Not only do you get used to jerks, but the worst ones are too stupid to maintain a good ranking, so the more you play, the better it gets.
If it bothers you at all though, stay out of ranked solo queue. All of the jerks end up there because they both
1. care about an e-peen number [that being the only difference in ranked play]
2. aren't pleasant enough to have friends for ranked team queue
It is a complete cesspool except at the high rankings... supposedly; I have never been willing to suffer the jerks long enough to earn a high rank and find out.
Lately I've been thinking about what would be the most fun build for Tristana.
I've been thinking start with doran's, of course, then berserker's greaves, then infinity edge, phantom dancer, ionic spark, force of nature?
Not entirely sure about this, if anyone has any ideas, in particular Mr. Wallet, I would love to hear them.
I abandoned the topic, sorry. Haven't read anything, just searched for my name in all the pages.
I came back to mention that I did some homework on Elo and it looks like my Normal queue Elo must be well over 1400; I judge this based ont he fact that Elo decays after 4 weeks of inactivity to a minimum of 1400. I came back after 2 months expecting to be creamed until I got back in practice, but I
obliterated people for the first half-dozen matches or so, meaning my skill decay from being out of practice was outpaced by the Elo decay for the 2nd month of inactivity (up to 100, if my Elo was 1500+). So at least I know I don't suck.

I'm not particularly good with Tristana, but what I've found so far is that while she should
theoretically be driven by her massive attack speed into a full-on synergy blitz of armor pen, AD, critical strike, life steal, and on-hit effects, in practice she is so god-damn squishy that there is no point trying to use her rapid-fire consistently, because she will be slaughtered; most of the time, you're just trying to poke people and then back off before they close on you, never bothering to wait for the 2nd bullet. If you build enough defensiveness that she won't have to run all the time, it cuts way too hard into her damage and farm power.
By trial and error, I found that I perform the best with
Crit Tristana, who does reasonably well both with individual pokes as well as constant fire, in the rare cases (usually high-CC teamfights) when you can actually pull it off. My current build is
Berserker's Greaves, Cloak & Dagger, Trinity Force, Infinity Edge, Phantom Dancer, and Last Whisper. The order of items changes
dramatically based on situation, probably because I'm not good enough with Tristana to have worked out a consistent order. If things are going well, I tend to go for level 2 boots, and IE, and then pure crit chance (if things never stop going my way, 2 cloaks and 2 gloves, which upgrade to the final build); if I feel like I'm being screened out of farm too much or if there's a lot of ganking, I'll pick up a ruby crystal early. When I sense I'm getting too soft, I'll get phage or cloak & dagger, or if I have them both, upgrade to trinity; otherwise I'm working on IE and phantom dancer. Whisper is almost always last, only coming early if I feel some pressing need to focus an armor-heavy player. The main advantage of Tristana is rarely being forced to fight anyone you don't want to, so I can ignore anyone with armor unless they get fed.
You may be wondering, why C&D instead of a merc treads? Well, with my lane smite/greed/avarice play style, I'm getting 15k pretty easy in a match, and the math just works out that I have about that amount of money left over for a 6th item. I want to max out crit chance, so that leaves executioner's calling and C&D. I don't need the -heal effect of exec's on Tristana, so I take C&D for my tenacity, and then the boots can be something else. Boots of swiftness is a real contender, but I find that rocket jump is generally enough for escapes, and since I have to get my level 2 boots early for safety, the AS bonus on zerks is an early-game boon to my farmability.
Doran's is a pretty good idea if you don't use my "safe gold" strategy. Force of Nature is a waste of time because you don't have a lot of HP; if you need regeneration, get lifesteal; if you need MR, get hexdrinker (or wit's end - but I think hexdrinker is better on tris). I would ignore ionic spark since your E passive helps you farm so effectively already that you don't really need it. Speaking of which:
WEEQER EQEQRQ QWWRWW
Rocket Jump's damage is not really an issue you need to worry about, and neither is the cooldown for 3 reasons: first, it can auto-refresh, second, even at level 5 the cooldown is too long to use twice in a row if you're really actually going to die, and third, if you're a total coward while it's on cooldown, you don't really need it again soon anyway.
E is absolutely necessary because it provides a no-mana way of cranking up your farm speed which scales
very well as it levels (50 + 25/level); in fact, the mana cost and active damage are really lame on a per-level basis, meaning your E levelling strat is going to be based entirely on your gold/xp strat: if you want first blood and lots of kills, get 1 level and ignore it, something like WEQQQR, to give yourself a very mana-efficient active that will increase your harass damage per mana, freeing up mana for your other moves on your kill attempt; if you're instead going for farming max it out to give yourself a powerful farm passive.
As far as general gameplay tips: This is a squishy-ass character, so
never rocket jump to a location anywhere near an enemy champion > 10% HP unless you are damn sure you can refresh it with a kill, and
mostly use buster shot as a last-ditch escape while Rocket Jump is on CD. Do not think you are going to do a clever Alistar-style jump-buster to push an enemy back into danger, because it works way less than you would expect (rocket jump takes a while) and is a great way to get your ass killed because you just flew beyond your front line and left yourself with no escapes.