I do agree with chip on the phage/mallet. In addition to letting your team roll that melee hero who ran out just a little too far from his turret, it keeps those speedy mf'ers within range of your tremors. Nice. Oh, and 3 Sunfires is just generally ludicrous. As you pointed out, armor and dodge are going to give you diminishing returns; this is where it makes sense to beef up Rammus with a lil' HP. IME, HP and MR soak up nukes with about the same efficiency, and Warmog's is already one of the best-valued items in the game. There are few excuses for not having it.
Good Hands is a good mastery, but Rammus gets less utility out of it than most champs. There must be somewhere better to stick two of those points (leaving one in to get to the next tier of defensive masteries).
| III. Mid Game and Ganking Presnece |




, last para, early game