An attempt at improving Mage itemization
The main goal of these changes are to make Mage itemization more interesting, mainly through build diversity. In order to do that I'm trying to even out the items' power. That includes removing power from Morellonomicon and sticking it elsewhere, but also rebalancing some items and re-introducing a whole new one.
The numbers are mostly suggestions.
Sorcerer's Boots
- Cost: 1200 Gold
- (NEW) Recipe: Boots of Speed + Amplifying Tomb + 435 Gold
- 20 Ability Power
- 15 Magic Penetration
- UNIQUE Passive - Enhanced Speed: +45 Movement Speed
This change makes Sorcerer's Boots as gold efficient as Berserker's Greaves. Rather than a buff it's supposed to be a power shift where 20 Ability Power is removed from Morellonomicon and moved here so other Mage items have a better chance of competing. Morellonomicon will still be a staple item on most Mages, if only for its Mana management, but similar to Marksmen builds with on-hit effects and Life Steal versus Crit Chance it might lead to some Mages picking other Mana items more often, like Rod of Ages, Archangel's Staff, Hextech GLP-800 or even just Lich Bane. Some Mages will of course still buy both, or more. Whatever floats their boats.
Luden's Echo
- Cost: 2700 Gold
- (NEW) Recipe: Fiendish Codex + Aether Wisp + 950 Gold
- 60 Ability Power
- 10% Movement Speed
- 10% Cooldown Reduction
- UNIQUE Passive - Echo: Gain charges upon moving or casting. At 100 charges, the next damaging spell hit expends all charges to deal 60 (+10% Ability Power) bonus magic damage to up to 4 enemies and refund 20% Cooldown and 40% Mana Cost. Deals 40 bonus damage to minions.
Luden's Echo is re-balanced as a spell spamming tool that offers some AoE damage rather than just 100 bonus damage on your burst. It loses its spot among the NLR buys (which is given to another) and loses Ability Power and burst damage in favor of a Cooldown Reduction effect that introduces a little more decision making to your opening spell. The effect also refunds a little bit of the spell's Mana Cost. This isn't comparable to Tear of the Goddess' Awe effect in strength, it's no where near as good, but spreading out small Mana gain effects on items allows us to siphon strength away from the overloaded Morellonomicon again -- which, by the way, isn't only getting nerfs.
Banshee's Veil
- Cost: 3100 Gold
- (NEW) Recipe: Needlessly Large Rod + Null-magic Mantle + Amplifying Tomb + 965 Gold
- 100 Ability Power
- 45 Magic Resistance
- UNIQUE Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 40 seconds.
Banshee's Veil now takes up the slack as an NLR buy. It loses its Cooldown Reduction and some Magic Resistance in favor of Ability Power while its gold efficiency stays about the same (0.6% better). Its now a little less attractive on Mages that want that CDR or as a great solution against Magic damage heavy teams, it also no longer mirrors Zhonia's Hourglass as a defense buy, but it returns to its roots a little with a higher focus on its spell shield that can be quite impactful in the right hands.
Morellonimicon
- Cost: 2900 Gold (unchanged)
- Recipe: Unchanged
- 80 Ability Power
- 400 Mana
- UNIQUE Passive - Grimoire: +20% Cooldown Reduction
- UNIQUE Passive: Dealing magic damage to an enemy champion below 40% Health applies Grievous Wounds for 8 seconds.
- UNIQUE Passive: Damaging an enemy champion affected by Grievous Wounds with a spell or ability refunds 30% of its Mana Cost (once per spell per champion) (up to 150% refund against 5 enemies affected by Grievous Wounds).
Morellonomicon shifts a little bit to an all rounder utility item that sort of covers all the bases, but isn't a perfect monstrosity. Its Mana sustain is no longer simply "Kill a champion, don't worry about Mana", it now works better in teamfights where you can hit a lot of enemies with your spells or where your allies might be able to apply Grievous Wounds as well.
(NEW-ish**) Rite of Ruin**
- Cost: 2900 Gold
- Recipe: Fiendish Codex + Amplifying Tomb + Lost Chapter + 665 Gold (same as Morellonomicon)
- 80 Ability Power
- 400 Mana
- UNIQUE Passive - Grimoire: +20% Cooldown Reduction
- UNIQUE Passive: Moving and killing enemies generates charges, up to 300. Basic attacks against enemy structures and Epic monsters consume 100 charges to deal 60 -- 160 (based on level) (+0.3 Ability Power) bonus magic damage on hit and restore 15% maximum Mana. Damage increases up to 100% based on target's current Health.
I would like to tie the introduction of this item to a reduction of the Ability Power ratio on basic attacks against Towers from 50% to 40%. Right now, both Mages and Marksmen have almost universally great wave clear and damage to towers. It shouldn't be that way for all of them. Buying Rite of Ruin would allow Mages to help with objective control, but they forgo having Grievous Wounds and more dependable access to Mana regen for it.
##Small Buffs
Rylai's Crystal Scepter
- Ability Power: 75 --> 80
Rabadon's Deathcap
- Cost: 3800 Gold --> 3700 Gold
Rabadon's high cost makes it hard to buy in most games. Reducing it by 100 gold and the removal of Luden's burst should make the item a little more attractive.
Lich Bane
- Mana: 250 --> 300
Adding a little Mana for champions who don't need Rite of Ruin and don't want to rush the nerfed Morellonomicon.
Spawn Platform
- Mana Regen: + (The wiki says it's 8.4% per second --> 10% per second?)
Even with an alternative new item for Mana Management and small buffs to Lich Bane and Luden's Echo, Mages still might struggle with keeping their Mana up in extended fights. Upping the Mana Regen of the fountain by a little should help them get back into the fray quicker if they were forced to go back.
Hextech GLP-800
- Active Ratio: 35% Ability Power --> 45% Ability Power
Hextech Protobelt-01
- Bonus Damage per additional bolt: 10% --> 12%
These two changes are supposed to nudge Mages towards the Hextech items as burst options to make up for Luden's Echo's lacking burst damage. Both items aren't ideal on all Mages as they require you to get into close range, but that makes them ideal to buff.