What if Every Lane Had a Mastery Tree?

Meep Man··2 votes·657 views

Im not saying, this should be added, but it would be interesting to think about.

Top Lane

Tier 1 Masteries

Rebellious Nature (4 Points) +2/4/6/8 Tenacity

Combat Agility (4 Points) +1/2/3/4% Movement Speed while in combat

World Traveler (1 Point) Reduces the cool down of Teleport by 20 seconds, increased to 30 seconds when used on a tower

God Complex (2 Points) +3/6% increased damage to minions

Double-Edged Sword (1 Point) +2% Damage +1% Damage Taken (Melee) +1.5% Damage +1.5% Damage Taken (Ranged)

Tier 2 Masteries

Iron Defense (3 Points) -2/3.5/5% Damage from units further than 625 units from you

True Willpower (1 Point, Requires 4 Points in Rebellious Nature) +10 Tenacity Against Displacement Effects

Righteous Force (2 Points) +1.5/3% increased damage against targets affected by crowd control

Booming Power (1 Point, Requires 2 Points in God Complex) +4 damage against minions with basic attacks and single target abilities

Regenerative Skin (1 Point) +2 Health Regeneration

Tier 3 Masteries

Armor Theft (2 Points) Steal 1/2% of the target's armor and magic resist upon damaging them

War General (4 Points) Nearby allied minions and summons gain 2/3/4/5% increased damage

First Aid Kit (1 Point, Requires 1 Point in Regenerative Skin) +6% Increased Health Regeneration (Melee) +3% Increased Health Regeneration (Ranged)

Veteran's Scars (4 Points) +9/18/27/36 Health

Tier 4 Masteries

Juggernaut (1 Point, Requires 4 Points in Veteran's Scars) +3% increased health

Bronze Armor (2 Points) +2/4 Armor

Anti-Magic Cloak (2 Points) +1.5/3 Magic Resist

Recovery (3 Points) Regenerate an extra 0.35/0.65/1% of your missing health every 5 seconds

Tier 5 Masteries

Power Game (4 Points) +1/1.5/2/2.5% Damage to Champions

Reinforced Armor (1 Point, Requires 2 Points in Bronze Armor) Take 10% reduced critical strike damage

Evasive (1 Point, Requires 2 Points in Anti-Magic Cloak) Take 4% reduced area of effect damage

Second Wind (1 Point, Requires 3 Points in Recovery) Increases self-healing, Health Regeneration, Life Steal, and Spell Vamp by 10% when below 25% health

Tier 6 Masteries

Duelist (2 Points) Deal 2/5% increased damage to the same enemy unit if you have struck them before within 2.5 seconds

Hardiness (2 Points) Take 2/4% reduced damage

Siege Commander (2 Points) Deal 3/6% increased damage to enemy structures

Cataclysmic Power (2 Points) Area of effect spells deal 2/4% increased damage


(An example Top Lane Mastery Page)

4 Comments

thunderingice2 votes

The lane masteries don't really make sense. Top lane is an excellent example of why not. It comes down to multiple roles being an option in top. Should the masteries support bruisers (like irelia xz darius and gnar), tanks (like mao malph sion shen and singed), mages like liss gragas swain and rumble, ap ranged bullies like lulu teemo and kayle, ad ranged harrassers like quin and vayne, or perhaps assassins like fizz talon and kha? Thats 6 different playstyles I can think of off the top of my head. What mastery set could you create to support them? Perhaps create masteries for different roles and playstyles (which is honestly way too diverse. like 10 different trees) Point is that lanes have more than one role that can play in them.

Drunk Rummate2 votes

wouldnt this be like "enforcing the meta" which everyone cries about all the time?

DJ Siamak1 votes

Would not make sense at all.

Tentacle Love1 votes

A top lane mastery page should have stuff to buff split pushing, and movement speed buffs when roaming south. It should offer bonuses that help against baron, and bonus buffs when you claim baron (maybe the buff would last longer).

A jungle mastery page would be pretty easy. there are a few jungle specific masteries already. Perhaps something that would add bonuses to smite buffs, or give you a bonus for smiting teemo or your rivals. :)

A mid lane mastery page would want to give you bonuses for roaming, perhaps force you to choose between roaming or pushing your lane harder.

then there'd be the bottom lane page, which would be split between support and adc, and it'd be overloaded with basically talents that split right down the middle of those two roles, pigeonholing people into very specific builds and buffing champions that fit the build better. or they'd create a specific role mastery for adc, and that would make you choose between attack speed or attack damage (an actual difficult choice, sometimes) as well as giving you buffs to help your support probably. the support page would likely have auras available to you that let you choose between various buffs to give teammates, some of which would be better at different stages of the game. (bonus damage versus turrets, bonus heal over time, bonus damage versus dragon/baron/large monsters, who knows)

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