Talk:Twisted Fate/@comment-4499945-20141212070025/@comment-22338397-20141223024036

I think I actually played it before, but this discussion sparked up my interest a bit again, so I took AP back into the jungle a bit (coop, mind you).

21-2-7 (including attack speed) masteries and AS marks, Armor Seals, AP glyphs, AP Quints. Started with on, then with  to  etc etc. I upgraded  to {ii|Ranger's Trailblazer|Ranger's}}, enchanted with {{ii|Magus}. I felt the early clear was manageable but noticably slower. Early ganks seemed to miss a little oomph (as expected only procs did significant damage). Tried one game WITH levelling early which ran into mana problems (you NEED ); one game with Q at level 1 which didn't speed my clear THAT much.

In one game, I continued with the standard AP Burst build with {ii|Lichbane}} and {ii|Zhonya's Hourglass}}/{ii|Rabaddon's Deathcap}}. This build worked well technically, but outside your burst, your DPS is low. You're not on a midlane budget, so instagibbing might not always be possible; falling behind might be a problem. Clearing waves and splitpushing is good as always.

The other game I tried AP/AS with which has better  control and DPS. However, a significant amount of auxiliary AP is needed for this item to keep up with the AD/on-hit build to the point where I felt too squishy to actually DPS in that critical 525 range, OR the defenses I built kept my damage back. Neither build sustains very well, unless you stick to kiting camps (skip, only with smite)

Overall I felt weaker than AD/on-hit during most parts of the game and  makes you scale quite well into the lategame. Note that my AD-AS runepage has scaling Magic Resistance glyphs which could be substituted to skew the damage difference even more (if I didn't feel they were so darn useful vs mages mid-lategame). I might try Devourer into AP or other mashup builds later on, but I thought this rant was getting too long anyway. CHEERS!