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(Oh, yeah, and the guide is cool too :P)
It goes back to the roots of Nasus' building, back from like season 2.
These are still highly situational items, so don't act like I'm actively telling people they should be building them on Nasus. They are there for when a situation arises for them and nothing more.
As for items, again, I have to constrain how many optional items I show. :[
If there's one thing you could add to your guide, it would be suggestions for different mastery configurations (esp. masteries delving into the utility tree). Personally, I'm trying 0/18/12 but it's probably better to run 4/18/8. However (4/18/8) would trade my 'culinary master' point and the 3 'vampirism' points for 5% CDR (i.e. 4 sorcery points). Imho, 4/18/8 or 4/26/0 (or something similar) would be optimal for lane survival as 5 extra points in the Offense tree will *only* help for last hitting at levels 1-3 but won't scale well into mid-late game; this is because at 18 stacks you already surpass the damage of lvl 18 'Brute force' and 'Martial Mastery' combined. However, 'Double edged sword' or 'Expose weakness' aren't bad choices.
Additionally, there are some mentionable, suboptimal 6th item options (provided that you're fed and/or they would help your team) that can greatly increase your 'Spirit Fire' AOE damage (e.g. Rabadon's Deathcap; which increases damage by 200-300+ per champion), or your utility/chasing/cc/team-boosting ability (e.g. Hextech Gunblade, Zeke's Herald, Frozen Mallet, Locket of the Iron Solari). Obviously these kinds of items are extremely situational and niche, but they could be useful in some limited capacity. These types of options shouldn't be taken off the table in exceptional cases, imho.
Awesome Guide! The community shall be pleased.
Besides those things, nice guide :)