Originally Posted by A2ZOMG
My personal opinion is that the buffs to Nashors Tooth are a fair exchange for the mana cost increases to Skarner's Q. It was already a strong item on Skarner, and it only got more cost efficient. If you run this in conjunction with Shurelias Reverie, you should hit max CDR and have more than enough mana regen to jungle reasonably. This opens up different options for armor besides Frozen Heart, which previously was probably the most cost efficient source of mana and CDR.
So you want to get two items whose combined gold cost is far more, and don't benefit Skarner very much, just so that you can choose a different armor item? I really don't think that's a good idea.
Shurelia's is faily useful on a tank who is inherently sturdy enough to get one without sacrificing too much survivability, or a support who will not be in the thick of it anyways. It's basically something to build a philo stone into because you had to get one during the laning phase, and contributes something besides damage (since neither of these champ types will ever put out that much dps). Skarner is melee without a dash, so he needs to be far tankier than most melee champs to be able to do his job -- which is keep people in place for his team to kill. Shurelia's just gives sustainability, but at the point you can afford even if you rush it, having a constant sustained jungle is less important and you're going to want to be ganking a lot more than jungling. Also if you rush it, then you are not putting out any dps and you can't take a hit.
Nashor's tooth is... well I love the concept but I find very few champs that can actually use it well. Taric, Kayle, and Orianna are probably the only three I would ever consider it for, and even then it is not an item I would rush. Most champs just can't make use of attack speed, mana regen, and AP that well. I think it would actually be a more accessible item if they removed some of the stat types and buffed the others.
On Skarner it is just okay, but there are many other items he benefits from far more. It again goes back to his primary role of being constantly up in their carry's face keeping pressure up and keeping people in place so your own team's dps can do their thing. Early game, the only real damage item you need is a sheen -- the rest of your money needs to go to mana and survivability or you just won't survive long enough to do your job. And anything leftover needs to go into wards. You need an early armor and an early magic resist item so you aren't just bursted down, while taking into consideration his mana-hungry-ness so the only real armor option at this point is going to be an early glacial shroud. A Nashor's at first seems like a great idea on Skarner -- but the mana doesn't solve his mana problems, the CDR is nice but not required, and the attack speed helps keep his shield up..but without grabbing early defenses getting his shield up again won't be an issue because you'll be dead.
The only real time I could see getting a Nashor's on Skarner is as a last or second to last item for those games that last forever and you get a full item build, or early game in a match where you are unspeakably owning them anyways and you're like 5 levels higher and don't fear getting bursted down anyways. But even then I find other items to be a lot more beneficial. For me, I find that you need to straddle that fine line so you are too tanky for them to want to focus first and too damaging and disruptive to just ignore. This usually means 2 out of your first 3 items after boots will be defensive and a sheen is the third for damage (to be turned into a triforce later).