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Caster masteries

Creator: Rudmed
November 17, 2011 12:49pm
31 posts page 1 of 4 Forums » Theory Crafting & Ideation » Caster masteries
Permalink | Quote | PM | +Rep by Rudmed » November 17, 2011 12:49pm | Report
Still think going 9/0/21 is the way to go unless you want a stronger start.

Well besides Summoner's Wrath and possibly Sage or meditation I don't know where I could locate that last point for the utility tree.

Dis one


Discuss theory crafters discuss.

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Permalink | Quote | PM | +Rep by PartyMagier » November 17, 2011 1:42pm | Report
21/0/9 is the way I play now, getting 5% extra Ap is like a minusclue Deathcap, then 6% extra damage when the enemy is low, 1.5% extra damage always...
just too good.

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Permalink | Quote | PM | +Rep by IceCreamy » November 17, 2011 1:51pm | Report
Let me see... I guess you have to pick between more AP, or more CDR.

Offensive, more AP: Let's say you end up with 500 AP. 5% extra makes that 25 extra, so 525. Extra 1.5 % is measly, not that good of a mastery. Most skills don't have a 1:1 ratio, so let's say perhaps you deal 15 extra damage. I doubt if I want this. (and this is at best, in earlier stages it's way worse then this!)

Utility, more CDR: Let's say you buy a CDR item, run CDR glyphs and get a Blue Elixir. That should bring you around 30-35 % CDR. Along with the 6 % from Utility and 4 % from Offense, you can decide to take flat AP glyphs instead for early game. I like!

Basically you get to choose between a better early game or a better late game. Better early game for me, in Utility you can take extra experience gained as well. Along with the extra AP, you can punish your lane opponent in mid who took Offensive masteries.

That is why I think 9-0-21 is still the way to go. Like this, or so:
Masteries
4/4
4/3
1/1
1/1
3/3
4/3
3/1
1/3
1/3
4/1
3/2
1/1


Depends on the champ of course, for some Transmutation is better.



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Permalink | Quote | PM | +Rep by Rudmed » November 17, 2011 2:46pm | Report
Yeah I always that more CDR for the win. It makes my early game so much better since I start with more ap.

Though honestly this mastery tree is a love hate relationship now.

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Permalink | Quote | PM | +Rep by EvilDice » November 17, 2011 3:19pm | Report
Did some math on this... (HOLY **** DICE THEORYCRAFTED AGAIN!!!)

Let's assume we have caster runes with +28 AP at level 18 and +15 from quints for both instances. I'll do 21/0/9 first.

Ok, now that we've assumed this, we're also going to throw in a fairly standard caster build. Something like this:

Rod of Ages
Sorcerer's Shoes
Rabadon's Deathcap
Void Staff
Zhonya's Hourglass

Typically your build won't go farther than this, unless you are into uber lategame, so we'll leave it here for now.

When you add the AP up from these items (fully stacked RoA), it yields 390 AP. Now let's add on the extra 65 ap you get from runes & masteries. 455 AP.

Next we gotta factor in the AP bonus offered from dcap and that other mastery. It'll add up to a 35% boost, unless the system does it otherwise. That gives us 159 bonus AP, and we're now at 619 AP as a result.

Result of 21/0/9: 619 AP

Now let's look at 9/0/21. Same caster runes (and +4 from AP mastery) gives us 47 AP.

We'll do the same build as stated above (390 AP) and then add the runes and masteries in. Now we're at 437.

Factoring in the AP bonus from dcap, we have an end result of 568 AP. That's 51 less than the offense tree.

Result of 9/0/21: 568 AP

I'm no math wizard so please let me know if I did it wrong. As you can see, 21/0/9 is (obviously) superior in terms of damage, and 51 AP is actually pretty significant. Now it's all up to you to decide if the utility tree offers enough... Utility... To give up 51 AP. I love the 21st point in utility, but IMO from these first impressions offense looks like the way to go.


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Permalink | Quote | PM | +Rep by RoIand#64773 » November 17, 2011 3:33pm | Report
Ever since Offensive and Defensive tree got hugely buffed, utility doesn't shine as much anymore. I would suggest 21/0/9, taking all the AP boosters and damage boosting masteries, and movespeed/mana/good hands/buff duration, but you could also do 21/9/0, taking the 4 in health and 1 in the +30 health masteries to make you somewhat less squishy.

With 9/0/21, you're missing out on a lotta dmg that you can get from 21 in offense. Movespeed, minor spellvamp and faster CDs isnt worth it imo.

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Permalink | Quote | PM | +Rep by Pwnzor1130 » November 17, 2011 8:38pm | Report
I would definitely take 21/9/0 for the increased damage and survivability in lane. Utility doesn't seem to offer enough, as you would be almost forced into those 9 points in offense, missing defensive stats and TONS OF DAMAGE.



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Permalink | Quote | PM | +Rep by Searz » November 18, 2011 4:40am | Report
EvilDice wrote:

390 AP. Now let's add on the extra 65 ap you get from runes & masteries. 455 AP.

Next we gotta factor in the AP bonus offered from dcap and that other mastery. It'll add up to a 35% boost, unless the system does it otherwise. That gives us 159 bonus AP, and we're now at 619 AP as a result.

Result of 21/0/9: 619 AP

Now let's look at 9/0/21. Same caster runes (and +4 from AP mastery) gives us 47 AP.

We'll do the same build as stated above (390 AP) and then add the runes and masteries in. Now we're at 437.

Factoring in the AP bonus from dcap, we have an end result of 568 AP. That's 51 less than the offense tree.

Result of 9/0/21: 568 AP

You did something wrong.

Result of 21/0/9: 614 AP

Result of 9/0/21: 568 AP

A difference of 46AP.

For now offense seems like the stronger choice, but some champions obviously needs the utility more. The question is which ones.

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Permalink | Quote | PM | +Rep by EvilDice » November 18, 2011 1:39pm | Report
So close to being perfect, screws up subtraction. GG.


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Permalink | Quote | PM | +Rep by mastajdog » November 18, 2011 6:51pm | Report
a 21 0 9 is what i've been using.

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