mages have too few choices for reaching cooldown cap
My favorite thing to play in this game is traditional mages, with high damage and control but lackluster mobility. Cooldown reduction allowed more regular access to their strengths, which made them a lot more fun to play, and sense the preseason started, it just isn't as available.
Before the preseason, buying a mana item and
would hit the cooldown cap. With the nerf to lucidity boots, and the cooldown masteries being placed too high in the middle tree to get if you specialize in the damage tree, you need to get additional items to achieve the cooldown cap.
there are currently 6 cooldown items which are really designed for ap champions;
,
out of these,
and
are autoattack based, and many champs just dont have good synergy with them
is useful for its sheer utility, but in general isnt a very powerful item for a full mage
this leaves

morello and athenes occupy the same basic purpose in most cases: getting your mana to sustainable levels. Usually you would want to choose one or the other, as buying both will just overkill your mana regen and make you spend money on a stat you dont need more of.
Essentially, if you want max cooldown, you are forced into getting
or
+
+
. and unless your champ has the synergy with nashors or lich bane, or just go for tank items, its basically your only choice. This just feels bad, and has severely encroached on my enjoyment of my favorite position. I am fine with making the cap harder to achieve, as that is a reasonable power gauge considering the strengths of the class. But we really need some options for how we get there, either through additional items or masteries
and u find ap mages have to sacrifice dmg to attain max cdr while adc's give up nothing. its so sad =(
or AD 
users being completely fucked out of CDR. They don't want or need mana regen but they stack a latent power item for 20 minutes only to have a bit more AP and no CDR. We need way more AP cdr items.
with a champion that was in need of 40% (45%) CDR in the first place.
+
= Tanky Bursting Mage that never runs out of mana (Sounds OP? It is ;D)
gives the highest amount of AP of any three item combo when fully stacked
helps keep you from getting deleted, helps sustain in lane with mana and health regen on the level. There is nothing you can do to make Azir do damage early game, unless you're running straight AP runes. He'll always get outshined by a caster or an assassin by level 3.
In most cases is a very good idea, the Armor and the AP is really good but what about that active? Being protected for that amount of time means that your Team's damage output is drastically decreased. A fully stacked
.
LOVES this item with his farming nature and passive, but the CDR from Athene's or Morello is far better and has a higher winrate.
can also easily stack tear but there's just no reason for them to forgo the CDR.
. Could give like 60 AP, 250 HP, 15 Magic Penetration (Unique from Liandry's), and 10% CDR and cost 2900 gold? (Combine cost of 500g and gives +10 AP and +50 HP over its components so it's basically just for slot efficiency).
build
who does not have toggles , she just get's friggin 25% cdr from her snake stacks passive which solves her issues with cdr. And her E mechanic (her main damage output) isn't tied to CDR either, the ability sets a flat CDR of .5 seconds.
And
builds it mainly for the damage scaling, but he also get's a free 30% cdr from his ult passive. (and his abiltiy CDs scale according to his passive, which ensures that regardless of CDR he will always have the same spell rotations).
Flat movement speed
Gives allies movement speed
Lowers spell CD
The closest to "combat boots"- gives movement speed for fighting
Heal up and run out faster in base
wouldn't be so bad on mages.
or