Resolve Should Be Split Into Two Rune Trees - New Defensive Rune Tree Listed In the Post.

iPooUnicorns··1 votes·650 views

Currently we have 3 damage oriented rune trees, 1 defensive rune tree, and 1 useless utility tree.

Part of the reason damage seems so oppressive right now is because there is no longer access to early game resistances, with the defensive tree only offering 1 rune that gives an unconditional resistance increase, yet it doesn't activate until 10 minutes into the game.

The solution? A new rune tree!


Bastion

This tree is oriented around resistances, whereas resolve will focus on health, naturally the numbers might need tweaking.

Primary tree bonus: +5 flat armor and magic resistance, +1 armor and magic resistance per level. Secondary tree bonus: +5 flat armor and magic resistance.

Keystones:

  • Aftershock: taken from Resolve.

  • Fortress: For the first 4 seconds in combat with enemy champions, you gain 25% damage reduction and tenacity. When this effect ends, gain a shield equal to (50%?) of damage resisted for 2 seconds. Cooldown: 30-12 seconds (scaling with champion level), cooldown is paused while in combat with enemy champions. Duration and reduction reduced by 50% for ranged champions.

  • Retaliating Strikes: Gain a reservoir of retaliation damage. The reservoir's size is equal to 10-180 (scaling with champion level) + 25% total armor and magic resist. The reservoir pool is charged by receiving damage from enemy champions, charge gained is equal to 50 (+ 10% total armor and magic resist)% pre-mitigation damage. While your reservoir is filled, your next auto attack will empty your reservoir and deal bonus magic damage equal to your reservoir (reduced by 40% for ranged champions). Your reservoir pool will begin to decay after 5 seconds of not being in combat with enemy champions (10% per second).

Tier 1 Runes:

  • Placeholder Name: Increases total armor by 10% and reduces total magic resistance by 10%.

  • Placeholder Name: Increases total magic resistance by 10% and reduces total armor by 10%.

  • Conditioning: taken from Resolve.

Tier 2 Runes:

  • Legend: Armor: Gain 5 flat armor (+1 per legend stack).

  • Legend: Magic Resistance: Gain 5 flat magic resistance (+1 per legend stack).

  • Legend: Damage Resistance: Gain +.5% persistent damage reduction per legend stack.

(Bastion's Legend stacks work the same as Precision's Legend stacks)

Tier 3 Runes:

  • Placeholder Name: Allies within 750 units receive 10% of your total armor and magic resistance.

  • Placeholder Name: Gain mana equal to 100% of your bonus armor or magic resistance (adaptive, unaffected by temporary armor/magic resistance buffs).

  • Placeholder Name: Deal bonus damage to minions and monsters equal to 10% of your armor or magic resistance (adaptive), and half that amount to champions.


Resolve

Primary tree bonus: +100 base health, +1 base health regeneration. Secondary tree bonus: +50 base health.

Keystones:

  • Intimidating Presence: After 4 seconds of being in combat with enemy champions, you gain a 320 (+10 per champion level) unit aura that slows enemies by 10% + 1% per 100 bonus health and reduces their damage dealt by half that amount. The aura's range and effectiveness is reduced by 60% for ranged champions.

  • Grasp of the Undying: Health gain increased to 10 health.

  • Guardian: Cooldown reduced to 60-30 seconds.

  • Aftershock: Moved to Bastion.

Non-keystone runes:

  • Overgrowth: Every 8 monsters or enemy minions that die near you permanently increase your base and bonus health by 0.2%. Every 10 minutes, gain 2.5% increased total health.

  • Natural Armor: Receive 8% less damage from enemy % health attacks.

  • Conditioning: Moved to Bastion.

1 Comments

MrFawknSunshine1 votes

not horrible ideas

but yea maybe needs some tweaking and further exploration

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