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Mastery Leaks?

Creator: Rudmed September 21, 2011 6:46pm
15 posts - page 2 of 2
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Searz
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Offense

T1

Brute 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

T1

Hardiness 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

T1

Good 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.
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wRAthoFVuLK
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Permalink | Quote | PM | +Rep September 22, 2011 1:30pm | Report
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!
Searz
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Permalink | Quote | PM | +Rep September 22, 2011 4:03pm | Report
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."
caucheka
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Permalink | Quote | PM | +Rep September 22, 2011 5:18pm | Report
i'd think if they redid masteries this way they would bump up the max summoner level maybe? considering theres so many to chose from. idk how that would affect runes though.
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Searz
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Permalink | Quote | PM | +Rep September 23, 2011 4:54am | Report
No, they wouldn't need to do that.
The biggest problem right now is the lack of choice in masteries.
You're almost forced to go a specific path down the trees and defense and offense are just not versatile enough to have many users.
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