Chery's S6 Mastery Updapted Review (Full in Depth) and Suggestions for new Masteries

Cherysse··1 votes·543 views

**Hi everyone! ** This is a complete detailed review over the new S6 Masteries! Masteries are reviewed from a designer point of view and may be compared to their counterparts from last season, I will also add some suggestions for new masteries next season.


#Ferocity (Offensive):

T1: http://vignette3.wikia.nocookie.net/leagueoflegends/images/d/de/Fury_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151114180556**Fury:** 4% attack speed for 5 points, not bad, but what does Riot have against making it 5%? (7/10 score)

http://vignette4.wikia.nocookie.net/leagueoflegends/images/f/f5/Sorcery_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131121235650 Sorcery: +2% damage for abilities, still the name may imply that it doesn't affect physical abilities, yet it does. I still feel it should be made clear in the tooltip. (7/10 score) -This Mastery should be renamed into something like "skillful", mainly because it can confuse players that will believe it only increases the effect of magical powers.

Key 1:

http://vignette2.wikia.nocookie.net/leagueoflegends/images/4/44/Double-Edged_Sword_mastery_S4.png/revision/latest/scale-to-width-down/20?cb=20140220112024 Double edged Sword: with the changes made on this bad baby, it is now more worthy for anyone, ranged or melee, it has always been a solid choice and it still is. (10/10 score) % damage is always good

http://vignette2.wikia.nocookie.net/leagueoflegends/images/d/d9/Vampirism_mastery_s2.png/revision/latest/scale-to-width-down/20?cb=20121215080152 Feast: it is kinda good early game, until you divide 20/30 which is less than 1 HP per second of regeneration (actually, it is equal to 0.66) and I am ok with this because I do not like sustain monsters, it should even grant less healing at early levels but in echange this should have a better late... This mastery should get some small love while avoiding making it obnoxious, reducing it's late game cooldown would make the trick, and increasing the total life healed to 50 at level 18 would be ok, considering it is not too much and with some close revision to check it is not broken, other way to make this more worth is for it to not have cooldown upon killing enemy champions. (6/10 score)

http://vignette3.wikia.nocookie.net/leagueoflegends/images/1/17/Sunder_mastery_s3.png/revision/latest/scale-to-width-down/20?cb=20130406093911 Expose Weakness: a fine option for supports that want to go down into the ferocity tree (I actually feel they listened to me back on my previous review when I asked for this to be added), it is excellent and yet feels rewarding, adding a small visual indicator wouldn't be bad for it either. (10/10 score)

-Tier 2:

http://vignette4.wikia.nocookie.net/leagueoflegends/images/2/2a/Arcane_Mastery_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131121235900 Natural Talent: the early game changes made on this mastery made it more viable and it now feels a lot better to use it (I feel like they listened to me). (8/10 score)

http://vignette3.wikia.nocookie.net/leagueoflegends/images/0/0a/Vampirism_mastery_s3.png/revision/latest/scale-to-width-down/20?cb=20121215075345 Vampirism: up to tis point if you ask me to choose between Natural Talent and Vampirism, I will choose Natural Talent a 99.99% of the time. Vampirism needs an small buff (0.50%) and a change in the way it's mechanics work, instead of adding flat life steal and spell vamp make it work in the same way item 3146 passive works, which is a lot more universal. (5/10 score)

Key 2:

http://vignette3.wikia.nocookie.net/leagueoflegends/images/2/24/Bounty_Hunter_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103094302 Bounty Hunter: this is useful if you are roaming on the whole map and want to get extra kills (and if you get them because assists do not count.. if you get them!!!!). This scales up to 5%! But it has actually no effect until you start killing people! So if your kit has no CC or if you don’t want to get an executioners calling or a frozen mallet, you better use this one (mainly because there isn't any other option), but you must know that this is a snowball mastery and it is not always reliable. (7/10 score) - The only thing I feel this mastery needs is to add a buff on it's user with a check list, so that you have that minigame quest of getting to complete your list (killing all 5 of the enemy champions).

http://vignette1.wikia.nocookie.net/leagueoflegends/images/a/af/Evasive_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000514 Oppressor: +2.5% extra damage against enemies under the effect of any cc is actually really useful, but it is also situational and not everyone has a kit that allows you to get full damage when the target is under the effect of any cc. This mastery benefits burst assasins like Annie, Syndra, Xerath, Talon, TF and characters with a constant slow like Ashe or Nasus (or anyone with a Crystal Scepter). I really like this mastery, but I must still say that it would be better to see more options at this point because not everyone can get full benefit of a mastery like this one. (7/10 score) It would feel good if this mastery also increased the damage dealt by your allies (if they don't have oppresor), I mean it would work as a debuff, yet it wouldn't stack, the damage added would cap at 2.5% but it would affect allies that don't have this mastery, thus making it the support way to go.

Suggestions: http://vignette4.wikia.nocookie.net/leagueoflegends/images/b/b2/Arcane_Blade_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000114 Arcane Blade: 3 base damage +6% of your AP as magic damage on hit. A different option for champions who don't want to get the previous ones (and a good help for AP champions to their AA's and their farm). I suggest this because it feels this point of the tree needs something different that could help supports and other champions.

http://vignette3.wikia.nocookie.net/leagueoflegends/images/3/31/Spell_Weaving_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20140220113006 Helping Hands: you and nearby allies deal 1% bonus damage and have shields and healings increased by 3%. This could be a much better option for sustain supports that got down this tree and feel they are stuck with either Bounty Hunter or Oppresor.

** -Tier 3:**

http://vignette2.wikia.nocookie.net/leagueoflegends/images/9/92/Devastating_Strikes_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000104 & http://vignette1.wikia.nocookie.net/leagueoflegends/images/3/31/Dangerous_Game_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20140220112847 Not too much to say about these ones, solid, classic. yet I would have liked to see the tree keep the hybrid fashion it has with % damage and fusion this masteries in to one -even with 6% it is ok- and maybe add a support option in this point. (7/10 score)

KEYSTONES:

http://vignette1.wikia.nocookie.net/leagueoflegends/images/4/47/Warlord%27s_Bloodlust_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103094434 Warlords Bloodlust: it's previous version raised so many eyebrows and questions, it's interaction with crit made it a little bit toxic, now it is a dueslist life steal-sustain mastery, yet it is hard to see it in many games because many persons prefer Fervor of Battle due to the damage added -which also works with Life Steal-... I have some things to say about this one.. (5/10 score) -Good in concept, yet fails to conquer our hearts, it would be preferable to grant a flat amount of life steal against champions and reduced against minions (that doesn't increase by loosing life), and instead make you deal more % damage depending on how low in life you are (up to 8-10% bonus damage) -fullfilling the Tryndamere Fantasy of the Icon-, therefore it would also feed a bit the life steal component, it would also be sweet to somehow see it working with Spell Vamp, but I know these two guys make this impossible (Vladimir Swain), even If I must say some persons might just accept it even if it just granted 8% spell vamp (which is not too much), I also want it because if I get down this tree I feel I am stuck with Deathfire if I am an AP.

http://vignette2.wikia.nocookie.net/leagueoflegends/images/a/a9/Fervor_of_Battle_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103094518 Fervor of Battle: the most solid and best choice for ADC's in this section, as it increases their dps further the game goes and one of my favorites, my only problem is how it interacts with Master Yi's Passive and Rageblade (too much easy damage for him). (9/10 score)

http://vignette3.wikia.nocookie.net/leagueoflegends/images/7/71/Deathfire_Touch_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103094525 Deathfire Touch: I love this mastery a lot, yet the ticks feel so low in therms of damage that it makes it feel it is not doing anything, even when it does. I would like to see a few changes in this one; make the thicks show how much total damage they are dealing (in the same way GP's Passive, some poisons and Darius Passive works, by showing us the total accumulated damage). Also, this is DEATHFIRE, I know it sounds crazy.. but I just need to suggest this: make it deal 150% bonus damage to targets below 6% of their max HP (which feels fair, I hate it when they scape with 1 HP just because Death Fire failed to kill them... and Seriusly, if you run away with less than 6% of your HP and a Death Dooming fire poison all over your head you deserve to die). (6/10 score)_ -Good concept, yet it still doesn't feel rewarding in the situations where it should-_

Suggestions: I find it racist (joke) that the ferocity tree has no support oriented keystone, and that the Cunning tree support keystone is portrayed by a brunnete Janna, I mean, that is racist.

Suggestion:

http://vignette4.wikia.nocookie.net/leagueoflegends/images/4/4b/Bandit_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131125153842 Mercenary: you get 15% extra gold from all sources and +2 gold each 10 seconds, also replaces all of the Elixirs in the shop (item 2138 item 2139 item 2140 ) with more powerful and expensive versions that grant double the bonuses (cost 1250 gold).

item 2138: 700 hp (instead of 300), 35% Tenacity (Instead of 25%), Iron Path now affects your movement speed too and grants exra Movement speed. item 2139: 100 AP (instead of 50), 20 Mana Regeneration (instead of 15), Sorcery now deals 40 damage instead of 25, and has a 2 second cooldown instead of 5. item 2140: 70 AD (instead of 30), heals for 20% of the physical damage dealt (instead of 15%).

I think this is a bold suggestion with Late Game potential (since you can only access Elixirs at level 9) and these ones are really expensive but hey! THEY ARE WORTH IT! Also I suggest them to have unique visual effects compared to the previous ones.

Ferocity Tree Resume: in the overall if you are an ADC this tree is for you, if you are an AP champ, well, you just feel you are stuck here with Deathfire, which deals a good damage but feels lackluster anyways. Same may go for ADC's I hope they add a new Keystone for supports right here and maybe make some tweaks for Deathfire and Bloolust.

#Cunning Tree:

- T1:

http://vignette3.wikia.nocookie.net/leagueoflegends/images/c/c0/Fleet_of_Foot_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000732 Wanderer: 3% movement speed out of battle, quite good, but... can we make it 2.5% movement speed while out of battle and 0.5% bonus movement speed always? I know it may not seem like much, but for some it will be the difference between ALWAYS picking savagery over this one. (6/10 score) an small and simple change might make the trick.

http://vignette3.wikia.nocookie.net/leagueoflegends/images/5/58/Butcher_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131121235724 Savagery: it is once again useful if you have attack speed as most spells are AoE skillshots, still the damage this grants is low and does not scale (I feel the damage added for single target abilities should be doubled and that AoE abilities should gain that 5 bonus damage), anyways, still solid. (7/10 score) just an small change can make it more worthy for some AP junglers.

Key 1:

http://vignette2.wikia.nocookie.net/leagueoflegends/images/2/26/Runic_Affinity_mastery_s3.png/revision/latest/scale-to-width-down/20?cb=20130406093835 Runic Affinity: the problem with this one comes when you have to choose between getting extra regen from your jungler pots or getting extra duration for shrines. I believe this one should be set to 20% and maybe adding it an small boost, like "while you have a jungle monster shrine or buff on yourself you may also gain extra % life regeneration". Kindred and some other junglers that struggle to clear the jungle will appreciate this buff (to their life regeneration). I say it because it is conditional, it doesn't add damage and some times may get to feel lackluster. (5/10 score) -we all want more from this mastery-

http://vignette3.wikia.nocookie.net/leagueoflegends/images/e/e6/Culinary_Master_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122001006 Secret Stash: a biscuit in your mouth might save you from getting bashed against a wall (and surelly killed), specially during the early game. But do I need to say it? I was still waiting the Jungler Delight Cookies and the Corrupter's Delight Muffin, for real, even if the bonus instant HP and MP were to be set to 5 I would be ok, just because I love CAKES! (-1000/10 score) -Come on Riot! I just want the whole f*cking CAKE-

http://vignette3.wikia.nocookie.net/leagueoflegends/images/a/a9/Weapon_Expertise_mastery_s3.png/revision/latest/scale-to-width-down/20?cb=20130406093947 Assasin: it is kinda ok (2% bonus damage when alone), but pointless in a teamfight and kinda reinforces that pattern of "just go for the kill!" (6/10 score) it could be better if it added damage when attacking an enemy on the back (backstab style).

T2:

http://vignette3.wikia.nocookie.net/leagueoflegends/images/a/a8/Executioner_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000021 Merciless: good for anyone, this is a solid tier choice, still you are using a lot more points for a mastery which has a lesser effect when compared to its equivalent in the last season. Also! This means more KS chance for all of our supports! (9/10 score) -Situational, and good, it is a fair mastery-

http://vignette1.wikia.nocookie.net/leagueoflegends/images/8/8a/Strength_of_Spirit_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000839 Meditation: good if you want to poke and you use mana, this is actually a hard choice. You need to consider that this also scales with max mana. (7/10 score)-this one does it quite good-

Key 2:

http://vignette1.wikia.nocookie.net/leagueoflegends/images/8/83/Pickpocket_mastery_s3.png/revision/latest/scale-to-width-down/20?cb=20121215075721 Bandit: this seems like a true core support choice, but it is also good for champions that can poke you with AA like GP and others (specially for GP). Also it combines the S5 carrion and pickpocket masteries into one mastery, so this one is actually the one you should always take. (9/10 score) - A really solid mastery-

http://vignette2.wikia.nocookie.net/leagueoflegends/images/5/5f/Dangerous_Game_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103094738& Dangerous Game: this one should be working with max life and max mana instead of missing, I will keep calling it, even at 3-4% max life it would be 100 times more worthy to pick. (3/10 score) -a noob trap, it will rarelly help you during the game, but it might save you in those weird situations where you duel someone and you killed him but you stood at 1% hp, it might boost you to the endure that last hit the enemy landed on you, of course lategame this is bs-

T3:

http://vignette2.wikia.nocookie.net/leagueoflegends/images/f/f6/Block_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000244 Precision: I don't know If riot listened to me that one time with the first review.. rememver when they made this mastery add a lot of armor pen and it all went to hell?... I believe they did... but wrong, I just asked this to get a little bit more armor pen PER LEVEL (so that it may get to 10 armor pen per at level 18 instead of 8). However, I believe it is ok as it is. (8/10 score) I won't say anything once again about this one, I swear for that fed Rengar.

http://vignette1.wikia.nocookie.net/leagueoflegends/images/6/67/Expanded_Mind_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122001030 Intelligence: it is fair to say this is really good, but as a support I would love to see it adding that % cooldown reduction (5%) to inventory items again, I mean I would love to stack it with item 2045. (7/10 score) -It is good to finally see Riot breaking the hard 40% CDR cap-

KEYSTONES:

http://vignette4.wikia.nocookie.net/leagueoflegends/images/8/88/Stormraider%27s_Surge_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103094740 Stormraider: ah, this one is really good, specially with the update, it can save your ass a lot of times, my only problem; it is hard to proc early some times, and late sometimes too; please make it proc at 25% instead of 30%! thanks. (8/10 score) - I feel they listened to me when they added the resistance to slows on this one.-

http://vignette3.wikia.nocookie.net/leagueoflegends/images/5/58/Thunderlord%27s_Decree_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103094742 Thunderlord's Decree: do you want to burst your enemies so badly they don't even know wtf happenned? use this one, I mean 180+10% AP damage plus magic pen... yeah, it might burst you really badly. (8/10 score) I hate it when it adds so much burst damage, yet I love it when I burst my enemies, why does this feel so wrong?

http://vignette2.wikia.nocookie.net/leagueoflegends/images/0/03/Windspeaker%27s_Blessing_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103094744 Windspeaker: hmm Janna pls? a mastery for almost every healer or anyone who wants to have a better shielding capacity. I wish the bonus to resistances would stack on self (but only at 50% of the effect). (9/10 score) -situational but solid, by itself it is just a really good choice-

Suggestions:

http://vignette4.wikia.nocookie.net/leagueoflegends/images/8/8b/Tough_Skin_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000334 Soulstealer: Each charge of Soulstealer grants 1 AD and 2 AP. Assists grant 1 charge and Kills grant 2 chargues. You loose a 10% of the charges when killed, you can't loose charges if you have less than 10. You start the game with 1 charge and get 1 bonus charge each 3 minutes.

A different mastery that matches the Soulstealer theme, also it offers new and different things other than burst.


#Resolve Tree:

Tier 1:

http://vignette1.wikia.nocookie.net/leagueoflegends/images/3/36/Recovery_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000310 Recovery: I do not recommend using this one, it grants 0,40 life regeneration per second. It won’t scale on the late game and it is already a lame mastery. Also in the s5 you only had to pay 2 points to get the same regeneration, so this mastery is a trap. (2/10 score) -seriusly, this mastery is a real trap, please make it add % life regeneration or make it scale with level, it doesn't have to be much, but ir should be at least 30% more efficient than live-

http://vignette2.wikia.nocookie.net/leagueoflegends/images/5/5f/Unyielding_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000346 Unyielding: +5% to BONUS resistances? yes, a good mastery, but when compared to it's S5 counterpart it is once again WEAK. Still there is no option here, just choose this one, it is the "better" one. (8/10 score) -when compared to the S5, this is a bad option for the points you are spending, but still it is the best option, anyways I would make it add flat bonuses instead.

K1:

http://vignette2.wikia.nocookie.net/leagueoflegends/images/f/f6/Block_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000244 Though Skin: -2 damage taken from Auto Attacks and single target spells… ok, this mastery doesn’t make too much for you (specially when the enemy gets critical strikes), and besides the whole point of getting this mastery in the S5 was the bleeding effect you could get against monsters. I hope they buff this a bit, not against champions, but against monsters and minions. (4/10 score) -it is kinda lame for a tank mastery, but well... are there any other choices to go tanky about?.. nope, please add some extra effect for junglers, some have a bad time clearing the jungle and some have to go back a lot-

http://vignette1.wikia.nocookie.net/leagueoflegends/images/9/9c/Wanderer_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122001059 Explorer: useful if you want to roam in the whole map, still it is only situational, so I wouldn’t consider this mastery a good choice (unless you are Nidalee or Rengar), but you only have 2 choices, so you better choose this one. (4/10 score) -at this point we all feel we need more options, because this mastery isn't bad, but it just doesn't help too many champions, this also should be on the cunning tree while being replaced for a more solid choice for resolve champs (like gaining movement speed when moving towards an enemy champion-.

Tier 2:

http://vignette2.wikia.nocookie.net/leagueoflegends/images/f/f0/Adaptive_Armor_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20150713004703 Runic Armor: if you are an ADC and you have a Janna or any healer/shielder as your support this mastery becomes crucial (also it becomes the whole point of getting into this tree anyways). It has synergy with Windspeaker, making them both a good combo. (9/10 score) -situational but kinda solid-

http://vignette1.wikia.nocookie.net/leagueoflegends/images/1/11/Veteran%27s_Scars_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000353 Veteran Scars: 50 bonus life early... well, I would have settled with the 3% bonus life on the first place, considering some tanks need a boost right now... (6/10 score) -To balance things out to get tanks some love, I would just make it add 1.5% bonus life and 20 bonus flat life-

Suggestion:

http://vignette3.wikia.nocookie.net/leagueoflegends/images/6/6f/Juggernaut_mastery_s3.png/revision/latest/scale-to-width-down/20?cb=20130406093757 Integrity: reduces the damage taken from criticals by 5% and the chance you will receive a critical strike by 5% (If this gets implemented I suggest you to code it well so that it only works on AA critical strikes since there are some abilities like Ryze empowerd Q and etc that are "critical strikes", I haven't yet checked if Raduins reduces the damage of these abilities.

K2:

http://vignette3.wikia.nocookie.net/leagueoflegends/images/0/0d/Summoner%27s_Insight_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000802 Insigth: this is the way Riot has to compense for the fact that teleport does no longer have a reduced Cooldown when used on turrets. We all feel this mastery shouldn’t be on this tree as it does not make any sense, BUT it is one of the reasons for supports to get into this tree. Also I just need to say that this is a really good mastery when combined with Ionian Boots. So yeah, this should be on the Cunning Tree, because Cunning Tree champs will focus on CDR. And instead at this point there should be something more focused on engage combat. (9/10 score) -I really like the mastery, it is a solid mastery and all the Pros like it, but now it is not accesible as it was before, this should be on the Cunning tree and replace Dangerous Game, leaving space for a better tank key mastery-

http://vignette1.wikia.nocookie.net/leagueoflegends/images/8/8c/Perseverance_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000443 Perseverance: does no longer grant extra healing, instead it just increases your life regeneration, it is a must use for Garen, Singed, Mundo, etc. (7/10 score) -A good mastery for sustain tanks-

Suggestion: http://vignette2.wikia.nocookie.net/leagueoflegends/images/2/2d/Frenzy_mastery_s3.png/revision/latest/scale-to-width-down/20?cb=20121215071415 Bravery: you deal 1.5% bonus damage for each 1000 HP.

T3:

http://vignette2.wikia.nocookie.net/leagueoflegends/images/a/a7/Legendary_Guardian_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000553 Legendary Guardian: you are spending more points for an old mastery. Also it is situational and the bonus it grants isn’t always fully present, also if you are alone in the jungle this will not help you against the jungle monsters. (3/10 score) -There should always be a flat permanent amount and that extra quantity you gain when you are in battle, especially if you are getting to spend more points for less results when compared to S5, and some junglers might appreciate the bonus to defenses-

http://vignette2.wikia.nocookie.net/leagueoflegends/images/7/7b/Swiftness_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000449 Swiftness: this mastery gets to the point. If you make a short analysis you will get to the conclusion that it is harder to get 15% tenacity and slow reduction than 15 bonus armor and magic resist (which isn’t always present). The only bad thing is.. it is now more hard to get than before, mainly because many of us liked to use Swiftness in S5 to have some extra chance to scape the enemy. (10/10 score) -Solid, good, balanced, with good stats and a totally worth relation between mastery points and benefits, I must admit that when Riot mixes masteries they do it well-

Suggestion: http://vignette1.wikia.nocookie.net/leagueoflegends/images/d/da/Safeguard_mastery_s3.png/revision/latest/scale-to-width-down/20?cb=20121215073341 Courage: as long as you are facing your oponent you take 3% reduced damage from it.

KEYSTONES:

http://vignette2.wikia.nocookie.net/leagueoflegends/images/c/cc/Grasp_of_the_Undying_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103095059 Grasp of the Undying: do you see Nasus on the icon? I do. This mastery is really solid, it's only problem is one -it deals magic damage- if you are a tank, then you will appreciate the fact that this is the one mastery that should be dealing true damage. Now it has been nefed, so I guess this could use that small buff (dealing true damage). (7/10 score) -a good reward for going tanky and sacrificing damage, but it should deal true damage instead as already many tanks do not use magic penetration so it will benefit more some champions more than others... specially those with magic pen-

http://vignette1.wikia.nocookie.net/leagueoflegends/images/d/d3/Strength_of_the_Ages_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103095104 Strength of Ages: a solid choice, I would just like to see it proc on champion kills and assistances (with a cooldown to avoid OP situations), specially late game. (8/10 score) this is now the must use for many junglers.

http://vignette1.wikia.nocookie.net/leagueoflegends/images/c/cc/Bond_of_Stone_mastery_2016.png/revision/latest/scale-to-width-down/20?cb=20151103095111 Bond of Stone: useful if you are tanking, and the only % damage reduction mastery in this tree (SERIUSLY) check that. (1000/10 score) -I will rate this to the skies just because it is the only one that directly reduces damage %

Suggestion:

http://vignette3.wikia.nocookie.net/leagueoflegends/images/5/50/Oppression_mastery_s4.png/revision/latest/scale-to-width-down/20?cb=20131122000409 Cut Wings: your attacks and abilities reduce the enemy movement speed by 15-40 points for 3 seconds, half of that duration for ranged champions. Also once each 25-10 seconds your next auto attack will ground your enemy, preventing it from using any movement ability for 0.5 to 2.5 seconds (at level 18). I make this suggestion because... well, Strength of Ages feels too generic for junglers now, and some champions just need a bit of an small CC to do well instead of more damage or tankyness.

Resume of the Resolve Tree: it feels like a nerf over the defensive tree, even if the keystones seem strong one can’t avoid this bad feeling: the tanks are losing a lot of their old defensive capacities, specially they are losing flat stats, versatility, defense against criticals.

Overview of the S6 mastery system: OK, if you got this far you deserve a cookie! item 2010 In the overall I must say a lot of changes were done this season, soon it will end. I must aso say that this season FELT like one of the worst seasons ever, not because it was worst, but because Riot forced so many changes down our throats. BUT, one of the good changes was the mastery system. It is good, yet it needs some changes and some love towards certain classes, but it is ok. Else, Shame on you DQ, SHAME!


Conclusion: (AND I keep it) we need more masteries (options) –at least 4 choices per tier, 3 keys per tier and 4 different keystones-, we need better masteries –when compared to s5 and s4- (worth), we need buffs to the weak masteries that do not feel worth picking, we need an small buff to jungler specific masteries too.

#With love Chery :D

_I will leave a item 3649 for a Rioter to summoner 12 _

4 Comments

Critmaster Garen2 votes

actually mundo or garen in specific dont want perseverance, because it scales off base health regeneration. and their base health regeneration is terrible because of their regeneration passives.

the ones getting the most out of it would be champions like darius or heimerdinger with very high natural base health regeneration.

overall, the resolve tree just sucks compared to season 5. like its really terrible. the keystones are good, but not enough to justify the overall terrible mastieres you have to take to get them. grasp, strength of the ages and bond of stone arent more powerful than the other trees keystones.

the only reason a lot of tanks and fighters even go into resolve is because the other trees mesh even less with those champions playstiles.

like what am i going to take on darius in the ferocity tree? fervor? dft? warlords? all pretty terrible options.

Cherysse1 votes

I know, thats why I suggested a lot of new masteries for it, right now it sucks as a tree, and the only thing that has some power on it is the damn Gras of the Undying, yet it needs some balance and a small buff.

What do you think about the masteries I suggested overall?

Khell DarkWolf1 votes

What we need is to revert to the old system but have 30 masteries or more per tree.

The concept of mish-mashing different role concepts in different tree's makes it confusing for new players and harms playstyle customization because it isn't centered on specific focus.

The fact you have to spend more mastery points to max out masteries to move to the next tier with it being changed to 18/12 for a tree and keystone as the only option is a huge nerf to playstyle and diversity.

Cherysse1 votes

Yeah, I know, but once you make the game simpler there is no going back.

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