But being the AD assassin he is, some offensive masteries provide bonuses that are hard to pass up. That being said, I do actually run tank masteries when I play Katarina, so I'd prolly take them on this guy too. Most masteries don't make that much of a difference.

Retreating?! Hell no, we're just attacking the other direction!
Well the issue is more that it's almost impossible to jungle successfully with Nocturne unless you either have defense spec points or run armor seals - you may not even be able to do it without armor seals. I'll test 20/0/10 and armor seals now.





Forgive the double post, but I just jungled with the following set:
19/0/11 masteries
ArP reds, armor seals, choice blues, flat health quints
The jungle time is considerably faster, but your Smite's not up by the time you get to Lizard. Therefore you should do double golems first, but that leaves you too low to do Lizard afterward. Alternatively, you could start Lizard and pop your Smite late, but lose too much health to finish double golems. Regardless, the point is that you cannot finish all 5 camps with no defense masteries, even if you use armor seals.
It is still possible to jungle with defensive masteries and armor seals.
ArP red, armor seals, choice blues (probably CDR), and flat health quints along with 1/16/13 masteries, or 1/19/10 if you feel like it, manage to get you through the jungle while staying at around 250-300 health the whole way through.
I also experimented with AS marks over ArP, and the jungle time is almost identical. However, ArP is much more practical late-game, so I would advise those.
I have NOT tried flat damage marks or quints, as I do not own them. I have not tried ArP quints.
19/0/11 masteries
ArP reds, armor seals, choice blues, flat health quints
The jungle time is considerably faster, but your Smite's not up by the time you get to Lizard. Therefore you should do double golems first, but that leaves you too low to do Lizard afterward. Alternatively, you could start Lizard and pop your Smite late, but lose too much health to finish double golems. Regardless, the point is that you cannot finish all 5 camps with no defense masteries, even if you use armor seals.
It is still possible to jungle with defensive masteries and armor seals.
ArP red, armor seals, choice blues (probably CDR), and flat health quints along with 1/16/13 masteries, or 1/19/10 if you feel like it, manage to get you through the jungle while staying at around 250-300 health the whole way through.
I also experimented with AS marks over ArP, and the jungle time is almost identical. However, ArP is much more practical late-game, so I would advise those.
I have NOT tried flat damage marks or quints, as I do not own them. I have not tried ArP quints.





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