Talk:Ryze/@comment-4636093-20121007044108/@comment-80.202.83.239-20121011220146

Today I was at a seminar, and got really bored, so i started running the numbers for Spell vamp quints on Ryze.

RLDR: It's way worth it.

Before i used Spell pen Red, and Mana per lvl on everything else, and here is why: Unless you have a jungler that ganks early, you are most likely going to be laning pretty defensively as ryze, until you can get more utility. (rune prison and movement from ulti) this means that when you hit a lvl where you need more damage, you are going to have more damage than what you would have had if you picked flat. BUT, at lower levels, the per lvl runes also helps you by giving you a very small amount of extra mana regen, you gain what you increase in mana as mana when you level up, and with ryze generally having pretty low mana regen, this little helps, and when you stack up all of the mana gained from leveling up, it amounts to about one or two spells, so that leveling up can always be used to catch someone by suprise.

This way of building ryze was definitly the best way before all of his nerfs, like scaling less with mana, and more with ap, but it still works really well now. If you want a 5-6k mana ryze, you should also put the points in "Strenght of spirit" This mastery gives alot more sustain that most people thing, early and late game, but is pretty much only usefull on ryze.

Geting back the the question asked...

MS quints are quite nice, but "Swiftness" and your ultimate, should be enough to chase people down. Never be over eeger with Ryze, if you cant catch someone, Ryze will almost always come up on top when laning safely, and last hitting everything.

I decided to try spell vamp quints, because i had them, and i found myselfe liking Hextech revolver more and more when the enemy team focused me. So I started calculating the hypotetical gold value of stats from masteries and runes. And compared those numbers with the cost of the wanted stats, from Hextech revolver, 12% spellvamp means that 1% spellvamp costs 100g (you also get the AP as a bonus) aaaaannywaaay... I'm now bored with writing all of this, so basicly Spellvamp quints are quite OP, on like every Mage, that casts alot.

With ryze's Q on lvl 1 hits for about 84 on a target with no MR (if you had the runes i used before) so you would loose 0,7 dmg per lvl, and trade it for about 5,05 life gained form hitting a target with a spell. (at lvl one, but this naturally increases linearly with your dmg increase, as you lvl up) if you had flat mana quints, you would loose 7 dmg at lvl 1.

This may all be hard to understand, and mayby it only makes sence in my head, but to put it in ways that everyone understands, 6% more spellvamp is worth it if it replaces something that doesent increase your spell dmg by >6%.

SIDENOTE: Quints with per lvl effects are always worse than flat quints, run the numbers if you want, but it's true, and a nice thumb rule to remember :)

(i wasent aware of this when i used mana per lvl quints)

(sorry, I really gave this allot of thougth when i went through it, and it became really long... I have over 200 games with ryze, and love to discuss ways of playing him. give me feedback or ask me questions, I'll try to answer, and please tell me if this is all shit, and I suck.)

my ryze masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&tree2=0-3-0-0-0-0-0-0-0-0-0-0-0-0-0-0&tree3=0-0-3-1-4-3-0-0-3-1-0-4-1-3-3-1&v=2