well you have one that is only useful for late game sustain... one that is a pain to stack and requires way too many stacks for it to be useful... one that is only useful for Dot mages and sustain mages like Vlad and Cass.
Then you have a support mastery that gives laughable amounts of Armor and MR at all stages of the game, at least it boosts their heals/shields so that's good. A mastery that speeds you up when you chunk someone out... too bad the champions who would want to use it already have ways to get out without needing the speed boost. You also have Thunderlord's which is a decent generic mastery.
Then you have the tank masteries... one which gives you 300 more HP when fully stacked and heals you for 100 HP afterwards? so good, much wow... You have one that is useful in prolonged trades or as a sustain mastery since you can just get into battle with minions and hit the enemy champion once to get some health back... and then you have one that let's you take reduced damage and let's you take a little bit of damage that was for one of your allies but the amount is so small, maybe it's better than i think but i still think it's a pretty mediocre mastery.
Good thing is that some of these masteries are getting buffs next patch so who knows, maybe they'll actually be worth something... only next patch will tell