AP Itemization Pass Ideas
So one of the reds posted they'd like to do an AP itemization pass to help diversify builds, so I'm creating this thread as a sort of "Coalition thread" for ideas on reworks for AP itemizations.
First, I'm going to look at "Components" that don't have more than one upgrade, and toss out some ideas, then I'll look at existing items that are having problems and need reworks.
I'm also going to introduce a new Component: Pages of Blood: Amplifying tome + 565 gold = 900 Gold: 20 AP: Unique passive: Inflicting Magic damage upon a target below 20% HP inflicts grievous wounds for 3 seconds.
First up:
First introduced in BIlgewater Brawlers, it built into 4 or 5 different items (I can't actually remember how many) and it was a really great item, and still is. Mana regen on Level up is fantastic for laning phase. The only issue is that it only builds into one Item at the moment, and that one Item is REALLY good and should frankly get nerfed. (it's far too gold efficient compared to other AP items). ANYWAYS, Onto the suggestions:
+
+
+ 300 Gold = 3300 gold
Fang of the Ocean Drake
AP: 110 AP
MS: 4%
Mana: 400
Unique Active: Replenishing Rain - Upon use, Regenerate 35% of your mana over the next 3 seconds. If your mana is full, the excess mana spills out in an AoE around you replenishing your allies' mana. (120 second cooldown). This is meant to be a more "Siege" focused mage item, it also helps sustain in a more "Siege" method than teamfight focus that Morellonomicon does. This would work best on "Artillery" or "Siege" mages who want to be able to fire off long range consistant poke.
+
+ 750 gold = 3150
Lina's Visage
AP: 80
HP: 300
Mana: 400
Unique Passive: Eyes of Pain - 15 magic penetration
Unique Passive: Fire Mage's sustainment - Dealing Magic damage vs Stuned, snared, or suppressed opponents restores 20% of the damage as mana.
Lina's Visage is a more "Aggressive" mana restore item focused on more CC heavy mages that like more prolonged fights, or even burst mages that have some CC in their kit, as it allows them to restore that mana in a way that's rewarding. It also encourages working with tanks to lock down targets to restore mana.
+
+
+400 gold: 3150
Staff of the Tidesman
AP: 100
Mana: 400
Unique Passive: 20% CDR
Unique Active: Fountain of water - Create a pool of water at target location. Allies that pass through the fountain have their mana restored by 25%, while enemies who pass through the fountain are slowed by 20%. If the fountain is cast in the River, it's size is increased by 30%. (CD: 150 seconds)
This is more a dual use item. Slow the enemy while enabling chase by replenishing the mana of allies to ensure they have the mana necessary to use abilities to chase down their foes. Or use it around baron to help ensure everyone has the mana to contribute, or to slow down the encroaching enemy enough to secure the baron. It shines best around neutral objectives, but can still be useful anywhere.
UP NEXT: Seeker's Armguard. This item was promised to have more upgrades released, but they never materialized. This makes the item incredibly "Feel bad" to rush since Zhonya's was nerfed. As such people have been begging for upgrades for it to enable better AD vs AP matchups. Especially since AD mids have hexdrinker/maw.
+
+ 800 gold
Armor of the Frostguard
AP: 60
Armor: 80
Mana: 400
Unique Passive: 10% CDR
Unique Passive: Shield of the Frostguard - Every 20 seconds out of combat with large or epic monsters or champions, generate a shield that blocks the next 40+25 per level physical damage.
This is a very simple "Help me stay alive longer" vs assassins, adcs, jungle monsters. It does NOT enhance damage by a large amount, and will likely set you behind, but is better for "I just want to stay alive a little bit longer without making myself a sitting duck" Zhonya's is the more offensive version of this, but this works well if you also are a "Tear" builder that still needs survivability, since this synergizes with Seraph's, allowing you to potentially make up the difference.
+
+ 550 = 3000
Staff of the Wardsman
AP: 100
Armor: 50
Unique Active: Denial of Entry - upon activation, your champion enters a channel where they knock back all enemies to 600 units away, and create a massive slow zone that slows enemies by 40%. Taking damage from outside the zone will end the channel early. Channel lasts for 3 seconds (150 Second Cooldown)
This is essentially a VERY old Janna ult. For those of you who don't know. Janna's ult used to slow enemies who re entered the healing zone after the initial cast. This was removed due to being incredibly powerful when allies also got free Movement speed, and the zone healed janna for far more than it does now. By tying it to an expensive item, and a long cooldown that doesn't ever decrease, I've brought it back for more "Flanking Mids" that want to close off path's of retreat. It's probably not actually all that great, but it does have some interesting possibilities. I think there are some champions who could make really good use of it, but again it is just an idea.
+
+ 400 gold = 2800 gold
Hextech Cyclone Engine
AP: 80 AP
Armor: 50 Armor
Unique Active: Sky Bolt - Target zone because charged causing drafts of air to converge, pushing all enemy units into the center of the convergence, taking 20-250(+.25 AP) damage (based on level). 40 second cooldown (This cooldown is shared by all Hextech Items)
This is another Hextech item. This one is unique in that it is a more "Manipulation" effect than the GLP. Originally I was going to have this be a "Force Staff" type item where you could push anybody you wanted, but I realized that no one would take it because Protobelt would be better. I still think this could be used on some tanks who could get close enough to clump up enemies so their initiation is more powerful. I could see this being really good on some champions. The opportunities are really interesting and engaging.
Next up are Changes to Existing Items.
Cost increased by 200 gold (From 2900 to 3100) And builds out of Pages of blood. (SO Fiendish Codex, Lost chapter, Pages of Blood + 400 gold)
The cost increase is to make it less stat efficient, and to encourage some of the other Lost Chapter items that I suggested, as most of them are around the same cost if not slightly more expensive to purchase. This makes it less "This HAS to be bought first"
Recipe changed from Null Magicite Mantle to Negatron cloak. This is mroe a QoL change. the huge boost in MR from the NMM to banshees is pretty big, and having to sit on ONLY the NMM feels kind of bad. No other changes (Total cost would remain unchanged, as the combine cost would be decreased by 270 to match the addition of Negatron cloak.
Recipe changed from Raptor Cloak and Kindle Gem to Seeker's Armguard + Haunting Guise: Total cost increased to 3000
Stats:
AP - 80
Armor - 50
HP - 300
Unique Passive: Eyes of Pain - 15 Magic Penetration
Unique Passive: Barrier Crusher - Damage dealt to shielded targets is increased by 30%
This changes it to become an "Anti shield" item. It's expensive, and helps survive ADCs who are more likely to be the recipient of multiple shields making them incredibly hard to burst down especially if they have enchanter supports who build lots of Shield/Heal boost. It's still situational, but it's overall solid stats, and useful passive should mean it becomes a more standard item especially against "Protect the carry comps"
Now a component item that builds out of Blasting wand "Reduced to 25% BONUS magic resistance Penetration" total cost 1300: (AP Reduced to 40)
Like the Last Whisper items, Void staff is changing.
Void staff + Pages of blood + 400 gold (2600 gold)
Staff of Bloodlust:
80 AP
45% bonus Magic Penetration
Unique Passive: Unsealable wounds - Dealing Magic damage to targets under 50% HP causes them to take Grievous wounds that lasts for 10 seconds.
Void Staff + Fiendish Codex + 400 gold (2600 gold)
Staff of the Demon King:
80 AP
Unique Passive: 45% bonus Magic resistance penetration
Unique Passive; 10% CDR
Basically the changes are to allow some choice in the Magic resistance penetration. One is the more general choice: while the other is to allow the purchasing of Grievous wounds on manaless champions who building morellonomicon just doesn't make sense one. The change to "Bonus" MR penetration makes it so that MR items on tanks don't feel QUITE as bad to purchase,
Anyways, these are just some various ideas I've had, and Feedback is appreciated. if this get's enough attention, maybe a red will post and talk about if any of these give some solid ideas for them to springboard from.