please remove runic shielding mastery from the game (if im wrong please tell me)

ModKagenoOu·3/13/2015, 9:50:01 PM·112 votes·7,549 views

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 Warwick or DrMundo 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.

118 Comments

youngjake933/13/2015, 10:47:52 PM43 votes

I mean it would literally be worth keeping if they just made it refresh when you recall. In its current state, I just shake my head when I see people come to lane with that shield on.

M Schumacher3/13/2015, 10:12:56 PM31 votes

Yeah its absolute garbage

Eedat3/14/2015, 12:39:32 AM28 votes

I call it the ARAM mastery

Penguin Eclipse3/14/2015, 1:20:57 AM15 votes

I would rather it gets fixed instead of removed. We have an offensive mastery that grants 5% of missing health on a kill or assist (though I am not convinced that mastery always works). Why not rework runic shield to have it give a shield on assists or kills? 5% of total health as a shield or something. It would be a cool mastery and being so high up in the tree it would only be taken by people who build defensive.

Silents4293/14/2015, 5:37:23 AM7 votes

Right. Replace the mastery, buff it. Idc It needs a change.

But for the love of god rewrite your post with some clarity, it was painful to read.

Jungle Lux God3/13/2015, 10:43:05 PM6 votes

The mastery would be fine if it was higher up in the tree.

If it required closer to 4 or 8 points in the mastery tree it probably would be fairly playable.

Requiring 16 points to get it makes it absolutely garbage.

In the early game you might get some cases where you win trades with the extra health this mastery gives in the form of a shield, while in the jungle you might be able to take maybe one or two extra auto attacks from the jungle camps, but the cases where these situations actually happen are so rare that it isn't worth it.

Rasv3/14/2015, 6:49:09 AM5 votes

That mastery should refresh every time you back instead of every time you respawn.

zane yalgir3/13/2015, 10:08:15 PM4 votes

runic sheild is that malpite passive after death right? ive never liked it

Sirsir3/14/2015, 1:07:27 AM4 votes

Its good in the jungle for your first clear. That would be true if every single point didnt have a better spend in a x/21/x jungle path. I mean, I suppose you can take a point off of Legendary Guardian for it, 5 armor won't make a huge difference after mid game...

What if it scaled? Obviously not a whole lot, but 5% of max or so? Or just a per level scaling, 200 at 18 or so.

CollectiveFury3/14/2015, 1:58:12 PM3 votes

They should make it regenerate 45 seconds after being broken, like Banshee's Veil. That would really help tanks negate some poke!

Sooko3/14/2015, 1:03:30 AM2 votes

Whenever I see an enemy with that mastery I am like: "GG, their tank probably went 0/30/0"

Whenever I see an ally with that I imagine them to be the kind of fellow that would stack Rods of Ages on Mundo...

Kairya3/14/2015, 12:53:17 PM2 votes

I used it on some jungle tanks in the new jungle...just to get a camp more on first clear...it becomes useless pretty fast after that.

MTempty3/15/2015, 12:10:35 PM2 votes

For the most part, it has a function as a badge of shame.

Risurin3/14/2015, 2:23:11 PM2 votes

instead of removing it, they could rework it a bit. it would be a lot better if for instance it scaled with lvls and refresh everytime you base.

Verandure3/14/2015, 7:01:12 PM2 votes

Personally, I'd prefer it to switch places with Enchanted Armor and have Enchanted Armor buffed to be more even with Devastating Strikes.

6% penetration is always going to shred more than an even percentage of bonus armor and magic resist.

Devastating strikes takes out 6% of your base resistances and takes out 1% of your bonus resistances as well! Every bit of armor and magic resistance you buy is already only 99% effective.

Going the other way, Runic Blessing could be an okay tier 1 defensive choice for squishy champs going 21/9/0 (if it refreshed on recall and scaled by level).

XxxLumberJackxxX3/14/2015, 12:04:07 AM1 votes

It's really strong if you are running teleport, the first 1-3 returns to lane/fights that extra shield is basically an AA (which is alot, don't pretend it isn't)

Bard in a Diaper3/14/2015, 1:21:11 AM1 votes

its very useful for gangplank who basically has to all in cheese lvl 1-2.