Why do people insist on Tear of the Goddess?
My argument is that not finishing Tear will lose you lane early if you don't finish it (this does not include Ryze building tear + cata and then choosing cata over tear first because RoA = if you're losing, Seph = if you're winning), and you're going to have a very bad time if you don't finish it against an Assassin because they capitalize on early damage (meaning; do not expect to win trades early if you're building one). Some champs can get away with it because they're able to spam abilities more than most champs (Nid animal form, Ryze mana damage, etc), but I still think it's better to finish AA because you now get 16 mana/cast every 6/8 seconds rather than 10 mana/cast + 1 mana every 6 seconds (multipled the number by the amount of time can happen between CD's) , and if you're buying tear, you're commiting to mid/late game already, why not get their faster?
IMO based on gold efficency: Cata = Tear (Cata is for early sustain,Tear is commitment to late) AA = RoA depending on matchup (gold efficiency is equal, RoA is better against burst) Seph > RoA depending on matchup (Assassin heavy team vs Late game heavy team, Seph has a higher gold efficency than RoA) Seph will take longer to create if you do not finish tear, and you will lose out on a nice mid/late damage spike if you don't upgrade to AA, and god knows how many minutes people play with max stacked tear due to not having the amount of gold necessary to finish it because they're finishing other end game items.
Not finishing your item before you go towards next item is detrimental to your champ, because fully bought items maximize gold.
Examples of items deficit if not finished:
RoA = loss of mid/late game; RoA gives HP/Mana/Small AP and can finishes around mid game if bought early enough. Without it, cata by itself only helps sustain early, because the healing/ Mrgen proc late is worthless due to spells doing increased damage.
IE = loss of early/mid/late game, if you're an ADC, you either want this item first, or soon because it is the most damage for the amount of gold you can buy, due to the fact that it increases the value of all other ADC items. (depending on ADC)
Tier 2 Jungle Item (socketed jungle item) = loss of early/mid/late game ( +30 gold per monster camp is HUGE)
AA= loss of mid/late game, Tear is stacking at 10 mana/cast every 6 seconds if you use 2 abilites, which takes about 450 seconds to reach, which is 17.5 minutes, which requires you to have an infinite mana pool to spam abilites as soon as you buy tear. Relatively, buying AA means you will stack at 16 mana/cast every 6 seconds, and recieve 3 mana free every cast.
If you're losing lane, which can happen because tear -> AA makes your early game weak, then build 2nd item defensive/situational to compensate so your laning phase doesn't destroy mid game which destroys late game (zhonyas most of the time).
EDIT: Shortened
. Maybe Ezreal (who I don't play) as well...?
.
is pretty much core. Can substitute mercs if absolutely necessary. Last two items can be anything among:
All of those but ghostblade have at least a defensive element to them, and you're an assassin- if you need more than 1 dedicated defensive item, something's gone wrong.
provides a higher damage 3 item spike than RoA does imo. If the timing coincides with a a great level 16 champion power spike then it can be useful. Not every champion is
who need to own early or they will fail hard.
early if you are having a great game, and the
is pretty gold efficient. Nowadays you'd probably grab a
instead of one of those though.
and
picking up an early
as