I wish to argue here that Silence and Mulch are disproportionately prominent in current pro Sedna and QoT builds.
(1) Concerning Silence, I have another post in strategy section. I'll just add an observation: all pro Sednas I've seen to date do not prioritize Silence over Pounce. Period. Seems like Silence-Heal was working as intended for Hedgie, and for Hedgie only. I'd even go as far as to claim taking Silence I at level 6 (I see it a lot, especially in 'serious' games) is a mistake. That early into the game, it's likely to be -800 mana to make the opponents run away. It's far more efficient to level up Pounce to be able to contribute to total team damage output. Moreover, as I got better with Pounce timing, I've discovered I don't need an instant interrupt early/early mid game. Pounce can (and will) interrupt skills, pots, teleports when used correctly. Sigils are not commonplace early/early mid game, so Silence's main raison d'être is seriously undermined. Taking Silence I in 3v3 is justified level 10+, leveling it up is, by and large, not a priority at all, and can be postponed till very late game.
(2) Mulch is a potentially great skill that is extremely costly and highly inefficient unless you are a microing champion. I daresay, unless you play a very aggressive QoT as main carry/tank (totally possible and very interesting, just not her optimal role, IMHO), you don't need Mulch until level 10 or even 15. Taking Mulch I at 5 cannot be justified. I'm sure T1 players like Cow and Rawrrr take it and get away with it. But +750 hp (and 250 damage, which you won't get unless you want to see your Shambler die the moment before you Mulch) for 700 mana, involving using 2 different skills and blindly clicking like a madman to make it happen, is not exactly my idea of efficient. In other words: slow, mana-inefficient, clumsy, inconvenient way to heal 750 health. Unless you are luring, there is no way it can be worth an early skill point. Is one early kill (I assume a reasonably skilled game where ppl learn from mistakes) really worth the trouble? I don't think so. Now, Mulch II at 10 is where this skill truly begins to shine, and should be taken into serious consideration. However, support/secondary tank QoT doesn't really need Mulch until level 15+. Why heal yourself when you should concentrate on shielding, ground-spiking and spike-waving? No reason at all. If I feel I'm doing fine without Mulch, I'd even go: Entourage I > Entourage II > Entourage III > SAVE > GoT + Tribute (15). +4 gold production makes more difference late game in skilled match than super-safe QoT. Again, I assume here the team has a better carry/primary tank than QoT.