Quote (Elku @ Jan 17 2011 06:45am)
I disapprove of this guide's rune and mastery selection.
While improved smite isn't needed, it's useful, but going 0/21/9 is bad for jungling, 11/9/10 or 9/10/11 are better off, one going more towards AP, CDR and 15% Magic pen (Since your Pball, W and ult deals magic damage) or IAS, Crit chance and Armor pen for stronger auto-attacking enemies (If you go this path, get an aegis of legion ASAP).
IMHO, Rammus deals more magical damage in the end. His Q, W's return effect and ult are all magical damage and most items you get that will deal additional damage (Sunfire, Thornmail). Hence why I suggest getting magic pen marks.
For Seals, it depends on people. Some prefer dodge, but it ruins W's effect and if you get a Thornmail, it ruins that too. I prefer HP/LVL or Mana Regen/lvl, Mana Regen/lvl helping jungling much faster.
For Glyphs, CDR is useless on rammus imho, I prefer getting a full page of MR/lvl, which gives close to 27MR at level 18, which helps a lot in all scenario.
Getting magic pen marks makes sense. Fair suggestion.
I insist on getting 21-9 masteries on jungle rammus. His role in a team is to absorb as much damage as possible. I don't see the point in setting his masteries so he absorbs less damage and deals slightly more.
how could cdr be useless on any champ?
Quote (night_soulz_ksc @ Jan 17 2011 09:55am)
1-21-8
And hmm.... why make a guide for JUNGLE RAMMUS
All you have to do is press w and click

5 extra gold and a few seconds less on the cooldown vs 15% longer buff duration? c'mon.
Most junglers involve spamming 1 skill and clicking (fiddles just drains over and over, ww just uses hungering strike over and over, olaf and vstrikes, malphite and ground pound, nunu and consume, shen and vorpal blade)