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I just have a few questions about the masteries/runes/items/summoners:
Why take the crit chance over the ability power per level in offense?
Why perseverence over good hands?
Why not put a point in the 21 point utility talent if you aren't going to get strength of spirit from defense?
Why not magic pen marks?
Why
While spell flux has the potential to do much more damage, it will almost never achieve that much. In the laning phase, when there is only one enemy (you should have a solo lane) spell flux will hit them a maximum of 3 times (since it will either bounce off of you or a creep) and deal (assuming they have 30 MR and you have one rod of ages) 117+(2*143.3)=~403 damage every 10-14 seconds (depending on how often you are casting overload and rune prison)
Overload on the other hand will deal (assuming level 13, with 160 mana stacked on tear of the goddess) 269 damage without a spell flux rank 1 debuff and 296 damage with the debuff but this is every 1.5-3.5 seconds!.
TL;DR Overload provides a large increase in damage because of its low cooldown.
Though I did find that spell flux does increase the magic resist reduction when you rank it up, the mobafire tooltip is just outdated.
EDIT: Actually my overload damage is an underestimate, I forgot to factor in the Expanded Mind Mastery as well as the 15% magic penetration (which is more beneficial for the overload build than the spell flux build)
And if you not lvl q up 2. or 1., you will gimp your dmg completly...
And without ap, spell flux cannot clear minions...
Edit: You also took Deadliness over Archmage's Savvy in the offense tree