Opening up the precision tree to mages and maybe some other classes
#WARNING, LONG POST AHEAD!
##Preface: Let me preface this post by saying that I have no interest in riot actually implementing my changes nor am I going to consider the effect that this change will have on a per champion basis, the point of this post is to create some discussion behind a topic I had in mind as well as to see some other ideas that people had in mind about this tree.
#Why open up the trees to other classes?
I have always been a believer that when the new rune system would be out that almost every single rune should be usable on almost every single champion with at least a small amount of effectiveness. Now this doesn't mean that every champion should be able to take every single rune and do justice to it every single game but they should be able to at least experiment with every single rune and see a reason why this would work on X champion.
It is very much true that there will always be a large group of champions that will have one or two optimal runes that will be much better for them most of the time but my goal isn't to remove this idea either (as this is almost literally impossible to do as it is,) my goal is to rather open up tree to different type of playstyles that people would like to try and experiment with themselves. With this being said, I choose to discuss the precision tree today as I believe that this tree can use alot more work to make it attractive to many other classes of champions without giving much (if any) more power to the champions that already like to take this tree as their primary/secondary.
#So, why the precision tree tho?
It doesn't take much of a look to see that the precision tree favours a few specific class of champions, and those being sustained damage dealers who mainly rely on auto attacks, and this is where I think the main issue i have with this tree crops up now. Now you'd assume that I would be referring to ADC's but if that were the case, I would have just said so, but nicely enough this tree isn't purely restricted to just ADC's as it is, but still I feel like this tree is too reliant on auto attacks rather than just any form of sustained damage.
The purposed changes that I am going to discuss today are mainly going to try to open this tree up to any form of sustained damage dealers without giving much more power (maybe even reducing it to some degree for the main abusers) while opening up this tree (both as a primary or secondary) for many more classes such as mages and some supports. I want to make this tree be something that you'd take if you wanna carry the game with sustained damage if you take it as a primary and this tree something you take as a secondary if you wanna be a little bit more of a carry, regardless of what role you'd be playing.
#Lets see what we have to work with then!
So, lets start off with someone who is taking this as a primary tree that has sustained damage but doesn't auto attack very much. Let's see how we can make some changes to the keystones to favour some of our champions that might wanna do that.
##Press the Attack:
"Hitting an enemy champion with 3 consecutive basic attacks will deal 30 - 120 bonus adaptive damage (based on level) and makes them vulnerable, increasing the damage they take by 12% from all sources for 6s."
Now this is great and all as you can have alot of your sustained damaged amplified for a good few seconds while adding some extra burst in there for yourself, this also helps you single down a target for your allies to beat down as well, but unfortunately this ain't gonna be much use to our mage and support buddies as they probably wouldn't be able to attack all too often. lets see how we can change this a little:
"Hitting an enemy champion with 3 consecutive basic attacks or single target spells will mark the enemy with (insert a debuff name,) making your next basic attack deal 10 - 100 (+0.1 AP or 0.15 bonus AD) bonus adaptive damage (based on level) and makes them vulnerable, increasing the damage they take by 7%. this bonus is doubled to 14% for allies"
This can now be used by mages a little bit better now without adding too much power to it, it still requires at the least 1 autoattack to trigger it but sustained damage mages shouldn't be able to freely proc this too easily. Additionally, some tank supports can now take this and be able to proc it to boost their allies damage outputs at the cost of some early tankiness.
##Lethal Tempo: "1.5s after damaging a champion gain 30 - 80% Attack Speed (based on level) for 3s. Attacking a champion extends the effect to 6s. Cooldown: 6s Lethal Tempo allows you to temporarily exceed the attack speed limit."
Even if this isn't the most spectacular rune stat wise, this is still hands down my most favourite rune in the entire game, just because it makes me feel like an absolute god mowing down everything in front of me... but maybe thats cuz I'm an ADC main on both this account and my main account. Regardless of that, lets see how we can make this more appealing to other classes:
"1.5s after damaging a champion gain either 10 - 90% Attack speed or 10 - 40% cooldown reduction to your basic abilities (depending on if you used an autoattack or a spell to proc this effect) for 3s. Attacking a champion if you gained the AS% or hitting a champion with a spell if you gained the CD% extends this effect to 6s. Cooldown: 7s Lethal Tempo allows you to temporarily exceed the attack speed limit or the max cooldown limit (on your basic abilities)"
Alright I worded that absolutely atrociously but my main point gets through loud and clear, I do agree that maybe the numbers aren't exactly balanced in this case but the point was that this can be used by mages that enjoy spamming spells.
##Fleet Footwork: "Attacking a moving builds Energy stacks. At 100 stacks, your next attack is Energized. Energized attacks heal you for 3 - 60 (+0.30 bonus AD, +0.40 AP) and grant 30% increased Movement Speed for 1s. Healing is 60% as effective when used on a minion. If the attack that activates Fleet Footwork is a critical hit, Fleet Footwork's healing is increased by 40% of your critical damage modifier"
Alright this used to be my second favourite keystone in the game until they buffed it for ADC's, I feel like that after the buffs this rune has lost its original use and just become a crutch for garbage ADC player's who dont know how to properly lane. This rune should have been more focused on the %MS much more than the healing portion, making this used as a trading tool in lane that lets you poke and then run before any counter move can be made, in this case it can be made better for mages and ADC who are good traders that want to be higher risk poke masters. also I'm on the fence about if this should be considered an energized effect tbh.
"Attacking and moving builds up Energy stacks. At 100 stacks, your next attack is Energized. Energized attacks heal you for 5 - 50 (+0.1 bonus AD, 0.5 AP) and grant 20% (+0.025 Bonus AD, 0.05% AP) increased movement speed for 1 - 2s (based on level) Healing is 75% as effective when used on a minion (increased to 125% for melee champions) If the attack that activates Fleet Footwork kills the target, Fleet Footwork's healing is doubled"
So in this case I felt like keeping in the energized effect synergy but i cut down the AD ratio so that weaker ADC players dont abuse this for an easier laning phase. I also reworked the crit portion of this so that other classes can get some bonus healing as well. Also melee champions need some love so idk i threw in the extra tidbit because they actually need the sustain (says the ADC main)...
#Minor runes:
So for this section i will talk about the 3 minor trees in terms of working for many more classes like tanks and supports and some other classes as this could be a better reason to take this tree as a secondary.
##Heroism:
- Overheal:
"Excess healing on you becomes a shield, for up to 10% of your total health + 10. Shield is built up from 40% of excess healing from self, or 300% of excess healing from allies."
This can be something that can be worked on to be less of a Bloodthirster Jr. and more of a unique thing that tanks and juggernauts would enjoy
"Excess healing on you becomes a shield, for up to 15% of your total health + 10 (+x% of bonus HP) Shield is built up from excess healing or abilities that amplify health regen, or from 200 - 400% of excess healing from allies. Shield builds up 0 - 50% of the total health effect (based on level)
pretty much self explanatory, the last part means that at lvl 18 you can get up to 7.5% of your max health as overheal from this rune off lifesteal (plus half the bonus amount based on bonus hp)
- Triumph:
"Takedowns restore 12% of your missing health and grant an additional 20 gold."
This is fine as it is, but personally i feel like it should be a little more like this
"Takedowns restore 5% of your missing health and grant 10 additional gold, this effect is increased by another 5% and 10 gold for every kill you get within 10 seconds of the first. cooldown: 30s"
this rune doesn't need changes, I just threw out a cool idea as food for thought.
- Presence of Mind:
"For 7s after gaining a level or takedown the mana you spend on abilities is fully restored."
This rune is fine but lame and super limited to a few champions that can abuse it. Here is my two cents on a change.
"refund the mana cost of abilities by 1% for every 4% mana missing when below 50% mana. Takedowns grant an aditional 25% refunding for 5 seconds"
Meh, This rune is kinda lame, but at least more champions would consider taking it.
##Legend
- Legend: alacrity:
"Gain 3% Attack Speed plus an additional 1.5% for every Legend stack (max 10 stacks). Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill."
FIne as it is, I see no reason to change it other than giving it a straight buff for reasons that'll be discussed later
- Legend: Tenacity:
"Gain 5% tenacity plus an additional 1.5% for every Legend stack (max 10 stacks). Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill."
one quick change to make this viable on tank supports:
"...Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill. Large/Epic monsters/Minions killed by allies near you also grant stacks"
The ally actually has to get the last hit on them for you to get it, so it's more viable on tank supports that are interested in this tree.
- Legend: Bloodline: "Gain 0.8% life steal for every Legend stack (max 10 stacks). Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill."
Personally I absolutely hate it when ADC's get the free option to infinitely sustain in lane but this is perfectly fine as it really wont provide any substantial sustain well until after the point where it's problematic in laning phase. That being said maybe mages wanna take this too soooo:
"Gain 0.8% life steal and 0.6% spell vamp for every Legend stack (max 10 stacks). Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill."
There... I said it... Bite me.
##Combat:
- Coup De Grace:
"Deal 7% more damage to champions who have less than 40% health. Additionally, takedowns on champions grant an adaptive bonus of 9 Attack Damage or 15 Ability Power for 10s."
this needs no changes, but let me propose some anyways :3
"Deal 5% more damage to champions who have less than 50% health, this effect is double against champions below 10% health Additionally, takedowns on champions grant an adaptive bonus of 8 Lethality or 12 Magic Pen for 10s.""
- Cut Them Down:
"Deal 4% more damage to champions with 150 more max health than you, increasing to 10% at 2000 more max health."
I personally feel like this just needs a straight buff but what would I know?
- Last Stand:
"Deal 5 - 11% increased damage to champions while you are below 60% health, maximum damage gained at 30% health"
I think this could be cooler and more appealing to champions that like fighting at low health:
"Deal 5 - 11% increased damage to champions while you are below 60% health, maximum damage gained at 30% health. Aditionally, dropping below 30% health grants 15% MS when running towards an enemy champion"
bleh, at least with this you can be more of a low health hero rather than someone who takes this to capitalize on always being at a low HP.
##Precision bonus:
"Precision+any other tree, gain +18% Attack Speed"
here is how I think the separation should be done
- Precision + Domination, gain 6% AS and deal 1% of targets max HP on auto attacks and single target spells (adaptive)
- Precision + Socery, gain 6% AS and deal 3 (+1% of TAD and 3% AP) on auto attacks as magic damage
- Precision + Resolve, gain 18% AS (I dunno do people actually ever go P + R, i assume some tanks do and they like %AS so here ya go)
- Precision + Inspiration, (idk what to do here tbh, anyone got any cool ideas?)
#Conclusion:
I think that this tree should be more accessible to anyone who wants to deal sustained damage if they want to take this as their primary, willing to give up some early tankiness/damage for lots of sustained damage in the later part of the game. Meanwhile for those who take this as a secondary tree should be inclined to take this if they want a little bit of help to Solo Carry games, whether you're a support, mage, jungler, ARAM player, etc..
The changes i purposed for the keystones are very beneficial to mages that want to deal sustained damage while at the same time still be all magical with their button mashing abilities (<3 I'm kidding, everyone jokes about ADC's being right clickers but nobody ever talks about mages being face rollers :p )
With that all said and done, I am honest to fuck impressed if you managed to read through all of this and would like to thank you deeply for taking this much time and care to go through this even if you dont agree with my changes. I know that riot wouldn't implement these changes or credit me even if they did but i don't care at all about that. I simply wanted to share my ideas of opening up this tree to many other classes that could possibly like this as well as the fact that i want to generate some discussion around these runes and some ideas that could make this rune system much more of a fun experiment for everyone.
- love, sadaiblast <3

(Rito pls make a smug graves emoji UwU)