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How to make Mercenary/Sage fully viable

Creator: NicknameMy November 24, 2011 7:22am
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NicknameMy
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Actually, at my big mastery rework, i had an good idea for Mercenary / Sage . They should scale with the level of the champion. Means, the exp of Sage is also later in the game usefull and Mercenary isn't only good for first blood. I also increased the gold of Mercenary drastically. It was just nearly nothing to notice. Also, I moved both into utility tree T4 with 1 point needed. Now supports can use them with ease.

Well, this also results into a buff to the ap-masteries in the offense tree, so ap-carries have to choose between offense and utility.^^( Archmage gives magicpen instead of percentage ap and Blast was multiplied by 4)

Mercenary

Gain 50(+10 per level) bonus gold on champ kill or assist(50% at dominion)

Sage

Gain 40(+20 per level) bonus exp on champ kill or assist(50% dominion)
Lugignaf
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Mercenary is good for people like junglers who need those early ganks and assists.

Sage however... Not really good at all for where it is in the tree.
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/dislike
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Actually, 24 gold per kill doesn't do very much. I think, even Greed is better than this.

And with Sage scaling with level, Sage isn't only usefull earlygame. Because at higher levels you need more exp to reach the next level.
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Sage scales with time because people give more EXP as they level.
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awesome job! i think that that is a bit op overall for the masteries...
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Actually, with my rework, masteries are (nearly) as usefull as runes. And every tree is worth skilling it. And (nearly) every mastery is worth skilling it if it fits to your champ.

One example:

A support could skill 9/0/21:

Offense:

Mental Force 3 Brute Force 1(okay, as mage, you have to waste 1 point at tier 1)
Siege Commander 1 Sorcery 4(well, you have to decide between damage and supportive aura, well...)

Utility:

Expanded Mind 3 Improved Recall 1
Swiftness 3 Meditation 3(you can also use spellvamp, but i think mana regen is more important)
Greed 2 Scout 1
Summoner's Insight 1 Mercenary 1 Sage 1
Intelligence 3 Awareness 1
Mastermind 1

But, as you can see, i nearly didn't change the masteries for junglers at all (except Fiddlesticks and Maokai, ap-junglers^^) Some junglers like Amumu will get less dmg but the jungle speed doesn't increase very much.

This should balance out the huge buffs to junglers.
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yea. my point exactly. looks good, but masteries have always been worth less than the runes. those have a very high gold ratio, relative to the previous masteries. and the season 2 were higher to begin with.
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NicknameMy wrote:

But, as you can see, i nearly didn't change the masteries for junglers at all (except Fiddlesticks and Maokai, ap-junglers^^) Some junglers like Amumu will get less dmg but the jungle speed doesn't increase very much.

This should balance out the huge buffs to junglers.

I have never gone X/X/21 on Maokai for jungling
I do a 0/21/9 setup and transition to tanking later. Mercenary is good here because I counterjungle and gank tons.
IMO, neither of these need buffs.


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I've been jungling amumu and i go 0/21/9 as well. i think he's more viable that way. i agree with lugignaf, those are unnecessary.
Mastajdog, "You shall bow in the presence of the masta."
please +rep if i've been helpful at all, and come check out my guides!
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