The change also added 3 required points to the mastery tree for mana hugry supports who didn't get the old +2/3.5/5% of max mana masteries.
Which is really kinda annoying, since there's now even fewer decent masteries low in the utility tree. IMO that's the real weakness of the tree, there's so few really decent masteries to take on your way up to the good ones (gold generation ones, mana regen, CDR and +out-of-combat movespeed) (like the +hp regen/+health/+%health in defence, and the wealth of options in the offense tree).
If you're getting tear->AA's/SE you want the mana+health regen per 300 max mana masteries for sure. But otherwise, max mana isn't all that useful. There's a reason it was basically only Ryze who took the old mastery.
But since you still have to spend 3 points to get a decent boost to mana regen, and you still have to spend the three points you used to spend in mana regen to get up to the useful stuff..
That's 3 more points you need on the same budget.
So which top tier mastery am I supposed to sacrifice for mana regen which is slightly better come the late game than the old mastery (well, maybe like 3-5 times as good but still)? Am I supposed to give up on extra gold from ally CS, extra gold for autoattacking the lane opposition, extra exp come the midgame or sorely needed mana regen?
Currently I decided that dropping the exp and putting only 2 points in mana regen was the best option.
But since the options low in the tree are worse now.
Can we shift some of the almost useful masteries in utility down a bit? (like the exp gain and the lifesteal/spellvamp)