Why I think
Wanderer
is a lovely mastery for supports to have:
- faster lane return
- easier skillshot dodging
- chase potential / escape potential
- "replaces"
Mobility Boots after the nerf, you can go
Sorcerer's Shoes or
Ionian Boots of Lucidity on
Zyra, depending on what you're building
- faster movement overall over map and all of its benefits
Also,
You have no CDR in this page? Early 10% CDR is huge when counted on high-impact ultimates, like
Stranglethorns and
Soul Shackles and might generally be save your life during trade. The item CDR from
Intelligence
is also very good mastery. There's a lot of items that grant raw power and mana regen w/o extra CDR.
Basically, you could go 9/0/21 instead with better benefits.
Here.
Make sure your runes don't leave you too squishy.

- faster lane return
- easier skillshot dodging
- chase potential / escape potential
- "replaces"




- faster movement overall over map and all of its benefits
Also,
You have no CDR in this page? Early 10% CDR is huge when counted on high-impact ultimates, like



Basically, you could go 9/0/21 instead with better benefits.
Here.
Make sure your runes don't leave you too squishy.
Bow to the Void

Personally, I'd use something more like this.
NorthernRedStar wrote:
-snip-
I already know of the 9/0/21 page, I was asking for second opinions about how well others found the page I posted above to work.
This isn't to change your mind about what mastery page to use, but to ask you to try it out and see if you get similar results.
If you want to help me, teach me.
The issue is that the four extra points in offense don't give you enough to be worth what you lose for not putting them in utility, which is why everyone is suggesting using a 9-0-21 page over your 13-0-17 page.
if you don't want to use 9-0-21, then I'd honestly suggest 0-13-17.
13 points in defense > 13 points in offense
if you don't want to use 9-0-21, then I'd honestly suggest 0-13-17.
13 points in defense > 13 points in offense
I agree with nameless, I don't understand why putting points in
Executioner
and
Dangerous Game
only. It makes sense if you're going 13 points deep. Not only but
Nami and
Janna aren't really that aggressive. It would make sense on someone like Zyra or Annie, but probably not morg, nami, janna.
I use a number of different builds on
Zyra
21/0/9
0/21/9
0/9/21
I've been testing out the 0/21/9 build, it's interesting. If you want something aggressive I would put 21 points into offense




I use a number of different builds on

21/0/9
0/21/9
0/9/21
I've been testing out the 0/21/9 build, it's interesting. If you want something aggressive I would put 21 points into offense

Thanks for the Signature MissMaw!
The_Nameless_Bard wrote:
The issue is that the four extra points in offense don't give you enough to be worth what you lose for not putting them in utility, which is why everyone is suggesting using a 9-0-21 page over your 13-0-17 page.
if you don't want to use 9-0-21, then I'd honestly suggest 0-13-17.
13 points in defense > 13 points in offense
Pretty much.

Several thoughts:
Why would you need AS on supports? CDR scales better into the late game, and also is more useful on supports!
Why would you need dangerous game on supports? I know it's an okay mastery if you're getting kills, but you probably won't get kills on supports. I hope not, at least! Unless you're doing something truly outrageous like AP leblanc support, the kills will likely be of greater benefit to your ADC.
Why Vampirism? 3% Lifesteal and spellvamp really doesn't heal much unless you're doing a lot of damage.
Bandit's a cute mastery (imo one of the most fun masteries to play with), but why would you pick bandit over something like
Intelligence
? you dumb bro! (pun intended)
Why would you need AS on supports? CDR scales better into the late game, and also is more useful on supports!
Why would you need dangerous game on supports? I know it's an okay mastery if you're getting kills, but you probably won't get kills on supports. I hope not, at least! Unless you're doing something truly outrageous like AP leblanc support, the kills will likely be of greater benefit to your ADC.
Why Vampirism? 3% Lifesteal and spellvamp really doesn't heal much unless you're doing a lot of damage.
Bandit's a cute mastery (imo one of the most fun masteries to play with), but why would you pick bandit over something like

If I helped you out, be sure to throw me a +Rep!
-
My Soraka Guide | My Review Service

Thanks for the sig, MissMaw!
-
My Soraka Guide | My Review Service

Thanks for the sig, MissMaw!
You need to log in before commenting.
I've been trying out this page, but only have gotten so far with it and am looking for second opinions.
I came up with it because I wanted
So far:
It has some risk - but only some. Kills for my lane partner became a lot cleaner and I could stay in lane for as long as I liked no matter how often that partner would leave because I would've gotten back resources for just causing damage and helping my lane partner accomplish kills. The only way I found it failed me is if we could accomplish nothing (not even assists from ganks) in lane, then the advantage of it was gone the entire time I was in the laning phase.
Later on it made teamfights easier to survive because no matter what damage I took during the fight, so long as we won the fight I could most definitely go without backing after situations I probably would have even died in in the first place. It even became possible to solo certain enemies granted I had a healthy kill participation before then.
It also has the added advantage of not worrying about going over the CDR limit. It may be a personal thing in this case, but it opened up several item choices that I usually would be forced to ignore.
Please test it out and tell about how well it worked for you.