[{quoted}](name=Moonfall Saber,realm=NA,application-id=A8FQeEA8,discussion-id=9TIinXif,comment-id=,timestamp=2017-07-18T12:37:14.515+0000)Unique Passive : 15% of damage taken is dealt to your mana instead.
Slight adjustment should be either that you can toggle whether or not this is on or not or that it would be disabled when you're at 15% or less of maximum mana (or something among those lines, like
). This is because some mages might as well be dead if they're at a certain mana threshold. 15% less damage taken is also pretty lackluster.
In terms of gold efficiency:
60 AP x 21.75 = 1305g
50 Armor x 20 = 1000g
400 Mana x 1.4 = 560g
10% CDR x 26.5 = 265g
1305 + 1000 + 560 + 265 = 3130g
3130/2900 = 107.93% Gold Efficiency
While not
level, that's pretty up there.
An issue with this item, however, is that it's in direct competition with
which has 10 more AP, 5 less armor, and can potentially block more damage and dodge CC while providing guaranteed 2.5 seconds of survival and the ability to zone. On top of that, providing 60 AP to mages and assassins compared to 70 AP is a huge gap for something that doesn't provide damage, only survivability. The only viability would be on tanks who benefit from this kind of AP such as
,
,
... but even then you have to consider that it doesn't give that juicy HP that tanks enjoy. That means that these tanks will most likely buy them towards the end of their build (even after
) just to abuse the fact that it's 15% multiplicative damage resistance.
would be a "better" Arcane Shield in certain instances for that tank slot item and have a negative synergy between each other (its multiplicative, not additive).
Put this into perspective,
provides significant amount of damage which justifies the 60 AP while
grants 80 AP, 300 HP, 400 mana, and Eternity which could be ~40-100 extra HP. The extra 300 HP would generally be better than 15% less damage because 300 / .15 is 2000 -- you require 2000 damage to subtract 300 HP. This, however, doesn't factor in the damage resistances of 50 armor which means this 2000 HP number against physical damage is significantly less.
Now, another viable use of this item is that you can rush it in a match-up like
or
where surviving their all-in is all you need to win. However, you're still in competition with
or even just
because one shuts down the burst while the other is just super efficient for its cost. Arcane Shield is just kinda in the middle of mediocrity -- not very good lategame (in comparison to Zhonya's Hourglass) and not very great to rush early on (lack of damage) while not being very tanky either.
In other words, it's a very interesting item but it kinda gets overshadowed by other existing items in the game and lacks a solid identity in stats... only benefiting maybe AP Divers... but they would appreciate the
active more. I could see
and
using this item because they have to be up close and personal and their kit (and RoA) have built-in sustain (Ryze's shield and Cass's E Heal) that synergies with damage resistances. However, it would be better with them if they gained a little more damage from it compared to (guess what) Zhonya's (pre-Seraph's) and Morellos (pre and post-Seraph's) (side note:
can tank more damage and grants more AP at a cost that you have to stack it up... but the two can go together and Seraph's has to be charged up).