Better Options for the Resolve Tree.
After playing A lot of tankier champions in the top lane, jungle, support, and in ARAM with the resolve tree as either the primary or secondary tree I have come the conclusion that half of the options are either useless or just inferior to a select few. Personally I would like to see a better selection so that there is some variety among the different tanks that I play.
So to start I think the keystones are all perfectly fine for the most part. Aftershock and Grasp being the 2 big ones with guardian seeing play in aram or on a select few supports. However I wouldn't mind seeing another option for tanks that have no hard cc or very little hard cc. Locking in nasus or malphite and then my opponent picks teemo or quinn feels bad. Then looking at the resolve keystones all 3 are entirely useless against ranged opponents, or hard counters where a good trade is unlikely to occur. Aftershock just changes to grasp because nasus has no cc and on malphite it's only going to proc on his ult so the keystone can only go off every 100 seconds when the ult is off cool down and doesn't even go into effect until level 6. Grasp Isn't very good especially against ranged champions as AA'ing is very rare or never happens if they know how to play properly. Then Guardian Is only good in bot lane or in ARAM. I wouldn't mind seeing a 4th keystone Something that can be universal on any tank no matter their kit. Something similar to Strength of Ages where each canon or big monster granted max hp stacking up to 300 I believe. However, if nothing is added it won't be the end of the world as its the other branches that i believe need some work
So for the first branch "strength" the three options are demolish, font of life, and shield bash. With how the new turret plating works demolish is the go to almost 100% of the time. Deal 100(+30% of your max health) to turrets. Early game demolish will deal about 40% of the first bar. pushing your opponent(s) out of lane will almost always guarantee the 180 gold going over to the laner(s). Honestly I don't think that Demolish should go into effect until the turret plating has fallen off or at least 10 minutes after the game has started.
Font of Life, impairing the movement of an enemy marks them for 4 seconds. if an ally damages that opponent they heal for 5 + 1% of your max health over 2 seconds. Honestly this doesn't seem like a bad option however I feel like it needs to be buffed for it to be able to compete with demolish. If the tank has 1,000 hp that's just 5+10 Hp, 2,000 hp that's just 5+20 hp, and 3,000 hp that's 35 hp. This runes in only beneficial for a support to take. It's entirely useless early game for a top laner to take unless you are able to heal off the champion they impair, but unless i'm mistaken I don't believe you can as it says ally.
The last option is shield bash. When shielded gain 1-10 armor and magic resist based on level then when gaining a new shield your next AA deals 4-21(+1.5% of your max health)(+8.5% of the new shield amount) bonus adaptive damage. I think shield bash is honestly a pretty decent option I do think the 1-10 armor and magic resist is almost completely irrelevant especially early game. Level one you gain a shield and gain a whole one armor and magic resist. That's practically nothing. I think it should just be a flat amount through the entire game so that its stronger earlier or should at least scale a little better later into the game. However, it's unusable if your champion doesn't have a shield in its basic abilities or passive. Despite it being pretty decent I don't think it's as useful as demolish.
The second branch in the tree is resistance. The first option is conditioning. After 10 minutes gain 8 armor and magic resist and increase those resistances by 5%. For the first 10 minutes of the game this literally does nothing. Even late game at 200 armor and magic resist this only increases your resistance by 8+10 armor and magic resist. This amount definitely needs to be increased. so that late game you gain about 30 magic resist and armor. After 10 minutes gain 15 armor and magic resist then the 5% bonus. Or I wouldn't mind seeing something similar to gathering storm. After every 10 minutes gain 15 armor or magic resist or whatever. This Rune seems like you give up the early game strength that bone plating has to offer for a good late game. However the small amount of armor and magic resist this grants makes it a pretty weak late game option.
The second option in resistance is second wind. After taking damage from an enemy champion heal for 4% of your missing health +6 over 10 seconds. This option seems ok for champions If they end up gaining a real high HP towards the end of the game such as sion, mundo, cho'gath etc. But early game the healing is so little its just unnoticeable. Considering that it's healing it's affected by grievous wounds so this rune just doesn't seem viable in a meta where most top laners carry ignite and every mage builds morellos.
The last option is Bone plating. After taking damage from a champion the next 3 spells or attacks your receive deal 25-50 less damage. If your opponent has resolve they probably have this. Bone plating is the best combat option out of any of the other runes in any of the trees. Bone plating is 100% auto include on any tank or bruiser that runs resolve. It completely overshadows second wind. You don't need to heal that missing health if you never lost it in the first place. And ignoring 50 damage up to 3 times is much better than the small amount of armor and magic resist you gain from conditioning.
The last tree is Vitality. The first option is overgrowth. Absorb life essence of monsters or enemy minions that die near you. Permanently gaining 3 hp for every 8. When you absorb 120 monsters or minions gain an additional 2.5% max hp. The first part is just so weak. if 80 minions die you gain 30 hp. So after 11 to 12 waves of minions you gain 30 hp. Even the second part sucks. 2.5% of 3000 is 75. That's about a doran's shield worth of hp. This rune just needs a major buff and it could actually be viable. If you got more hp per 8 minions or if the 2.5% increase was increaed to 5% to 7.5%
The second option is revitalize. Heals and shields you cast or receive are 5% stronger and 10% on targets below 40% hp. This is a pretty good rune and im happy with it. Seems strong enough and actually works on most tank champions considering it includes shields as well as heals which is most tank champions.
The last option is Unflinching. After using a summoner gain 15% tenacity and slow resistance for 10 seconds. Additionally gain 10% tenacity for each summoner on cool down. The big problem I have with selecting this is that it's way less tenacity than the one offered in the precision tree. Legend: Tenacity grants up to 30% tenacity when fully stacked for the whole game while unflinching is only 10%-20%. I would definitely like to see the initial tenacity when casting a summoner spell increased drastically.
If Resolve is your first tree i'm almost certain you are running demolish, bone plating and revitalize. If its your second tree Then you are most likely running demolish and bone plating. There is so little though process that need to be put into the resolve tree. Each level as a clear dominant rune. Demolish definitely needs to be looked at especially with how turret plating works.
like resists at 10 mins for free and it adds 14% effective hp.
bone plating is a early and mid game rune that excels in shielding damage to a certain degree in short encounters with enemy champs but it doesnt really protect your hp pool it only lowers your possible damage to your champion on that one encounter vs conditioning which increases your protections despite how resists are garbage they still help.
2nd wind and revitalize is garbage (unless soraka or nami or sona mainly healers) due to the its effect feeling just like mundos passive does absolutely nothing early game considering damage vs regen is stupid now. over growth can be argued for a final tree at least after 8 minions passive kills it gives you a mini sion effect at least plus you can stack hp after you get % bonus health.