Can you please stop making overly confused masteries
Title
Title
Great argument. Very convincing.
Its actually simpler in my opinion
How?
How?
Well, most of them are no brainers if you know what you are playing.
Lets start in ferocity tree.
Pick fury because you want to attack more often with your autos. If you are a AD/AP caster you pick Sorcery
Then you pick Double edged sword if you want to deal more damage/be risky or you pick feast because you want 20 hp every 20 seconds.
Then you decide if you want lifesteal/spellvamp or more Ability/attack damage.
The entire trees is just deciding between 2 things. until you get to the bottom of the tree were you have 3 options. And if you read the abilities you will understand what type of playstyle fits with each Keystone.
Deathfire torch works with Mages.
While Warlord is good on anyone that builds crit and want attack speed.
Fervor is good if you have alot of spells and/or can continously auto attack.
Well no shit sherlock im talking about the 9 options all different from season 5 masteries
Well no shit sherlock im talking about the 9 options all different from season 5 masteries
The 9 options? You mean the last tier keystone masteries?
Which ones make you confused?
Warlord's Bloodlust: Critical strikes heal for 15% of the damage dealt and grant you 20% attack speed for 4 seconds (2 second cooldown). Fervor of Battle : Your basic attacks and spells grant you a stack of Fervor for 5 seconds (max 10 stacks). Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level. Deathfire Touch: Your damaging abilities cause enemy champions to take 6 + 50% of your Bonus Attack Damage and 20% of your Ability Power in Magic damage over 3 seconds (Area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead).
Stormraider's Surge: Dealing 30% of a champion's max Health within 2 seconds grants you 35% Movement Speed for 3 seconds (10 second cooldown). Thunderlord's Decree: Your 3rd attack or spell on an enemy champion shocks the area around them, dealing 10 damage per level plus 20% of your Bonus Attack Damage and 10% of your Ability Power as Magic damage to enemies in the area (30 second cooldown). Windspeaker's Blessing: Your heals and shields are 10% stronger. Additionally, your shields and heals increase your target's resistances by 15% for 3 seconds when used on an ally other than yourself.
Grasp of the Undying: Every 4 seconds in combat your next attack against an enemy champion steals life equal to 3% of your max Health (halved for ranged champions). Strength of the Ages: Large monsters and siege minions that you or nearby allies kill grant you 25 and 10 permanent Health respectively (300 max). After reaching the max bonus further siege minion kills restore 100 Health. Bond of Stone: +4% Damage Reduction. While near an ally this bonus is doubled and 8% of the damage they would take from champions is dealt to you instead (cannot reduce you below 15% Health).
COMPARED TO
3% Increased damage
+3 armor and magic resistance for every enemy chamion
+20 movement speed out of combat
Happy kid?
Happy kid?
And I ask what don't you get about those masteries whats confusing you? I am trying to help you but your just being a dick about it.
If its simply because they have more text than before and you don't like reading then your just a baby.
The idea of the new mastery keystone is to give players more impactfull options to customize their champions rather than just flat stats.
Sorry i just have said OVERLOADED masteries.