please remove runic shielding mastery from the game (if im wrong please tell me)
Ok re-doing the main body to make it more clarified(is that a word?) Basically it only gives 50 hp as a shield which only comes back after you die AND ONLY AFTER YOU DIE. this encourages death to take full advantage of the mastery. therefore taking this mastery is ASSUMING that you will be dieing allot to take full advantage of it. also due to the reasons below it is not effective on jungles, or atleast not as much so as other masteries. in general it is FAR too low in the mastery page forcing you to focus on defense to take it when you will most likely already have a ton of hp. also it doesnt regenerate in lane causing it to be anti-farming meta (as it encourages an all out fight at level 1 which is barely helps with)
edit: for everyone saying that its good for junglers lvl 1, the golden rule of new jungle is that armr>hp. the reason is that since the jungle items give u a fixed regen on getting hit, you want the incoming heal to be as close to the incoming dmg as possible, preferably greater than. thus the equation is healing (H) plus the surplus dmg (the amount you dont heal, S) equal to damage taken (D) , or H+S=D. when you are jungling you are taking that dmg constantly while in a camp. regen and other similar effects are also active while you are NOT at the camp, which is constant and so useful. the shield however negates H, in otherwords while you have the shield the equation is S=D which means the shield almost instantly is destroyed. now, armr decreases D by decreasing S, that is(where A is the percentage of protection) H+S=D*(1-A)
what you want as a jungler is for S to equal zero, this is called the "equilibrium point" in most sciences, effectively it means you could jungle indefinitely without needing to back (not counting mana) this is the reason why riot nerfed jungle last season in the first place, because it was too easy to reach the equilibrium point which meant that champions like
or
who have additional healing ability to add to H become unneeded in the meta, as since everyone can jungle indefinitely theres no point in having an ability that is supposed to help you do it. Anyways my point is that the shield doesnt effect this equation as it adds a static amount of hp that is not effected by the healing, making it almost useless in the jungle. you would be much better served by adding some armr runes to your jungle runes and grabbing a point in the bonus armr mastery, or simply get someone to leash you lol
edit 2: normal hp is still effective in my equation because it doesnt eliminate H, same is true about lifesteal as it adds to H and decreases S, typically if you are having trouble in jungle at any level i would say grabbing a quick armr item or lifesteal depending on the champ, will greatly help your champ, try it you will see
edit 3: heres a post i made on the jungle update post what do you guys think?
So i have been thinking with regards to possibly replacing runic shielding and an idea came to me in a dream (yes i dream about league of legends XD) for something to help junglers. What if there was a mastery that was kinda like the tank version of static shiv (bear with me for a sec) as you spent time not fighting jungle (so including while you are ganking) you gained stacks until the next time you entered into combat with jungle farm you gained a small increase to your armr for 7 secs, basically 15 or so armr for 7 seconds. i think this would make level one jungle alot easier AND would reward tanky junglers for ganking as it would help them build up stacks to go and take red/blue buff a little more securely. it would go in the same mastery slot that runic shielding currently holds.