-based champions, but is extremely limiting as a summoner spell because it has to compete with other summoner spells. Adding it as a support item gives it a lot of cool possiblities as a portable mana battery for the team.
Stats are super iffy because of the other Tear item's stats, but the active would probably have an effect where it trades your own mana to give nearby allies mana, maybe only one teammate mana.
It would be really cool, but I'm worried that this kind of item would come too late. In the mid-game, most mana-using mages have most, if not all, of the mana/mana regen they need at that phase except in extended sieges, where Blue Buff gets donated to the AP carry. You aren't going to stack a tear until much later on in the game.
Maybe that a good idea and solve the problem generated by energie and manaless champ like Zed and Yasuo.
I run it on veigar vs heimerdinger, it is quite hilarious how many stacks I can get because of it while using my W to remove his turrets constantly without going oom. Probably the only way I would ever use it though >.>
Tear would suck on most supports. Chalice or Forbidden Idol would be much better for a build path.
chalice and tear item, I want one so bad, also a chalice/ glacial shroud item, but that's another matter
I'll be honest, I initially read this as "Why not scrap
and turn it into a support item made out of tear?"
And I was completely baffled as to what you meant by it o.o
How about?
Tear of the Goddess + Forbidden Idol
250 Mana 75% Base mana regen 10% Cooldown reduction Unique -- Inspiration: Gain mana regeneration per 5 equal to 1% of your 100 maximum mana Unique – Mana Charge: Grants +4 mana (max +750 mana) for each spell cast and mana expenditure. (Occurs up to 2 times every 8 seconds). Gains +1 mana every 8 seconds.
When it transforms gives this Unique -- Clarity: Restores 40% maximum mana to you and your nearby allies.
a lot of items would be sweet if different summoner skills worked with them. Not sure what the best pairing is, but i think it would be cool if every summoner skill paired with one item that did a similar thing to it.