User blog comment:Telaruhn/Dolomitak, The Bone Shaman (REMAKE)/@comment-4983777-20120404081347/@comment-4773210-20120404184521

Thank you for taking the time to do this. I'm not offended at all because you have some vaild points and you back them up well, and becayse you fully conceptualized this champion with items, runes, and masteries, so I can tell you put thought into this.

Beginning with attack speed... 2.4 attack speed would only occur if she has max stacks on her passive and her ult activated, along with the items you mentioned. Malady and Nashor's, by the way, are part of her recommended build (to be added soon). With this in mind, however, I think it might be too much. I'll probably lower the amount of attack speed recieved from her passive and also lower the duration of the bonus. I don't want to lower it too much, since it'll become essentially unnoticable early and midgame.

Then, damage output... Considering your math is accurate, Q seems to do a little too much damage in conjunction with attack speed and items, and the active is way too spammable. Possibly thinking of lowering the AP ratios of Q slightly, increasing the overall cooldown and lowering and the cooldown reducer to 0.5 seconds per autoattack.

The taunt and blind/damage reduction debuff, as I've said before, is an anti-carry ability. Rammus can use Tremors and Defensive Ball Curl while his taunt is active, effectively reducing and reflecting damage as well as reducing armor through the taunt and dealing damage each second with his ult. In comparison, Dolomitak's taunt is shorter in duration when maxed. During the taunt, the opponent will get one or two attacks in (which ill miss due to blindness.) The damage reduction isn't also much use early on, and it only applies to one opponent, and with the long cooldown, it's unlikely you'll use it more than once in a teamfight. She also can't initiate very well, since she lacks an AoE CC.

Just to clarify, her E immediately snares and deals magic after the 2.5 second delay. It's a targetable skill, so it is indeed dangerous. But again, high cooldown, so don't be expecting to use it a lot in teamfights. But it looks as if the cooldown may be increased along with W's cooldown.

Lowering the damage on Q will also mitigate the amount of life returned through spell vamp. Akali and Morgana both passively gain spell vamp, and by much more. Also, the active on her Q is and AoE ability, meaning it only recieves 33% of the full spell vamp, or 10% spell vamp with her passive on Q and Gunblade, which really won't be that much once the damage is nerfed. And since we're on the subject, Rylai's will only proc a 15% slow with autoattacks and her active Q, like all spammable abilities (passive) and AoE spells (active), which means escape isn't impossible.

Once she uses her abilites, she'll be vulnerable. And like you said, bruisers can give her a beating. Since she deals much of her damage through autoattacks, CC that prevents her from autoattacking is excellent against her, considering her ultimate is on cooldown, which is when you should be using CC on her anyway. Speaking of which, she's rather frail before she gets her ultimate.

As for spell combos, she can either jump in with her Q, and then use her W and E for CC, or she can use her CC first to disrupt the foe or prevent them from running away (say if the enemy turret dived). She could really use any of her abilities to initiate 1v1, but don't expect her to initiate in a teamfight.

Again, thanks for the feedback :) let me know what you think of the changes!