Originally Posted by Teague
Theory-crafting is fun, but try playing the build and changing your play-style and see how it works before you pass judgement. =)
Which is exactly why I'm about to play your build in the next 5 minutes. ^_^
I was just using the 400 ap as a simple base line example for the situation. You can still do plenty of damage with it, granted it takes longer to do so. In the complete builds we are looking at a difference of 416 AP VS 820 health. Much more than a difference of 83 AP I used in my example. My build however costs about 500g more.
In team fights force pulse is always charged, but you are correct on waiting on the cooldowns. Rift is such a good gap closer though. You have the ability to bust into the team fight burst then get away without talking massive amounts of damage and then just do it again in <5 seconds.
I always run flash/cleanse. With that, you can get out of pretty much anything.
I understand what you are talking about with map control and that's the only reason why I would take Clairvoyance over those other two. But I still find both to be extremely invaluable to getting kills and getting out of crappy situations.
Edit - Also with the AP build. When you get LB. You can do 600 damage to towers with melee. EVERY, 3 seconds because of rift walk. On a rush to their base or if you back door you can destroy turrets disgustingly fast.