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1) Why is Ignite not an option on a AP Mid Carry? Most Mages use it, why should Ezreal stick with Teleport, Clarity or Heal? And as far as your statement goes: AP Ez hardly has troubles with getting outleveled - at least in MY experience. I've beaten LeBlancs with it, which is a rare sight to behold.
2) Why go for a Tear of the Goddess instead of going for... let's say, an instant Sheen into Lich Bane? You sacrifice a lot of early game power for something that doesn't pay off until relatively late in the game, at the expense of a lot of gold. Tell me.
3) Why the one point in Defense? |D Increased Neutral Buff Duration is way more useful than the 2MR you get from the point specced in Resistance .
4) Why take Mystic Shot at Lv.2? It's - as you said - least useful on AP Ez, and has next to no damage before a Sheen/ Lich Bane. Why pick it up so early over Arcane Shift?
5) Why no AP in runes? I've always found starting with 30~ AP to be one hell of a help, seeing as how high Ez's AP Ratios are. Why spec into full Magic Pen, while most enemies won't go over the 30~ MR?
6) You build no sustain (i.e. via Will of the Ancients or, which I like, Hextech Gunblade with Mystic Shot applying LifeSteal and all): What gives?
So yeah. I'd like to see your feedback. I like AP Ez, I like the guide, but just these few things. Also, Comment2Vote helps keep away the "AP Ez noob"-votes, unless they also comment it.
~Emo