I Wish that Riot would Split up the Resolve Tree NOW.

KoKoboto··2 votes·456 views

Precision, Domination, and Sorcery can all be used interchangebly and that feels great. Tanks only have resolve right now which kinda sucks :T

Riot brought up the idea of splitting up Resolve for Wardens and Vanguards. Can we get that ASAP!!

Thanks! [sg-poppy]

14 Comments

Kanzler2 votes

NOW

Ralanr1 votes

What do you suggest?

KoKoboto1 votes

Let's split Resolve for Vanguards and [Insert word for Immovable or something here] for Wardens.

Resolve: Grasp of the Undying | Aftershock |** Battle Flag**

** Battle Flag:** Landing hard crowd control on an enemy sets down a battle flag at wherever the CC was applied. The battle flag creates an AoE that grants nearby allies bonus movement speed and AD/AP (adaptive). Slows the movement speed of enemy by a small amount. Has a pretty long CD, moderate AoE. Stacked battle flags only give X % additional bonus

Perseverance | Demolish | Font of Life

Iron Skin | Mirror Shell | Conditioning

Overgrowth | Greenfather's Gift | Battle Trance

Greenfather's Gift: Staying in Brush grants tempoary bonus max health (The amount of health scales per level). After leaving Brush the heatlh remains for a few seconds.

**Battle Trance: **Staying in combat grants bonus health regen up to something.

Next is [Insert word for Immovable or something here].

[Insert word for Immovable or something here] Guardian | Hand of the Unyielding | Something

Hand of the Unyielding: Attacking a champion marks them for a few seconds. Attempting to attack marked champions outside of your attack range pulls them towards you.

** Congregate: Immovable | Congregate: Storm | Congregate: Might**

Congregate: Immovable: After standing still for some seconds gain immunity to knock backs and stuns. Taking damage, dealing damage, or moving causes the affect to last for a few more seconds before it goes on cooldown. Moderate cooldown.

Congregate: Storm: After standing still for some seconds gain bonus damage on your next damage dealing attacks. Taking damage, dealing damage, or moving causes the affect to last for a few more seconds before it goes on cooldown. Moderate cooldown.

Congregate: Might: After standing still for some seconds gain bonus resistances. Taking damage, dealing damage, or moving causes the affect to last for a few more seconds before it goes on cooldown. Moderate cooldown.

Transmute | Life Tap | Siege Master

Transmute: When nearby allies take damage begin to build up energy. After a few seconds or after X energy is built release it to slow / stun / knock back enemies around you based on the amount of energy built up.

Life Tap: Dealing spell damage causes the enemy to take damage over some seconds and applies Life Tap when you are nearby. Life Tap creates a small AoE around the enemy, allies near the enemy heal for some of the damage Life Tap deals. Enemies near the Life Tapped enemy take some of damage Life Tap deals. Deals magic damage, the scaling it adaptive, the healing and damage aren't divided up by allies / enemies.

Siege Master: Increase magic resist and armor of you and towers when nearby any towers. Left click on any ally towers or destroyed enemy towers to activate Siege Master, channeling for a few seconds before calling out a Siege Supply Cart. The cart starts at base and moves down the lane towards whatever tower you activated Siege Master on. Clicking on the cart to channel for a second and get a Siege Supply potion. The cart holds a maximum of 5 potions that you and your allies can take, max 2 per champion. The Siege Supply Cart has 2 hit points.

Something | Revitalize | Second Wind

Hand of the Unyielding is best for low range Wardens who can apply it frequently. Long range champions like Janna, Thresh, or Lulu can't take advantage of it much due to their long attack range, so they can't double down on peel.

Transmute is just for some extra peel that's dependent on nearby allies taking damage. So it's better on Wardens who are near allies and weaker on Vanguards who are in the middle of the enemy.

Life Tap is kinda like Deathfire Touch. Wardens can take it because they'll be peeling off the enemy and will heal their allies. I put the nearby factor on so mages can't sustain their allies just from dealing damage. However long range champions can take it because it will still deal good damage.

I feel the distinction between Transmute, Siege Master, and Life Tap is large enough so that there isn't one clear better one that you will take every game.

KoKoboto1 votes

What do you think Ralanr Senpai??? ><

GrievousFetus1 votes

Resolve is already extremely diverse, and adequately services all types of tanks as well as bruisers too.

What you should be concerned about is the fact that the entire second row of minor resolve runes are fucking terrible. An entire slot is wasted because iron skin and mirror shell are equal opposites, and then conditioning is just both simultaneously except delayed. The entire playstyle choice there is "is your lane opponent AD, AP, or so low kill pressure you can ignore them?". Overgrowth in the third row and second wind are horrendously undertuned, meaning what should be a meaningful choice between amassing raw HP, constantly healing and shielding, or sustaining through poke or in short trades is null because revitalize is so much more numerically better you'll pick it every time.

KoKoboto1 votes

Every single tree is extremely diverse and flexible. However 3 out of 5 trees are for damage dealers while only 1 is for tankier types. That's why I say resolve should be split up and that's also why Riot has considered splitting it up.

Critmaster Garen1 votes

can we split resolve into fighters and tanks instead?

a whole single tree dedicated to tanks will be enough both accomodate wardens and vanguards.

for example if you moved grasp into a "fighter tree" it would already open up a keystone slot for the tanks. same for perseverance.

turn iron skin and mirror shield into ONE rune. theyre literally the same effect just dedicated to different resistances. there has to be a more elegant solution to this. that would already make a third freed up rune slot in that path.

what we really need is one tree for wardens & vanguars and one tree for divers & juggernauts.

GrievousFetus1 votes

But juggernauts are going into sorcery as their primary for transcendence and phase rush.

Critmaster Garen1 votes

{quoted}

But juggernauts are going into sorcery as their primary for transcendence and phase rush.

its a possibility, but grasp is decent in certain matchups where you can stack it.

phase rush is situational against a lot of slows or mobile opponents. against cc heavy teams its not going to be very useful and you want some source of tenacity instead.

item 3053 item 3111 alone will give windows of 60% tenacity for those cases (yes, this is an exceptional case where it stacks additive according to riotAxes)

some juggs like udyr might also take aftershock. (its an option)

not to mention you can get trascendence from your secondary path. its not requiried to go primary sorcery for that.

the idea is that divers might want to chose the fighter path and one of the carry pathes, while juggernauts might want to chose the fighter path and the tank path in combination.

wardens and vanguards would focus on the tank path with one of the other 5 pathes as secondary (could be anything from precision for 15% missing health heals and legend: tenacity, to the new fighter path secondary).

GrievousFetus1 votes

That's true, but going sorcery also gives you the largest initial AD bonus, which all of the juggernauts sans Morde love (but phase rush will basically be mandatory on Morde anyway, and he'll still appreciate the AP). There will be certain scenarios where Juggernauts can afford to take grasp and go into resolve as their primary, but currently Juggernauts are usually running either stormraider's or fervor, going for grasp only if they can justify it against a low mobility team.

My larger over arching point is that there's no need to split up resolve because resolve already services all types of tanks whether they're supports wardens or vanguards. We don't need a bruiser/jugg tree because Juggernauts and bruisers are comfortable going into sorcery, resolve, or precision. Some can even afford to go into domination if they're taking dark harvest and planning to focus towers.

Critmaster Garen1 votes

{quoted}

That's true, but going sorcery also gives you the largest initial AD bonus, which all of the juggernauts sans Morde love (but phase rush will basically be mandatory on Morde anyway, and he'll still appreciate the AP). There will be certain scenarios where Juggernauts can afford to take grasp and go into resolve as their primary, but currently Juggernauts are usually running either stormraider's or fervor, going for grasp only if they can justify it against a low mobility team.

My larger over arching point is that there's no need to split up resolve because resolve already services all types of tanks whether they're supports wardens or vanguards. We don't need a bruiser/jugg tree because Juggernauts and bruisers are comfortable going into sorcery, resolve, or precision. Some can even afford to go into domination if they're taking dark harvest and planning to focus towers.

dark harvest is pretty terrible compared to the new thunderlord. (like really absolutely terrible. why would you ever chose that when it deals less damage for most of the game until super lategame and can be proced more rarely because it relies on cannon minions, and scales less with ad and ap) .

but i see your point.

thing is, i see a lot of potential in a second defensive tree. there are so many old runes and masteries with great effects that didnt make it into resolve, and there is not much room for them unless you split up the tree.

  • legendary guardian
  • fearless
  • siege master
  • adaptive armor (season 5 mastery)
  • someone proposed a rune that reduces damage from ranged champions in melee range of you
  • rune that gives you atmas old passive (even just as a spellblade effect on a longer cooldown)

and whatever riot may still have in store that didnt make it because it didnt fit anymore.

GrievousFetus1 votes

You're absolutely right dark harvest's damage is terrible, but it's saving grace above electrocute is that it procs on structures.

I still think that Resolve's entire second row, iron skin/mirror shell/conditioning are absolutely terrible and basically an entire row of wasted slots. I'd like to see them replaced first before seeing about adding another defensive tree.

Critmaster Garen1 votes

{quoted}

You're absolutely right dark harvest's damage is terrible, but it's saving grace above electrocute is that it procs on structures.

I still think that Resolve's entire second row, iron skin/mirror shell/conditioning are absolutely terrible and basically an entire row of wasted slots. I'd like to see them replaced first before seeing about adding another defensive tree.

conditioning would be good, if the effect was just stronger. buff the % increase to 10% and it will be fine.

mirror shield and iron skin need to be turned into one rune somehow to not waste a slot and the effect buffed. it would make the most sense to make the resistance bonus adaptive and buff the base resistance to 5.

KoKoboto1 votes

It's not about accomodating things it's about having different ways to play. I can justify going into 4 different trees as primary for a lot of damage dealers. Tanks on the other hand can only go 2.

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