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what is the whole point of the mastery runic blessing?

Okoduro··74 votes·6,276 views

no seriously,it is classified as the worst mastery yet in this game,what is the point of a 50hp shield that regens everytime you DIE? it would be better if it was everytime you get back to base or something of sort,or maybe make it %health shield? or even removing is completely for a better mastery?

58 Comments

Mawootad27 votes

It's pretty useless as is. I would totally consider it if it were fountain over-heals you by 50 hp, though.

MakersF3 votes

Would help junglers that struggle early so much!

JevelFaithful5 votes

True. But the cost is a mastery point that can give you more for your money. It will realistically only be of use for the first jungle run... But if you're at 50hp from being in trouble, there are other problems. Alternatively, most (all) junglers don't really need it.

Otherwise it's going to be blown away by the AA of caster.

edit : as BlazingSalvo mentions just beneath this post. It's also so deep in the defensive tree that by the point where you can have it, you have a ton of other very good options.

Quepha2 votes

It's also so deep in the defensive tree that by the point where you can have it, you have a ton of other very good options.

no, you don't. you will eventually have to make a choice between runic blessing, a tiny amount of armor, a tiny amount of mr, or a slightly tinier amount of armor and mr that scales up to a slightly less tiny amount when surrounded by enemies on all sides. all of these options can be shown to be mathematically MUCH WORSE than runic blessing at level 1 and somewhat better than runic blessing by the end game.

JevelFaithful1 votes

You probably got me there. I admit I never play champs that use defensive masteries. (For some reason I'm sure there are also lower-tier masteries that are better like actualy +hp. But I don't really dwell in that tree)

As I posted down along the page, I realised something. I think the biggest problem is that you get it when you don't really need it (save for the first jungling run/lvl1). You get it when you can probably be healed, shielded, lifesteal back up (if it's harass) or overall when you're not in danger of dying. If you got it when you're at 50%hp, at least you probably aren't in a position where you can lifesteal back up. In the jungle when you're hit on the shield, the hp you gain from AA and skills (ww passive, for example) is wasted. So that the shield is also kinda wasted.

Alternatively, if instead of a shield at 100%hp, it prevented you from dying from attack doing less than 50dmg once per life. It would at least FEEL more powerful just because the effect would be more impressive. Right now it's maybe powerful (for a 1pt), but it certainly doesn't feel like so.

BlazingSalvo18 votes

While not typically good compared to the other masteries, it's still potentially powerful. When most champions start the game with 500-600 HP level 1, and you can only get 23 HP from scaling seals level 1, 64 from flat seals, and only about 40~ HP from the defense tree level 1 - getting an additional 50 effective health level 1 can actually be extremely strong. For similar reasons red pot was good, it lets you gain a health advantage in a level 1 or 2 all in that can decide a lane.

The problem is that it's so deep in the defense tree. It would be nice if it was a 1 point wonder somewhere in the 9 point tree so you could take it over, say, 1 hp5 or something insignificant (it would take 4 minutes 9 seconds for the 1 hp5 to heal 50 HP, vs. getting a 50 HP shield level 1).

It should either be 1. removed, 2. moved to the 9 point tree, or 3. buffed to the level of the deeper trees to warrant picking over swiftness/legendary guardian/etc.

Z Statistic1 votes

It should either be 1. removed, 2. moved to the 9 point tree, or 3. buffed to the level of the deeper trees to warrant picking over swiftness/legendary guardian/etc.

I have never gotten this. The only way this is remotely useful is if all of the following are true:

  1. the enemy has a frequent slow
  2. the enemy has the same movement speed as you
  3. you both possess a slow that slow for the EXACT same amount

If at any point any of these are true, the amount of bonus MS from swiftness is going to be massively outweighed by the difference in slow. In a best case scenario, let's look at Udyr with 525 MS vs Thresh. Normally, Udyr going through the box will wave an amazing 115 MS. With swiftness, he now has a whopping 136.

O wait the enemy is going at 380 MS.

So it doesn't matter. NOW, if you are Ashe and Karma vs Varus and Nami, and you, Nami, have 0 AP but Swiftness, you will be able to escape Ashe with Rank 5 Q even if she has MS quints because of that swiftness mastery.

If you're Karma fighting Nami, no matter whether you have swiftness or not, you will always needs E to escape her Phage. Your slow is not close enough in efficacy for Swiftness to help you escape.

Slows come in a much larger variety than base MS, from 10% all the way to 99%. As such, Swiftness is much more niche. Boots of Swiftness must have that amazing bonus MS because without it, the slow resistance would have to be buffed greatly as the difference in MS does help in times of escape.

FantasySniper4 votes

It works for bruisers or tanks who are often getting peeled and need stickiness. Since most bruisers/tanks go 9/21/0, the Swiftness mastery can make the difference between being in range for an ability cast or getting your butt handed to you thanks to kiting.

It is particularly potent on the following champions; Vi Hecarim Amumu Jax

Mikayle1 votes

It should either be 1. removed, 2. moved to the 9 point tree, or 3. buffed to the level of the deeper trees to warrant picking over swiftness/legendary guardian/etc.

I have never gotten this. The only way this is remotely useful is if all of the following are true:

  1. the enemy has a frequent slow

  2. the enemy has the same movement speed as you

  3. you both possess a slow that slow for the EXACT same amount

If at any point any of these are true, the amount of bonus MS from swiftness is going to be massively outweighed by the difference in slow. In a best case scenario, let's look at Udyr with 525 MS vs Thresh. Normally, Udyr going through the box will wave an amazing 115 MS. With swiftness, he now has a whopping 136.

O wait the enemy is going at 380 MS.

So it doesn't matter. NOW, if you are Ashe and Karma vs Varus and Nami, and you, Nami, have 0 AP but Swiftness, you will be able to escape Ashe with Rank 5 Q even if she has MS quints because of that swiftness mastery.

If you're Karma fighting Nami, no matter whether you have swiftness or not, you will always needs E to escape her Phage. Your slow is not close enough in efficacy for Swiftness to help you escape.

Slows come in a much larger variety than base MS, from 10% all the way to 99%. As such, Swiftness is much more niche. Boots of Swiftness must have that amazing bonus MS because without it, the slow resistance would have to be buffed greatly as the difference in MS does help in times of escape.

think its same as the old habit of taking 1 crit rune. That one time where that one frame costs you a kill makes that 1 point worth.

....Course thats the same for the 50 hp shield to i guess.........hrm

JevelFaithful1 votes

At least the ms buff is there everytime. Like when you're moving between lanes or coming back to lane. The 50hp shield is avaliable (hopefully) only at uncontrollable, infrequent moments where you're in trouble anyway. Yet at a time where you don,t really need it : when you hp is full and when you can probably be healed or sheilded.

Ironically it could be buffed if it was "you gain a shield when your hp drops bellow 30%" Then you'd get it when you're already low and you clearly are not life Stealing enough or when you're under attack and that 50hp might save your life. It might actually be a very strong mastery then.

Star Warden1 votes

While not typically good compared to the other masteries, it's still potentially powerful. When most champions start the game with 500-600 HP level 1, and you can only get 23 HP from scaling seals level 1, 64 from flat seals, and only about 40~ HP from the defense tree level 1 - getting an additional 50 effective health level 1 can actually be extremely strong. For similar reasons red pot was good, it lets you gain a health advantage in a level 1 or 2 all in that can decide a lane.

The problem is that it's so deep in the defense tree. It would be nice if it was a 1 point wonder somewhere in the 9 point tree so you could take it over, say, 1 hp5 or something insignificant (it would take 4 minutes 9 seconds for the 1 hp5 to heal 50 HP, vs. getting a 50 HP shield level 1).

It should either be 1. removed, 2. moved to the 9 point tree, or 3. buffed to the level of the deeper trees to warrant picking over swiftness/legendary guardian/etc.

Rito please....

Pikmints2 votes

It can be good if you get in an actual skirmish at level 1, but say a jungler takes it and there is no skirmish, the shield is gone after clearing 1 camp. Junglers are usually durable, have sustain, or get items that give them sustain that make it so that the jungle post-leash is no real threat and the shield they got doesn't give them any real advantage that they were in need of.

If they ever do die, clearing one or two camps will get rid of the shield again (again, not needing the protection as they have sustain), leaving them effectively with 29 mastery points for a majority of the game.

I also agree that it's too far down the defense tree to accept the downsides it offers. If they move it down to the 9 mastery point it'd be slightly more balanced, but if it stays in that spot it should refresh upon returning to the fountain. With the next season being this close, I feel all we can do at this point is see what changes roll out and critique from there, as Riot often will feel confident in whatever changes they are on the verge of implementing and say "wait until it comes out" each time they are receiving input on something about to be changed.

SecretAgentHulk2 votes

The junglers I play, with the players I matchmake, at the ELO I'm in--that 50HP can be the difference between life and death on first blue or wolves.

Dr Clueless PhD5 votes

So, I took a look. This has nothing to do with your ELO or your allies. You have no runes at all, and pretty awful Mastery pages to boot. That's a big issue for you here. It also looks like you tried jungling Teemo without Smite? Why on God's green earth would you ever give up Smite? Someone on the team needs to bring it for objective control, and it makes the most sense to put it on the jungler. Your issues jungling aren't related to any of the things you listed as much as your going about it wrong.

SecretAgentHulk2 votes

The runes I'm working on, and the Teemo thing...ergh. I had called top, and then two seconds before lockin the jungler decided he wanted to top. We then frantically tried to figure out who would jungle (IIRC there was no jungle champ in there) and eventually I said f*** it and tried to jungle. It would have gone better with smite. I normally jungle Trundle, Malph, and occasionally Jax (who is the big one that normally I need runic blessing for).

BlazingSalvo6 votes

If you're playing an off-meta jungler or a fringe pick with a difficult clear, an extra 50 up front HP on your initial clear could be useful. Again, the problem is it being so deep in the defense tree. Azingy runs flat health on Karthus jungle along with spell vamp which helps with the clears before he gets Spirit Stone or Spectral Wraith. If Runic Blessing was, say, a available in the 9-point tree, it could be a no-brainer to enable some 21/9/0 mage junglers who need help pre-spirit stone (or once machete goes up in price next season and you only get 3 health pots).

But. again, it's too deep in defense to be useful for those champions.

Sesshomeru12 votes

Hoenstly it would be way better if it functioned like Malphite's Passive. If you don't take damage within a certain amount of time (8-10 seconds ) the shield regens.

Cunning8 votes

Change it to 25(+1 x level) shield each time you are in middle of fountain and not in combat, and you have a useful mastery.

Xyphios2 votes

you do realize that every champ can one-shot your proposed shield off and minions can 2-3 shot it off

Auz the Ripper2 votes

That's kinda the point. A high value shield on the masteries would be broken Masteries are supported to help a little, not a lot

The5lacker6 votes

The whole point is "the mastery team for Season 4 was high off their asses."

LupusNox5 votes

It was a great idea by Riot, but as usual it was terribly executed.

Its so deep in the mastery tree for such a shitty bonus that it provides no real benefit. The only people that would want it would be ones who want to go in for some level 1-2 cheese, but those champs go 21-9 instead of 9-21.

It should either be buffed to something significant (aka, respawn after 30 seconds of no damage and gives 40+10 per level health shield) or it should be removed and replaced by something that is actually beneficial. Its just another shitty mastery that Riot thinks is good like so many other that have been or will be.

The Yetii Rider4 votes

The point of Runic Blessing is to make Amumu super op.

JevelFaithful1 votes

That was funny. How did it work btw?

The Yetii Rider3 votes

Before the bug was discovered, there was coding specifically in the game to prevent Amumu from gaining health when he got hit by minions (because he takes -10 damage from them so it could become less than 0 at high armor). However, the same mechanic was never instituted for shields. No one ever noticed this because shields expire after a duration. But with Runic Blessing, the shield has no duration until it breaks, so Mummy could max Despair, build armor and just sit in lane building his shield for days. It was hilarious.

FooDang4 votes

It helps you identify the players that do not know how to use masteries effectively...

Fluffymangusta4 votes

Well hey its useful to those players because obviously those are the players that are going to die. A lot. Rito please fix this mastery.

Thumpin4 votes

Its to bait people into thinking "lol dis scrub" but secretly you know its a bad mastery and you only choose it to pretend you're dumb, baiting the enemy Veigar with the AD runes into a level 2 tower dive.

PaperMache72 votes

I use it to determine when it's safe to surrender at 20 due to incompetent teammates.

Quepha2 votes

it's like a 10% hp boost for a level 1 fight for only a single point, you don't think that's comparable to 1.5 armor?

Fluffymangusta2 votes

You have to have a level 1 fight then, a single auto from any champ will get rid of the shield, and unless you hard engage they will just walk away after crushing the shield.

Quepha3 votes

You have to have a level 1 fight then, a single auto from any champ will get rid of the shield, and unless you hard engage they will just walk away after crushing the shield.

stopping an entire auto attack is actually a pretty big deal. and remember this is just for ONE POINT. the alternative for that point would be something like 1.5 armor which adds about 1/10th the effective hp at level 1 (and then only if the enemy deals 100% physical damage)

even if you look at the base stats of a champion at level 18, that 1.5 armor only adds about 50% more effective hp (and still only against physical, and if the enemy were all physical champions you would probably build more armor making the armor from masteries even worse)

you guys want runic blessing to be an OP, must get mastery when right now it's actually pretty balanced: some champions want it in some situations and those that don't still get a decent amount of value relative to other masteries that are only known to be better under very close scrutiny.

JevelFaithful2 votes

For level 1, sure. And that's the point of the mastery. But it's only useful for fights and it's only useful during the first 2 min of the game. All the other masteries are useful all game long and probably also have an impact early game.

Maybe it's actaully not that bad, but it FEELS bad because it's active so not-often and it's effect is so minimal! I mean, if it read "If an attack that deals less than 50 dmg would kill you, it leaves you at 1hp instead (once per life)"; it probably wouldn't change much in the end as you'd die right after and if would only stop minion attacks. BUT, that effect would feel more useful than 50 not-recoverable-hp simply because the effect is more flashy. And you'd actually see the effect save your life. The shield, you don't notice it because when it comes into play, you're at full hp and you don't really look at your hpbar. At least I know I don't.

dialMARK4acti0n2 votes

Their mindset (if I remember correctly) was for people who had bad jungle clear in the beginning, or wanted to invade, or wanted to do a very early trade... Is it better than any other mastery that helps in fulfilling those tasks exactly? Nope!

Quepha1 votes

Is it better than any other mastery that helps in fulfilling those tasks exactly? Nope!

but it is much better at those things than the armor mastery, the MR mastery, the legendary guardian mastery, or second wind, or perseverance, or swiftness if the enemy doesn't have slows, or tenacious if the enemy doesn't have cc affected by tenacity...

dialMARK4acti0n2 votes

Yeah but in the mid-to-late game it falls flat...

Xyphios2 votes

It should work like a Pantheon passive or should be a spell shield.

FluxBound2 votes

idk, maybe it would have been better to post this a year ago, and not right after the world finals

Matezoide2 votes

50 HP shield is great early game.

The problem is it is stupidly deep in the Defense tree and completely out-classed by the other masteries past the 5 minutes mark, especially if you arent dying.

Dominick Destine2 votes

It's useless.

They'd have to make it refresh on every trip on the fountain to make me even consider it being remotely useful ... and even then it would still be terrible unless it scaled with level.

EviIGreenRanger1 votes

The only time i use it is when i play a tanky support or jungle elise just so i can tank that extra bit of damage to give a better lease for my jungler or help keep those little spiders alive since they die so easily.

Fluffymangusta2 votes

I guarantee you that junglers don't want you sitting by them for so long as you will end up leaching xp, even if you only have good intentions.

EviIGreenRanger2 votes

I don't ever leech off from em since we all know it'll harm them. Only tank 50-800 hp of damage for the jungler then get to lane about when the 1st wave meets up.

edit: I'm stupid, lol misclicked meant 50-80hp of damage not 800.

High Lord Blaze1 votes

It's for those who are planning on dying repeatedly and want it to take one more auto to kill them. I inwardly sigh whenever I see someone take it.

DeathByWaffle1 votes

It's pretty much only useful for level 1 all in invades.

Zorrio1 votes

I think defensive masteries need a buff in general you can run full defense masteries and not feel like a tank even with tank items !

N080DY1 votes

yeah, surprised its still here

Sogreth1 votes

I love going into lane and seeing a support with that mastery. (Like a Braum, Thresh or Leona.) I just AA them once. "ololo there goes your mastery. You can have i again when you die.)

Drunk Old Man1 votes

I would like it more if it were something like 50+(10*level) which would be a 60HP shield at level 1, 230HP shield at level 18..

chumbler1 votes

Any time you think Riot is remotely competent, look at runic blessing and remember that they very much are not.

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