@Meddler: We need to talk about Resolve Masteries BEFORE the end of Preseason.
TL;DR: overall, the Resolve Tree is a complete mess and doesn't follow the general framework of the other Trees (highlighted in the recent Preseason article). This leads to solved and boring choices at multiple Tiers. Why wasn't it changed at the same time as the other Trees? And more importantly, can we hope for some changes before the start of Season 7?
Long version:
Yo o/
The "Road to preseason: Masteries" article was great, and I totally agree with the philosophy highlighted in the intro:
From: http://na.leagueoflegends.com/en/news/game-updates/features/road-pre-season-mastery-updates
"Before we begin, it’s worth mentioning that mastery trees share a general framework. As you progress down a tree, masteries become more targeted toward individual playstyles, both in terms of the benefits they grant and the requirements to access those benefits. Earlier masteries are often also geared toward laning phase or jungle clearing, whereas later masteries scale better with game time."
The modifications to the Ferocity Tree in particular are perfectly aligned with all that and feel like a great change.
But the Resolve Tree, on the other hand, doesn't respect this framework at all!!
Tiers 1: Flat HP Regen (Recovery) or Scaling Armor/MR (Unyielding). Tiers 3: Scaling Heal/Shield (Runic Armor) or Flat HP (Veteran's Scar).
Veteran's Scar and Recovery are both "earlier masteries geared toward laning phase or jungle clearing", and are utterly useless comes late game for tanky champs. They are much better for squishies than for frontliners, even if barely noticeable later. On the other hand, Unyielding scales with the items that Tanks (and to a lesser extent Fighters) typically want to buy, and is only effective in late game, it "scales better with game time" and is "more targeted toward an individual playstyle, both in terms of the benefits it grants and the requirements to access those benefits", i.e. you really need to buy those items to actually benefit from the Mastery. Runic Armor is more effective than Unyielding early, but also scales pretty well into late game and doesn't fall off like Veteran's Scar/Recovery, the main problem being that the usefulness of the Mastery is mostly decided by your champion's kit (like the soon-to-be retired Oppressor).
Tiers 4: Perseverance: +50% Base HP Regen (+200% when below 25% MaxHP)
This is a boring passive stat increase, and is mostly useful during laning phase. It's really not deserving a spot as a Tiers 4. It's also redundant with Recovery, even if it scales a bit better ('cause it's a % amp of Base Regen instead of being a Flat amount).
I know it's better for Players to describe their problems and let you do your job than to try and propose their own solutions, so I'll keep it short, but I would do a few things along those lines:
- Tiers 1: Perseverance versus Veteran's Scar (sustain versus all-in, one scales a bit better into late game, but both are mostly useful for laning)
- Tiers 3: Unyielding versus Fearless (general durability versus window of defense, maybe different timing of best effectiveness if you play with the different mode of scaling)
- Swap Dangerous Game with Summoner's Insight (Summoners CD is a better fit into Cunning)
- Tiers 4: Runic Armor versus Dangerous Game (do I have my own sources of sustain or do I need a refill after the first few kills?)
- Recovery removed entirely, and there is a slot open at Tiers 4. For something ramping up over time, for instance?
and the resolve tree DOES help me a lot when getting through laning.