IntroductionWhile inferior to Janna or Alistar in many ways, Taric's stun can be very key as it is a ranged stun, and you can always count on it to land. Also, maxing Taric's W very early allows for you to have a nice AOE armor buff which can be very key early game. Overall, I think that Taric is a very strong roamer.
MasteriesI use a 0/9/21 Mastery build, getting 3 points in Strength of Spirit for some extra early game hp regen, and extra armor in defense tree. Next, I use the amazing talents in utility that can help Taric be a more viable roamer, including Gp5, extra experience gains, mana regen, movement speed, etc.
RunesI find that for roamers, your main focus is on being powerful early game. This means your rune page should be flatter than Kate Hudson - Flat armor reds for survivability. A couple flat mana regen yellows and the rest flat armor because I find that Taric can have mana problems. With a few mana regen yellows and flat armor reds and yellows you should have around 17 armor bonus at level 1, which will make you very hard to kill. Next I recommend a flat MR blue, and 2 gold per 10 quints with a HP quint for some extra survivability. The 2x gold per 10 gives you extra money for wards etc, and as a roamer I feel that you are pretty gold starved if you do it right, as you should always try to give kills and farm to your carries.
Flash is key as it allows you to escape if you get caught in a bad position early levels. Should always carry flash on every roamer. Roamers should also carry the team CV. This CV can allow you to keep an eye on the enemy roamer and jungler. Also allows you free sight before you face check brush that you think people could be hiding. Putting 21 points into utility gives you a better CV with less cooldown as well.
Taric loves to socket magical gems into all of his weapons, resulting in his melee attacks replenishing his mana for 7.5% of damage dealt.
Pretty worthless passive, you won't be autoattacking much as a roam. Don't rely on this for mana regen, and if you are having problems with mana don't resort to autoattacking creeps in lane. This passive promotes bad playstyle, should be reworked imo.
Taric brings forth earthen energy to heal a nearby ally and himself for 100 / 150 / 200 / 250 / 300 (+90% of ability power). If Taric heals only himself, the heal will be 40% more effective. Melee attacks on enemies decrease this spell's cooldown by 2 seconds per hit.
Cooldown 20 / 19 / 18 / 17 / 16seconds
Cost 70 / 85 / 100 / 115 / 130mana
Another basically useless spell. Use this heal to either
A. Save people
B. Heal somebody in lane if you are at full-ish mana
Do not use this heal if you are low on mana because a stun can be way more clutch than a heal.
Passive: Taric's gains 10 / 15 / 20 / 25 / 30 bonus armor and provides an aura that increases the armor of himself and nearby allies by 10 / 15 / 20 / 25 / 30.
Active: Taric deals 100 / 150 / 200 / 250 / 300 (+50% of ability power) magic damage to nearby enemies and decreases their armor by 10 / 15 / 20 / 25 / 30 for 4 seconds. The aura portion of his passive is not in effect during the cooldown.
Cost 50 / 60 / 70 / 80 / 90mana
The spell that makes Taric very beefy. Also, a maxed W is 30 armor reduction on ganks for 4 seconds. Usually this combined with a 2 second stun will be enough for 2-3 people to burst somebody down in a gank. Also, while roaming, only use this spell to assure extra damage in a gank. Don't use it if you are in a 2v2 fight because after the 4 seconds where the enemies armor is reduced, the passive will be lost and that is 30 armor that you and your teammate are not getting until the cooldown resets. Basically in a teamfight I am also very hesitant to use this spell unless the other team is running, or we really need to burst down one of their carries quickly.
Taric fires a sphere of prismatic light at an enemy, dealing 20 / 40 / 60 / 80 / 100 - 80 / 160 / 240 / 320 / 400 (+100% of ability power) magic damage (lower damage the further the target is), and stunning them for 1 - 2 seconds (higher stun the further the target is).
Cooldown 14 / 13 / 12 / 11 / 10seconds
Tarics ranged stun which gives him a ton of presence as a roamer. Because of the fact that only cooldown and damage are affected here I am going to prioritize this last over Q and W. The stun works better if the enemy is running, and if you are at max range when you cast it. In ganks, the enemy will probably be running so you will get more than just the 1 second stun. However, you shouldn't be sitting at max range just to get that extra couple of miliseconds of stun, and you should be autoattacking and using W to assure kills as well. Also, remember to save your stun until after the enemy is slowed/taunted/stunned, as you don't want to be stacking CC if you can help it.
Toggle: Taric emits brilliant light, healing himself for 30 / 40 / 50 (+20% of ability power) a second and increasing his and nearby allies' attack damage by 30 / 60 / 90 (half effect for nearby allied champions). The cost to sustain Radiance increases by 4 / 7 / 10 each second.
Basically the only time I could see making this ult useful is in ganks. Some extra bonus damage for allies could help in securing kills, but after using this for too long your mana will be completely depleted, and that is mana that could have been spent on a stun or a heal.
Start with E for ganks. Next get W, as it can also assist in ganks. Get 1 rank of Q for saves. Now, prioritize your W ability, maxing it at 9 and then prioritize Q as it can be very clutch early and late game as some extra armor for you and allies, and reduced armor when activated for enemies. I wouldn't even recommend leveling up R except it gives you and your teammates some extra damage in a gank, so it is good to have lying around for some extra utility. Finally, prioritize E last as the stun duration does not change in rank, only the damage and CDR.
Map ControlWard at spots that allow your carries to farm in lanes without worrying about getting ganked. Also, if your team is being agressive you can ward their jungle and gank and key times. Buy an oracles when you are feeling confident you will not die. If you die with oracles you are set back to the point where you are going to have a really hard time getting back in. It is good to have at least one Heart of Gold before you oracle so you can start getting some income to afford wards and more items.
GameplayIn this video, even though we lost you can see my presence as a roamer had a pretty big effect on the early game. Usually in ranked play you really can't go in expecting to get kills every time you enter a lane.
Another game as a roaming Taric, had a pretty substantial impact on the game and allowed blitz a solo lane.