l0l...you DO know these are over a year old, right?
Thanks to TRUeLM, Plastictree, Scrax, Xiaowiriamu, foggy12, JahGFX, jhoijhoi, msrobinson, JEFFY40HANDS, Nyoike, MissMaw, and me :) for the sigs!
Yes. That doesn't make anything I've said irrelevant though.
The moment a religious person unknowingly calls his own ways stupid: "And lol. I highly doubt you have magic powers. If you proved it I would believe you, but since you 'refuse to', I choose not to."
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Offense
T1Brute Strength 4/4 – increases damage by 1/2/3/4
Sorcery 4/4 – increases ability power by 2/4/6/8
^Both good, balanced and at the right spot in the tree.
Demolish 2/2 – You deal 5/10 extra damage to turrets
Might be a little too strong, but I dunno.
T2
Alacrity 4/4 – reduces cooldowns by 0.5/1/1.5/2% and increases attack speed by 0.75/1.5/2.25/3%
Kinda meh.. Should be buffed to 1% AS per point.
Sunder 4/4 – you gain 2/4/6/8 Armor Penetration
Good and balanced.
Offense Synergy 1/1 - for each summoner spell on cooldown, you gain 2 Attack Damage and 4 Ability Power
Seems pretty balanced. If anything, it might need a small buff.
Blast 4/4 – you gain 2/4/6/8 Magic Penetration
Seems good and balanced. I'm sad about it being flat though, but it's probably for the best.
T3
Deadliness 4/4 – you gain 0.75/1.5/2.25/3% critical chance
Good and balanced. It needed that small buff from 0.66 to 0.75.
Imbued Attacks 3/3 – 1.33/2.67/4% of your AP is added to your attack damage
Good for hybrids, bad otherwise. I like the addition though.
Killer Instinct 1/1 – You deal 4% more damage to targets with less than 20% health
Kind of.. Dumb imo.
Superior Technique 3/3 - You deal 2/4/6% more damage to targets with more than 100 armor/magic resist
This seems pretty good, BUT it would be lovely if you could reach it with only 8 points in offense
T4
Lethality 3/3 – You deal 2.5/5/7.5% more critical damage.
Really ****ty. It's kinda meh right now and they make it worse? Wow..
Empowered Aura 3/3 - Magical damage dealt % increased by 4/8/12% of your Critical Chance
Berserker’s Call 1/1 – While below 25% health, you gain 10 Attack Damage and 20 Ability Power.
Kind of.. Dumb imo.
Offensive Mastery 1/1
Your Exhaust spell cripples the target, causing -10 armor and magic resist.
Your Ignite spell lasts 1 second longer.
Your Ghost spell lasts 2 seconds longer.
Your Flash spell cools down 20% faster.
Seems great, but the ghost part is just bad...
T5
Extra Sting 1/1 - Increases all damage you deal by 3 (including periodic effects)
Too strong. Will probably be imbalanced too. SUPER good on some and meh on some.
Absorbtion 3/3 – You steal 1/2/3% health on dealing damage.
This is unclear as ****, but if it's 3% spell vamp and life steal then I think it's probably fine as it is.
Archmage’s Savvy 1/1 – +4 Ability Power at level 18
Ok, but.. not exactly good.
Seasoned Cunning 1/1 - +3% Attack Speed at level 18
BAAAAAAAAAAAAAAAAAAAAAAAAD
T6
Havoc 1/1 – Increases your total damage dealt by 4%.
Always good. I wonder if it'll increase true damage too.
Fervor 1/1 - All allied champions deal 1 extra damage.
Really good, but everyone doesn't need more AD. And team-wide buffs might be hard to balance.
Defense
T1Hardiness 4/4 – Increases your armor by 2.5/5/7.5/10
Resistance 4/4 – Increases your magic resist by 2.5/5/7.5/10
Seems good and somewhat balanced. Might need a nerf down to 2 per point though.
Reflect 2/2 – You reflect 2/4 magic damage to minions that attack you.
This is a weird one, but it will be great for junglers (IF it applies to monsters too. If it's only to minions then it'll SUCK).
T2
Evasion 4/4 – Increases dodge chance by 0.5/1/1.5/2%
Kinda meh.. But with Nimbleness it'll be fine.
Ardor 3/3 – Increases your attack damage by 1.5/3/4.5% of your armor.
Seems a little underpowered. They should make it 1% of armor and MR instead of only armor.
Defense Synergy 1/1 - For each summoner spell on cooldown, you gain 4 Armor and Magic Resist
Seems good and balanced.
Diamond Strength 2/2 - Reduces damage taken by 1/2
So 1 flat damage per point? That'll be pretty nice.
T3
Veteran’s Scars 4/4 – increases your health by 15/30/45/60
It should totally be at these numbers. The current 12 per point is a little weak..
Nimbleness 1/1 – On dodge, gain 10% move speed for 4 sec.
Has always been good.
Focus 3/3 - increases healing and regeneration by 3.33/6.66/10%
This is cool. Kinda OP though. I think it belongs at 2% or 1.5% per point.
Duelist 3/3 - Reduces damage taken from champions by 1/2/3%, and increases damage dealt to champions by 1/2/3%
Really strong. Might be borderline OP.
T4
Faith 3/3 – Increases your AP by 3/6/9% of your magic resist.
Again.. They shouldn't force you to buy one kind of resistance for the bonus stats...
I'd like it if it was 2/4/6% of MR and armor.
Feast 4/4 - You regain 2/4/6/8 Health whenever you kill a unit.
A little on the strong side. This should probably be put at a max of 3 points instead of 4.
Last Stand 1/1 – While below 25% health, you gain 25 armor and magic resist.
Defensive Mastery 1/1
Your Heal spell restores 10 Health per level more.
Your Revive spell can be used as a 5 second Chronoshift while alive. (Alternative: after casting Revive, you gain 75% move speed for 30 seconds, dispelled on damage or teleport)
Your Cleanse skill increases to 90% debuff reduction.
Your Fortify skill causes turrets to deal 50% splash damage and deal 50% more damage.
Your Rally skill also increases Magic Resist and Armor by 20.
I LIKE. Might be too far down tho.
T5
Tenacity 3/3 – Reduces all damage taken by 1.33/2.66/4%.
I dunno.. I think it's fine.
Master's Mark 2/2 - Gives +32/64 Health at level 18
A little on the weak side. I'd like it to be 36/72 instead (2/4HP per level).
Lesser Crush 1/1 – 10% chance on hitting a minion to increase damage dealt by 100.
Erm... Wat? Not only strange, but why is this even in defense?
T6
Strength of Body 1/1 – Reduces disable duration by 10%.
:O kewl. Probably balanced too.
Regeneration 1/1 - All allied champions gain 1 Hp5, and you gain 1 extra Hp5.
GREAT, but will be kinda hard to balance..
Utility
T1Good Hands 4/4 – Reduces death time by 3/6/9/12%. Whenever you respawn, you gain 100/200/300/400 health for 1 minute.
Over powered. They should make it 4% per point and remove the bonus health instead.
Expanded Mind 4/4 – Increases your mana by 10/20/30/40, plus 1/2/3/4 per level.
Pretty ok. Not really good.. I'd like it more if it was 2/4/6/8% bonus TOTAL mana.
Inspiration 2/2 - Whenever you kill or assist a champion kill, you gain 30/60 Health and 15/30 Mana
Interesting, but I don't see it as all that useful. Kinda meh..
T2
Awareness 4/4 – Increases experience gained by 1.25/2.5/3.75/5%
Clarity 4/4 - Increases your Mp5 by 1/2/3/4
Both good and balanced.
Symbiosis 1/1 – Monster buffs last 25% longer
Hmmm... Kinda OP, but it'll really help junglers out so I'm not complaining.
Utility Synergy 1/1 - For each summoner spell on cooldown, you gain 2% cooldown reduction and 1% movement speed
Good and balanced.
T3
Strength of Spirit 3/3 - Increases your Attack Damage by 0.15/0.3/0.45% of your maximum Mana
BAAAAAAAAAAAAAD.
Needs a buff to like 0.3% per point. 0.9% of 2000mana=18AD (2000mana is a LOT).
Greed 1/1 – You gain 1.5 additional gold whenever you kill a minion.
So good for farmers. SO GUD. Might be OP too. Will probably sit better at 1 gold per kill.
Quickness 4/4 – increases Move Speed by 1/2/3/4%
Great and balanced.
Resistant Skin 3/3 - resists damage from AoE spells by 2/4/6%
Wrong mastery tree, lol. Kinda meh mastery too.. I could see it working at 3% per point, but 2 as max points instead of 3.
T4
Wizardry 3/3 – Increases your Ability Power by 0.2/0.4/0.6% of your maximum Health
Intelligence 4/4 – Reduces cooldowns by 1/2/3/4%.
Not bad, but kinda lacking for being so far down in a tree. I'd like it to sit at 1.5%CDR per point.
Run Like Hell 1/1 – While below 25% health, you gain 8% movement speed
Wooot, lol. Hilarious XD
Kinda good mastery too, but I don't really like masteries that depend on things that vary heavily (like current HP).
Utility Mastery 1/1 – Buffs your utility summoner spells
Your Smite skill instantly kills Rally flags or Promoted units, and grants +5 gold when used.
Your Promote spell grants all gold earned by the minions to you
Your Clairvoyance spell lasts 5 seconds longer
Your Teleport skill takes 2 seconds less to cast
Your Clarity spell reduces the cooldown of all champion abilities by 2 seconds
Awesome.
TP's 2sec shorter cast is a little too strong tho and should probably be just 1 or 1.5sec.
Smite instantly killing promoted units is too strong. It should not happen.
Promote mastery should just reduce the CD by ~30sec.
T5
Presence of the Master 3/3 – Reduces summoner spell cooldowns by 6/12/18%.
AAAAAWWWW YEEEEAAAA! Might be borderline OP, BUT with the additions of mastery points that greatly strengthens your spells (specifically thinking about the 20%CDR on Flash in offense) in the other trees this isn't as strong as it was once.
Surefooted 2/2 - While under the effects of a Slow debuff, you gain 10/20% Move Speed.
Really good. Borderline OP, I'd say. I think it would sit better at 8% per point.
Rabbit Hole 1/1 – Reduces the cast time of your Recall spell by 1.5 sec
Really good. I'm loving this idea. Might be a little too strong tho.
T6
Wealth 1/1 – You start with 60 extra gold, and earn an additional 1 gold per 10 seconds
Loving this idea. 60 gold is a good number too. 70 would be too good since that would allow 2 pots and a doran item.
Fecundity 1/1 - All allied champions have 1 Mp5
Really good, but as I've said 2 times before; global buffs will be hard to balance.
Overall I think these changes are in the right direction even though they need some more work.
I really hope Riot goes through with a mastery rework at some point.