Fix the bleedin' masteries

Zero Shingetsu··2 votes·223 views

Grasp of the Undying gives me 1.5% max health healing every 4 seconds in combat. If I have 4,000 health, that's 60 healing every four seconds I remain in combat, while the ADC is ripping off ~200 every half-second or so, assuming I'm stacked with armor.

Courage of the Colossus gives me a shield worth 254 if I have 4,000 health. That'll stop one and a quarter autos from Caitlyn, and is barely more impactful than a damn Ruby Crystal in the late game.

Stoneborn Pact gives me +254 permanent health if I have 4,000 health. Again, that'll stop one and a quarter autos from Caitlyn and it doesn't even refresh. For my allies, it heals 100 health over 2 seconds, assuming they focus the branded enemy to begin with in the heat of it all.

The impact tanky masteries have is a joke, and they could really use a buff. They're not the only ones by the way, but they're the only group that's pretty useless across the board.

3 Comments

ampheon1 votes

Well, even though I'm unranked, I believe the masteries all have their different uses

Grasp of the Undying helps mostly in laning phase for trading and sustain, not against cait in mid game

Courage of the Colossus gives a shield of 3 - 54 + 5% of your max health per enemy champion in a certain distance of you, so, at 4000 hp and at level 18 that's a 1270 hp shield just for engaging, which is great for teamfights.

Stoneborn Pact is usually better for tank supports than tanks, and it heals per auto which, at 4000 health is 52.5 hp per second (which will be higher if your ally has higher attack speed), which is good for extended teamfights and laning phase.

So, while the tank masteries don't make you that much tankier, they still do help overall.

(Besides some of the lower teir resolve masteries give bonus stats)

MLDzXnRRR1 votes

Tank stats aren't meant to be good. This is the way this game is balanced.

MujinTengu1 votes

Grasp gives damage over healing' when it had 3% heal, it over performed the other two so Riot reduced it to 1.5%, the damage Grasp gives is very good for burst and sustained fights as it mostly deals damage (a 150+ Magic Damage is a great bonus for tank champions) while it also heals a bit for a bonus effect.

Courage gives an effective shield for cc champions, it has the potential of giving you a shield for 4 seconds worth 25% of your maximum health pool every 30 sec, I do not need to add more, it is very good for a lot of tanky champs.

Stoneborn is great for supports and for tanks that can easily hit champions while also synergies good with health scaling (tanky champs mostly of course)

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