Talk:Vladimir/@comment-66.189.212.47-20130124051621/@comment-4659726-20130124190555

% Health is actually very inferior to other health seals (scaling health being the best) and armor being clearly better than it as well. The Magic resist glyphs should be flat mr if you are against a magic damage person for early game survivability.

If it is against a physical damage person you can use AP/lvl, flat AP, magic pen, or if they have enough magic damage on the team you can use scaling mr. Although generally going for early game stats is what you do with masteries and runes. AP/lvl glyphs being the exception.

Quints, go get flat AP. 3.75 healing extra on your Q that is guarenteed. Compare that to spellvamp, which gives more "healing" if you do true damage but does not give you any offense to go with that healing. If they are smart and have any mr your healing won't be much. With flat mr+resistance mastery at 47 mr your Q will heal the base amount+2.186 hp. Not to mention missing out on damage. Sure, you can argue that late game spellvamp is more useful. But you need to rune for early game. Late game you can build items.