Talk:Janna/@comment-5557556-20141222212409/@comment-26362994-20141222234553

@TuxQya: Supports tend to want want an early game advantage, so flats are preferred over scaling generally. For Janna, it really depends on the matchup. Having more armor/MR is great later, but she needs to be able to survive early. Especially with a build as expensive as this. She can't lose lane if she wants to build this.

@OP: Never get rid of your sightstone. Doesn't matter what situation you're in. You're the support. Your job is to control vision, more so than anyone else.

Ardent Censer is situational. Generally, you want to build it if you have 3 attack speed champs on your team, 2 if they're hyper-carries. Ardent Censer is a ton of gold for not a lot of profit if only your ADC will benefit from it. You can swap this for Twin Shadows, since you should be keeping your sightstone.

Your masteries, you don't literally mean everything but those, right? That only leaves 7 points for another tree. Get rid of Phasewalker and Scout as well. Those 2 are almost worthless. If your going AP, you can invest those 2 points into Arcane Mastery and Expose Weakness. Keep in mind that Expose Weakness will also increase your damage, even thouh it only says it increases allied champs.

There's also a problem with getting Bandit. You're not going to be AAing a whole lot with that build, and without Spelltheif's, you're not going to get a whole lot of gold from it. However, I'm not sure what else to put that point into. Maybe reconsider Expanded Mind? Janna does have the highest mana pool at level 1 and second highest at level 18, and you're getting an Archangles. Not going to help a whole bunch, but would probably be better than Bandit and Wanderer. About Wanderer, while we're here, you have enough movement speed. Wanderer won't matter much.

I know this is an expensive build and all, but AP quints will benefit you more. In a 30 minute game, 3 gold quints will net 540 gold. AP quints are worth 326.25 gold ingame. Sure, they're less valuable, but you get it the second the game starts, rather than over 30 minutes. That's going to be much more useful.

Swap the armor per level yellows with flat hp yellows. Flat because, like I first said, you want an early game advantage. Late game with that build, you'll have enough survivability without per level runes. Health because that will increase your effecive health more than armor will early. That, with the flat armor reds, you'll be tankier early. Remember when it comes to resistances; armor and MR are great, but you need enough health to back it up. Defense is a balancing act. To much health, you won't be very tanky. To many resistances and you'll be in the same situation as to much health.