Bandit
Changed from "Melee - Grants +15 Gold on champion kill or assist Ranged - Grants +3 Gold each time an enemy champion is attacked. This cannot trigger on the same champion more than once every 5 seconds" to "Grants +3 Gold (+8 Gold on Melee champion) each time an enemy champion is attacked. This cannot trigger on the same champion more than once every 5 seconds"
Honestly not impressed. This wont make melee take this. They'll still put more into defense.
I'd say change this to something that generates a "pool" of gold. Certain actions will allow you to access a part of this pool. Melee will either gain more or generate faster(probably both). Overall working similar to FQC.
This mastery has always been lack luster for ranged and mostly worthless for melee. At best you'll probably proc it 3 times a minute in the first 10 minutes and maybe once a minute after that. In a 30 minute game as a ranged that's 150g. Most of that being in the first 10 min. A melee, although getting more per hit, will probably still pull less as they wont be attacking as often. And this is being generous.
Honestly the old melee version was actually better as they only needed 10 kill/assists to surpass the gains of a ranged. While it provided less early game, the overall gold was much better.
On the other hand one point in Legendary Guardian is worth 30g per enemy near you. Doesn't take a item slot, and gives you more stats in the early game. Sure Bandit can surpass the 150g 5 champions would give you for that same point. But again, it doesn't equal taking an item slot.
Expanded Mind
Swapped places in Utility Tree with Meditation
Changed from "+2% increased maximum Mana to "+25/50/75 Mana"
Takes greater than 1250 mana to make the live version stronger. A great buff. Most champions have between 1.1k-1.3k base mana at max level.
**Meditation **
Swapped places in Utility Tree with Expanded Mind
Changed from "+1 Mana Regen per 5 seconds" to "Restore 0.5/1.0/1.5% of missing Mana every 5 seconds" [Haven't done the math yet but this seems like a pretty big buff]
Assuming an average of 50% mana this mastery is worth 3.75 mp/5 at 500 mana. Slightly weaker early game for MUCH larger gains later in the game.
A great change.
Intelligence
Changed from"+2% Cooldown Reduction and reduces the cooldown of Activated Items by 4%" to "+2/3.5/5% Cooldown Reduction and reduces the cooldown of Activated Items by 8/14/20%"
Overall just doubles the active item CDR.
Pure buff.
Inspiration
Changed from "+5 Experience every 10 seconds while near a higher level allied champion" to "+10/20 Experience every 10 seconds while near a higher level allied champion"
Assuming you're near an allied champion 75% of the game(easy to do and I may be undercutting it). This will now give 2700xp. This is actually quite a bit. That's 14% of the needed xp to reach level 18. It's enough xp to get you to level 6 plus some change.
19.6% if you increase it to 100% up time.
A large buff for supports who scale well with level.
Wanderer
Changed from "+5% Movement Speed out of combat" TO "+20 Movement Speed out of combat" **[This one is meh imo; as it's the last point in the mastery tree, I feel it should be buffed to something like 10% movement speed. But since the other buffs are pretty nice, I can't complain]
A buff on anything with under 400MS. Already a good talent point.
For comparison Mobility Boots grant an extra 60MS at the cost of 20MS in combat compared to normal boots. That's a hefty cost honestly. And one many jungelers/supports are willing to pay. Getting this can make up for it slightly without the downside(other than being all the way in the utility tree vs combat stats).
Although it looks less impressive if you factor in Mobility Boots are 20% cheaper than the average boot upgrade. But we are talking the value of a single talent point. For warding and roaming this is worth quite a bit.
Gold value(using wiki) is 260 gold.
Mercury's Treads needs it's 35% tenacity to equal 115 gold value for the item to be gold efficient. I'd say the average gold value upgraded boots is 105-110%.
Assuming 110%. 35% Tenacity is worth 235 gold. Making Tenacious worth 100g.
Havoc is a bit more situational. And likely wont be bought on a support. As they'll do minimal damage thus get little value out of it. While on a damage dealer it could be worth a lot.
A 300AD champion gains 9AD(not realistic as not all abilities scales 1:1 and this doesn't factor in base damages.) This is worth 324 gold. Again, not accurate. But in short it's not a worthwhile talent unless you are building damage or really want every ounce of damage you can get.