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.
honestly though. The choice between magic pen, armor pen and attack speed marks is a trivial matter itself. you could always get health or armor marks, but they scale poorly.
without 21 in defensive masteries I have a feeling your not even gonna have enough health to gank after little golems on your first run through jungle & besides, to build around rammus's damage and not his tanking ability is to ignore his role as a tank. Not a dps.
How could cooldown reduction possibly be useless on any champ. being able to use all of rammus's skills more often isn't useless as you describe.
This post was edited by ROFLmanMAN on Jan 25 2011 09:56am