New Mastery Tree
The problem with the current mastery tree is there are too many misplaced mastery slots. You don't give up offense by going utility, You get spell vamp and Lifesteal for going offense early in the tree. Utility is movespeed and regeneration mainly, yet we have armor pen and magic pen and a huge damage impact there. Not to mention much like runes, masteries should be raw stat increases to help you in the early or late game depending on your playstyle. The current tree does not very much to your playstyle as you either need a stat or you don't, Often times you take stats you simply don't want or require.
This is a sample of what I think a mastery Tree should look like.
Offensive Tier 1 Deal 10 Damage On Attack To Minions And Monsters Return 5 Mana When You Last Hit Minions
- 0.4 / 0.8 / 1.2 / 1.6 / 2 % Increased Damage from Abilities Offensive Tier 2 5 Lethality 3 Magic Pen Offensive Tier 3 10% Attackspeed 10% Spell Vamp Deal 5% Extra Damage When Below 40% Life Offensive Tier 4 Deal 20% base damage next auto after spell cast 5 second cd 10% Critical Damage Offensive Tier 5 10% Lifesteal 20 Ability Power 10 Attack Damage
Utility Tier 1 +15 Movement Speed in Brush and River Once every 5 seconds, regenerate 0.2 / 0.4 / 0.6 / 0.8 / 1.00 % of your missing Mana. Buffs granted by jungle monsters last 3/6/9/12/15% longer, including Epic Monsters. Utility Tier 2 +50% Health Regen, increased to 200% when below 25% Health 10% Lifesteal and Spell Vamp On Monsters Utility Tier 3 Gain + 5/10/15/20/25 Movement Speed When in 400 Range Of An Ally Damaging enemy champions causes them to take 3% increased damage from your allies. Champion kills and assists restore 1/2/3/4/5% of your missing Health and Mana. Utility Tier 4 Gain 1 gold for each nearby minion killed by allied champions. Gain an additional 3 gold (or 10 if you're melee) when hitting an enemy champion with an attack or spell (Cannot occur more than once every 5 seconds). 3% Movement Speed Utility Tier 5 Your heals and shields are 10% stronger. Additionally, your shields and heals on other allies increase their armor by 5-22 (based on level) and their magic resistance by half that amount for 3 seconds. Reduces Summoner Spells By 30% Dealing 30% of a champion's maximum Health within 3 seconds grants you 40% Movement Speed and 75% Slow Resistance for 5 seconds (10 second cooldown).
Defensive Tier 1 Gain + 2/4/6/8/10 Armor and Magic Resist @ Lvl 18 Gain + 1/2/3/4/5 Health Per 5 You take + 1/2/3/4/5 less damage from champion and monster basic attacks. Defensive Tier 2 +50% Health Regen, increased to 200% when below 25% Health Gain 10 Armor and Magic Resistance when near an allied tower Defensive Tier 3 Gain + 20 / 40 / 60 / 80 / 100 Health Gain + 2 / 4 / 6 / 8 / 10 % Bonus Armor and Magic Resist
- 1.6 / 3.2 / 4.8 / 6.4 / 8 % bonus to all shields and healing on you (includes lifesteal and regeneration). Defensive Tier 4 50% of Your Ability Power Is Translated to Health 5% Of Your Attack Damage And Ability Power Is Translated To Armor And Magic Resistance Defensive Tier 5 25 % Tenacity and Slow Resist Gain Attack Damage And Ability Power Equal To 5% Of Your Armor. Gain 5% maximum health. Your movement impairing effects mark enemy champions with an earthen rune that heals other allied champions who basic-attack them for 5 (+2.5% of your maximum health) over 2 seconds. The mark lasts 4 seconds.
Runes Also Need Some Balancing But That's Something Riot Should Look At As It Is Very Complex.[slayer-jinx-catface]