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Season 2 Masteries Tree

Creator: CelticChampion November 11, 2011 11:10pm
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Embracing
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Zoki wrote:

With new masteries, buffed jungle exp and no need to put points in exp masteries some junglers may jungle quick without smite


Jungling without smite is really ******ed.
Zoki
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Why would be ******ed to jungle without smite if it could be like half min slower then usual?

Life is 10% of what happens to you and 90% of how you react to it.
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Lugignaf
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You don't jungle with smite for speed. You jungle with it for buff control.

If one of my "jungers" doesn't take smite, I lane smite and steal all their buffs.
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Zoki
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Y I know but IMO I'll take other Summoner spell over Smite if I can jungle as fast. Those 2 opportunities to steal red/blue per game is just not worth it.

Defeat is not the worst of failures. Not to have tried is the true failure.
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It's not stealing. It's security.
Shaving a few seconds, health, cooldowns off a baron/dragon fight could save many, many lives and probably get quite a few kills.
Pushing lanes are slightly easier and it gives a gold advantage overall if you take the mastery.
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Toshabi
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Zoki wrote:

Y I know but IMO I'll take other Summoner spell over Smite if I can jungle as fast. Those 2 opportunities to steal red/blue per game is just not worth it.


And dragon and baron. Oh but those aren't THAT important right?
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Hahahaha telling me my items are bad HHAAHAHAHAHAHAHAhA
Listen buddy don't judge someone's items if your only level 13
This build is Platinum approved, Thats all you need to know










Zoki
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Heh you don't need to explain jungling to me, My 2 mains on ranked are WW/Lee jugling. I'm just saying.

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Toshabi
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Maintaining a 1200 nowadays sure is tough. I'm happy for you. CCCCCCCCCCCCCCCCCCCCCCC:
astrolia
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Zoki wrote:

Heh you don't need to explain jungling to me, My 2 mains on ranked are WW/Lee jugling. I'm just saying.

On the contrary, they do need to explain jungling to you since you think it's acceptable for a jungler to not take smite. Buffs are invaluable, but most low elo players don't realize how important buff control is.
hi embracing. yes i play ff14 now.
JunSupport
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Permalink | Quote | PM | +Rep November 13, 2011 4:22am | Report
Things to make note of:

Improved Recall: VERY cool. Only 1 point, it's pretty much a no-cost-no-brainer.

Summoner's Wrath/Resolve/Insight: Squishing all the Summoner Spell masteries together. I think this is a great idea, makes room for the new stuff and makes skilling down the trees less sacrificial.

Demolitionist: 10 bonus damage on turrets - May not be reduced by defense. A big deal!

Siege Commander: Complimentary to Demolitionlist. Very nice.

Wealth: Extra starter gold. This will really diverify the way people start. Doran item + 1 Potion can become a reality again.

Bladed Armor: Junglers can now get a mini-Rammus defense in the jungle.

Initator: Movement speed for when you're high health. Very nice.

Juggernaut: Tenacity - Stacks multiplicatively according to the forums.


Also, they separated the AP bonuses to flat and level-scaling. They buffed Alacrity to 6% at max rank. AND, they moved the exp-boost mastery down farther (and compensated junglers with buffed exp's next patch). :)
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