Season 5 Utility Tree wish.

JackYAqua··3 votes·1,646 views

#Utility Tree

|Phasewalker| Fleet of Foot | Meditation| Scout
|-
||Summoner's Insight| Expanded Mind | Alchemist
|Wealth| Rune Reaper | Vampirism | Culinary Master
|Greed | Bandit | Malice | Safe Haven
|| Scavenger | Intelligence | Patron
|||Judgement

-- -- -- -- -- --

(!) means something has changed. You can ignore the rest if you want to :) (Ignore the hard work I put into pressing Ctrl-C and Ctrl-V D:)
-> Means the position has changed.

Phasewalker
Rank X/1
Reduces the cast time of Recall by 1 second, on Dominion by 0.5.

Fleet of Foot (!) Rank X/3
+1/1.5/2% Movement Speed, half amount when in battle.

Meditation (!) Rank X/4 +1/1.9/2.8/3.7 Mana Regeneration per 5 seconds.

Scout
Rank X/1
Increases the cast range of trinket items by 15%.

Summoner's Insight
Rank X/3
Reduces the cooldown of Summoner Spells by 4/7/10%

Expanded Mind (!) (->) Rank X/1
(Requires 4 points in Meditation) Increases bonus Mana by 6%.

Alchemist
Rank X/1 Increases the duration of potions and elixirs by 10%

Wealth (!) (->) Rank X/3
+30/45/60 starting Gold

Rune Reaper (!)
Rank X/1 Kills, assists and large monster kills increases the duration of Blessings by 6 seconds.

Vampirism (!)
Rank X/1 - Coin Mastery
Heads: +2% Lifesteal
Tails: +2% Spellvamp

Culinary Master
Rank X/1
(Requires 1 point in Alchemist) Health Potions are upgraded into Biscuits that restore an additional 20 Health and 10 Mana instantly upon consumption.

Greed (!) (->) Rank X/1
(Requires 3 points in Wealth)
Enemy champions receive 6% less gold when killing you.

Bandit (->)
Rank X/1 Melee - Champion kills and assists grant 15 bonus gold. Ranged - You gain 3 gold each time you attack an enemy champion. This effect can not trigger on the same champion more than once every 5 seconds.

Malice (!) (->)
Rank X/2 - Ranked Mastery (Requires 1 point in Vampirism)
Grants the other effect of Vampirism, and +3% Movement Speed that decays over 2 seconds after damaging an enemy champion.

Safe Haven (!) (->)
Rank X/3
When an allied champion is near, grants nearby allied units 1/2/3 Health Regeneration per 5 seconds and 1/2/3 Armor.

Scavenger (!) (->)
Rank X/1
(Requires 1 point in Bandit)
Grants 4% of the gold nearby allied champions receive when killing an enemy unit.

Intelligence Rank X/3
Grants 2/ 3.5/5% cooldown reduction and reduces the cooldown of activated items by 4/7/ 10%.

Patron (!) (->) Rank X/1
(Requires 3 points in Safe Haven)
Increases the strength of your Heals and Shields by 10.

Judgement (!) (->) Rank X/1
(Requires 20 points in Utility)
Melee - Basic attacks slow the target's Movement Speed by 8% for 1.5 seconds. Ranged - After casting a spell you gain a stack for 3 seconds (max: 2). Basic attacks consume a stack to slow the target's Movement Speed by 8% for 1.5 seconds.


That's my Utility Tree for season 5 :D
I hope you liked it.
Now I'm going to try and explain all of the changes and why I think they would improve the Utility Tree.


Fleet of Foot
I knew I was going to remove the Wanderer effect later on. but I wanted to keep the bonus Movement Speed when out of battle since it helps Support get to lane, and ward and what-not. So I changed the mastery to be a bit of both. It offers 1/1.5/2% Movement Speed when out of combat, which is halved when in combat.
It's not much, but I think it's still better than simply removing Wanderer and keeping the current Fleet of Foot.
(Don't you trolls dare write 'well keeping Wanderer would be even better, hurdurrr'). And anyways ^^: If you only put one point into it, you could almost consider it a being a buff, since you'll still have the .5% Movement Speed of the current Fleet of Foot, but also 1% when out of combat :D

Meditation
I nerfed the early numbers, comparing 3 points in it now and 3 points in it then, but I added a fourth point because of the Expanded Mind follow-up. Overall with four points it's just as strong as 9 MP5 Seals, and if you only put one point into it, which is fairly popular, it's just as strong as it is now.

Expanded Mind
I decided to move this further up, because I needed something to replace the current Strength of Spirit, which is weirdly unpopular. I understand that for a mastery it is somewhat strong, but it's still unpopular for a reason. Other than that: Limiting the increased Mana to bonus Mana makes the mastery far weaker than one would think. It's only really good if you are going to buy at least 2 Mana items. I imagine it would be popular on Ryze and Taric, but also on champions like Karthus, Nidalee, Jayce, Singed, Kassadin and Blitzcrank, since you only have to put 5 points into Utility to get it, and the other four points spent grant you 9 runes worth of MP5.
From a gold perspective switching Strength of Spirit with Expanded Mind is actually a nerf, hence only specific champions can make good use of it. Like Blitzcrank with his passive and Taric, Ryze and Kassadin with their scalings.

Wealth
First of all I had to move Wealth because I wanted to put Bandit further down the Tree to allow more 50-50-ish Mastery Trees. Tanks and Mages will only have to spend 13 points to get it, rather than 17, and since I removed the GP10 the buff is actually somewhat justified.
(I removed the GP10 because it was ... incredibly weak, and I wanted to replace it with more interesting things).
Then I had to decide: Put Wealth further up or down in utility? I decided down, since I want to reserve up for stronger effects.
Now, I couldn't simply put the current Wealth one step down. I would have one row with four 1-Rank masteries, and I so I decided to give it 3 points.
30/45/60 to allow certain things and interesting starts.

Rune Reaper (Runic Affinity) (I only gave it another name so that it befits its new theme ^^) I gave the '9 points in Utility' path more interesting options with Vampirism and Wealth, but I wanted to make Runic Affinity more interesting as well, to keep up with the other two.
As a jungler, would you want 30 seconds more time on your buffs, or 2% Lifesteal/ Spellvamp? And as a laner as well? Or maybe 30 more gold for whatever reason (dorans start?).
I wanted to make Runic Affinity more interesting for Junglers, while still a strong option for some laners, since there are always people like Morde and Ori that kill the Wraiths.
With the new Rune Reaper you can get much more time on your buffs if you're a jungler. Killing 5 large monsters in 2 minutes and 30 seconds seems possible. And for every one after that you gain 6 more seconds. So after that it's a buff.
I can't explain this change as good, but I hope you get my reasoning anyways.

Vampirism
I made a thread about this concept, here.
Essentially it's: You put a point into Vampirism and by clicking on it again you decide if you want the Lifesteal or the Spellvamp, but you can't have both, well not at first.

By making Vampirism a 1 point mastery I made it a '9 point' mastery for the 21-9 mastery trees.
Imagine, as a Marksman you put 21 into offense and 9 into Utility, with your 9th point in Vampirism. It's stronger than the current Vampirism for some characters, weaker for others, but I still think it would be a healthy change.
You can still get both effects later on, but if you only put 9 points into utility I think it's a buff.

Greed
This one I think is interesting.
As a support you traditionally don't get as much kills yourself, and you often 'die for your ADC' or later on your team, since it's better if they live and you die than the other way around, but that often ends up making the enemies unintentionally stronger.
So there's this mastery. Enemies gain 6% less gold from killing you, so you can feed without feeding.
It's not supposed to enforce dying, reduced death timers isn't either, but it's rather an insurance that if you die you won't do as much damage.
(And it can keep the name Greed, since the theme fits).
P.s. : Assists on killing you also grant 6% less gold, then.

Malice
This is so people can get the Lifesteal and the Spellvamp, but it also offers Movement Speed when in combat. I think it's a neat little and interesting addition to the Utility Tree, some supports might even take it for the mobility, since it does only cost 2 points.

Safe Haven This is a small little aura that helps supports keep their Marksmen safe, making the higher levels of the Utility Tree more appealing to Supports and Mages, rather than going 21/9/0 Mage-Assassin-Support-Kill-Stealer with only Wardstone as supportitem and more damage than the original Mage lategame.
(I don't think Supports should be play like that).
I know the mastery is strong, but it requires an ally and also spending a lot of points into utility and anyways, while the mastery is strong, the aura isn't.

Scavenger
It's buffed, that's for sure, but it's also in the depths of the Utility Tree.
You will still get ~1 gold from most minions, 2 from Siege Minions, and ~12 more from assists, if you are near the crime scene.
It makes up for the missing GP5 and for Scavenger no longer being further down and for Wealth being initially nerfed.
But it grants supports more gold which they really want.

Patron
It increases the strength of your shields and heals by 10, which is strong in the early game and falls off a bit later.
It's good for supports, who have investing into Utility instead of damage and is a must-have for most supports, imo.

Judgement
This would be the pride of 21 points in utility.
The slow isn't that strong, it isn't, and ranged characters will most likely only proc it twice per trade, but it's still useful for support to keep the enemies from running or getting close to your Marksman. I really can't say as much about it. I hope I can discuss it if you comment.


#Defense Tree

Just one small change I'd like in the Defense Tree for Supports.

Oppression:
Impairing an enemies movement causes them to deal 2% reduced damage for 3 seconds.


That's all. Thank you for reading and I hope you liked my ideas.
And as always : Opinions?,

Jack :D


Change Considerations

  • I'm thinking about parting Wealth and Greed, since I a) don't want to force people to waste 3 points in extra starting gold for an effect like Greed, and b) think there are too many bound masteries in my tree overall.
    Currently the utility tree has 4, mine would have 6, which is too many. What do you think?

12 Comments

Hoi Im Temmo1 votes

My main wish, are more LATE GAME orientated runes and masteries.

As it is now: runes are almost PURELY level 1-3. sometimes 1-5 depending on the matchup. After that, they get kinda negligible. That seems kinda...bad. But its hard to say "darn, that 9 armor from your runes sure won you this fight at level 18..."

Marthian1 votes

I think the runes are just fine. I played games with and without scaling runes, and I much prefer the scaling runes since they scale past 6, and I much prefer 27~ armor/mr over 9 armor/mr (ESPECIALLY MR since mages generally ignore 21 or more of it, and 39 vs 57 makes a huge difference even for the little amount.)

Hoi Im Temmo1 votes

Scaling can do well...but in general? Its like half an item. I, personally, feel runes should be truly impactful, that crafting a rune page for a specific champion should greatly alter the play and results....not make me weaker statistically by 0.X%.

The only area of rune with real choices are q uints and seals. Seals you have armor....and, for some of my pages, scaling health. Uints have a large number of choices - and I feel ALL runes should be like that. Numerous choices to craft to a specific champion all of which are strong and potentially a good choice.

PokladnicaZla1 votes

I dont like your suggestion,sry mate.

The gold is too deep in the Utility tree ,i liketo combine my utility masteries with defensive/offensive masteries depending on which support im playing.

Your suggestion gives alot of utility,but lacks othet capabilities.

JackYAqua1 votes

Can you tell me which ones you personally are missing? ^^

PokladnicaZla1 votes

AP,AR,extra flat HP,extra HP% of bonus ....

JackYAqua1 votes

Ah, you mean the capabilities of going something like 17/0/13, right?
Well I put Bandit down to 13 ... but it still doesn't make up for the missing GP10 and the 1 gold from minions (Bandit itself is hardly a 1.5GP10), but you can still go something like 16/0/14 with 3 in Archmage and 1 in Greed and 1 in Bandit.
You get less gold overall at the price of being stronger in the late-game, which I think is justified.
I personally don't like the current Mage- and Full-Tank-Support Meta,
but I can see that others do ...

PokladnicaZla1 votes

For Utility&Mage supports i use 7/9/14 masteries +Runes -->i have extra AP,DEF stats and enoguh utility from the utility tree.

For Tank support i use 0/16/14 masteries+Runes -->i have enough sustain/tankiness +GP runes(yellows).

Going pure utility=weak early game.So i dont really like,but that is just my opinion/play style

SpiritGear1 votes

judgement seems toooooooooo strong on some champions whose abilites proc on hit abilites Ezreal ,Gangplank , also many champions who c an spam skills like crazy will have even more CC Sona , Zyra , Nami, ect to you 8 % slow may not be much but that's their boots going Goodbye

Marthian1 votes

Note it would be for those dedicated to the utility tree. Ezreal and damage GP will definitely not want to do so.

That said, I'm not too big a fan of the proposed changes. A lot of the masteries suggested have a ton of hidden power associated with them (The armor/health regen aura, judgment slow, scavenger, so on.)

Adrian Umbra1 votes

Alright, I'm going to honest: the big sticking point here for me is Greed. Namely that it sucks. 6% less gold for being killed is actually TERRIBLE, numerically and conceptually. A typical death at 300 gold is going to mean Greed scrapes off 18 gold from your death. Less than a minion kill's worth. While I applaud the thought that it's to encourage supports to protect their ADC to the death, this would be far more useful on something like a proxy singed.

There's a very good reasons why Riot already removed the death timer reduction mastery.

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