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New masteries incoming? O_o

Creator: Piksel4o July 6, 2011 11:19pm
Piksel4o
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Permalink | Quote | PM | +Rep July 6, 2011 11:19pm | Report
**EDIT: Yea it turned out it's 2010 stuff. don't take it seriously. Sorry for the false info >.<
First of all, found this on the EU forums, and It's not confirmed or anything, but the thread speaks for itself... Guinsoo also gave his red post, describing them as "win" (page 2)
you can find the thread here: http://www.leagueoflegends.com/board/showthread.php?t=51991

Offense
Total Masteries: 21
Total Points: 49

T1

Brute Strength 4/4 – increases damage by 1/2/3/4
Sorcery 4/4 – increases ability power by 2/4/6/8
Demolish 2/2 – You deal 5/10 extra damage to turrets

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%
Sunder 4/4 – you gain 2/4/6/8 Armor Penetration
Offense Synergy 1/1 - for each summoner spell on cooldown, you gain 2 Attack Damage and 4 Ability Power
Blast 4/4 – you gain 2/4/6/8 Magic Penetration

T3

Deadliness 4/4 – you gain 0.75/1.5/2.25/3% critical chance
Imbued Attacks 3/3 – 1.33/2.67/4% of your AP is added to your attack damage
Killer Instinct 1/1 – You deal 4% more damage to targets with less than 20% health
Superior Technique 3/3 - You deal 2/4/6% more damage to targets with more than 100 armor/magic resist

T4

Lethality 3/3 – You deal 2.5/5/7.5% more critical damage.
Empowered Aura 3/3 - Magical damage dealt % increased by 4/8/12% of your Critical Chance (Note - Mostly for Ashe i think)
Berserker’s Call 1/1 – While below 25% health, you gain 10 Attack Damage and 20 Ability Power.
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.

T5

Extra Sting 1/1 - Increases all damage you deal by 3 (including periodic effects)
Absorbtion 3/3 – You steal 1/2/3% health on dealing damage.
Archmage’s Savvy 1/1 – +4 Ability Power at level 18
Seasoned Cunning 1/1 - +3% Attack Speed at level 18

T6

Havoc 1/1 – Increases your total damage dealt by 4%.
Fervor 1/1 - All allied champions deal 1 extra damage.

Defense
Total Masteries: 20
Total Points: 48

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
Reflect 2/2 – You reflect 2/4 magic damage to minions that attack you.

T2

Evasion 4/4 – Increases dodge chance by 0.5/1/1.5/2%
Ardor 3/3 – Increases your attack damage by 1.5/3/4.5% of your armor.
Defense Synergy 1/1 - For each summoner spell on cooldown, you gain 4 Armor and Magic Resist
Diamond Strength 2/2 - Reduces damage taken by 1/2

T3

Veteran’s Scars 4/4 – increases your health by 15/30/45/60
Nimbleness 1/1 – On dodge, gain 10% move speed for 4 sec.
Focus 3/3 - increases healing and regeneration by 3.33/6.66/10%
Duelist 3/3 - Reduces damage taken from champions by 1/2/3%, and increases damage dealt to champions by 1/2/3%

T4

Faith 3/3 – Increases your AP by 3/6/9% of your magic resist.
Feast 4/4 - You regain 2/4/6/8 Health whenever you kill a unit.
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.

T5

Tenacity 3/3 – Reduces all damage taken by 1.33/2.66/4%.
Master's Mark 2/2 - Gives +32/64 Health at level 18
Lesser Crush 1/1 – 10% chance on hitting a minion to increase damage dealt by 100.

T6

Strength of Body 1/1 – Reduces disable duration by 10%.
Regeneration 1/1 - All allied champions gain 1 Hp5, and you gain 1 extra Hp5.

Utility

Total Masteries: 20
Total Points: 48

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.
Expanded Mind 4/4 – Increases your mana by 10/20/30/40, plus 1/2/3/4 per level.
Inspiration 2/2 - Whenever you kill or assist a champion kill, you gain 30/60 Health and 15/30 Mana

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
Symbiosis 1/1 – Monster buffs last 25% longer
Utility Synergy 1/1 - For each summoner spell on cooldown, you gain 2% cooldown reduction and 1% movement speed

T3

Strength of Spirit 3/3 - Increases your Attack Damage by 0.15/0.3/0.45% of your maximum Mana
Greed 1/1 – You gain 1.5 additional gold whenever you kill a minion.
Quickness 4/4 – increases Move Speed by 1/2/3/4%
Resistant Skin 3/3 - resists damage from AoE spells by 2/4/6%

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%.
Run Like Hell 1/1 – While below 25% health, you gain 8% movement speed
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

T5

Presence of the Master 3/3 – Reduces summoner spell cooldowns by 6/12/18%.
Surefooted 2/2 - While under the effects of a Slow debuff, you gain 10/20% Move Speed. (Is it multiplicative? Additive would suck)
Rabbit Hole 1/1 – Reduces the cast time of your Recall spell by 1.5 sec

T6

Wealth 1/1 – You start with 60 extra gold, and earn an additional 1 gold per 10 seconds
Fecundity 1/1 - All allied champions have 1 Mp5

So? Any thoughts on this... I mean.. wow. Just by looking at Wealth, I can already say it's a must take. Being able to take a doran items + Hp pot can win you the lane...
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Lugignaf
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Permalink | Quote | PM | +Rep July 6, 2011 11:41pm | Report
You *****. I was just about to post something on this. T_T

Long list inc

On topic: It's going to be like a whole new game for a while....
All the "team boots" seem really good if you do a pre-made.
Looking closer though, I see promote in there under the utility tree.
On that note, if it is coming back, how are they balancing it?
Junglers are getting indirect buffs.
Last hits are becoming much more important now.
There's a lot of "Below X HP get Y" things going on.
Giving everyone a mini Madred's Razors... Ok..
Buffing all damage...
Giving natural life steal...
Mini Ali passive.
Making the 15% MagPen more... uniform.
Nerfing Tanky/DPS indirectly.
Benifits to building Hybrids.
Trying to make flash used on carries more.
Regen being moved to the defense tree and, scaling off total not base.
Rewarding you for blowing summoners...
Buffing Galio...
Mini cho passive.
Rally's getting a hybrid nerf and, nerfed in general.
Putting tenacity, in a tree...
Mini revive mastery on good hands, making it even better than before.
Rewarding supports for assists.
Weird AoE reductions...

I like this list... A lot.
EDIT: We've been duped. This list is from 2010...
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Trophycase
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Permalink | Quote | PM | +Rep July 6, 2011 11:59pm | Report
The 21 point auras look pretty mediocre, though I suppose if you stack them it might be ok, but opposed to the other options they seem lackluster.

1 hp5? 1 mp5? 1 damage? Just don't compare to wealth/havoc/strength of body
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Zeprido
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Permalink | Quote | PM | +Rep July 7, 2011 12:15am | Report
Guys, this is old news, 2010 stuff.
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Piksel4o
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Permalink | Quote | PM | +Rep July 7, 2011 12:18am | Report
Ah damn. Sry for the wrong info then =/
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DEWO
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Permalink | Quote | PM | +Rep July 7, 2011 1:15am | Report
Those kind of posts are created over and over again.

None of those were true in any way and i highly doubt that this is any diferent.
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