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That being said, I am a really role-centric player. That is, when I tank I take everything that I can get to help me tank. Same when I'm DPS or support.
You do have valid points, and I realize that 2% has a minimal impact on the game. To be honest, I go down the defensive tree only for the flat HP and the "Final Point". I consider 4% reduced damage to be quite helpful.
If you wish you can go down the Utility tree, but here is the problem - E costs almost nothing, and Q%W pretty much drain your mana full. So, either way, you do not need the mana regeneration. The MS boost is nice, but if I have to choose between 3% MS and flat HP I take the latter.
And, again, if what you said works better for you that is perfectly viable and you should do that.
Thanks for the input!
Cheers!
Why Strength of Spirit? Alistar doesn't have a lot of mana, especially given that we don't get mana until later on. The HP5 we'd get from it would be negligible.
The Dodge Masteries. Without Dodge Seals or Boots of Ninja Tabi, why do we get this mastery? I understand that we want movespeed as alistar but if we're only getting that 2% of the time we are attacked, there are probably better places we can put these FIVE mastery points.
The Final Point in the Defensive Tree. With our ultimate, is this point necessary?
I've found that by taking points out from [Tenacity] [Nimbleness] and [Strength of Spirit], we can spend those points into better places on the utility tree such as more mana per 5, max mana, lower flash cd, or inc movement speed.
Maybe add some wards in there and remind people how to play smart (sticking near carry).