Can someone give me a walk through on masteries and runes please a

JDMindstone·6/6/2017, 8:26:41 AM·1 votes·517 views

No negative comments please atleast I'm trying to move up

4 Comments

Umbral Regent6/6/2017, 9:13:07 AM2 votes

Runes (currently) are sort of basic early-game statcards. They're divided into four Rune types: Marks (red), Seals (blue), Glyphs (yellow), and Quintessences (purple, also known as "quints"). Runes placed into each slot provide stat bonuses in-game, dependant on which Rune Page you take into it.

Each Rune type basically encompasses the same stats as each other (so you won't find any specialized Runes, like how one would imagine Marks would go to physical, Seals to magical, Glyphs to utility, etc.), so the entire Rune Page and how you want each stat's presence to be on it is your choice.

The last thing about Rune Pages worth noting is that you can have nine Runes of the three basic types (9 Marks, 9 Seals, 9 Glyphs), but only three Quintessences per page.

Moving on to the more fun part; Masteries. These are reminiscent of old World of Warcraft talent trees, and provide various buffs or upgrades depending on Masteries chosen.

There are three different types of Masteries; Basic Masteries, which can be invested into 5 times (and it's required to get the next mastery up - though you can place, say, 3 in one Basic Mastery and 2 in another and still reach the next one.), Empowered Masteries, which can only be invested into once per, and provide less statistical upgrades and more meaningful traits/buffs, and finally, Keystone Masteries, which are the most powerful Masteries that can be equipped, but you can only ever have one per page.

The three Mastery Trees also have unique traits. They're divided into Ferocity (offence), Cunning (utility), and Resolve (defence). Each has a total of 18 Mastery Points to spend, and each Mastery Page has a total of 30 Mastery Points to use, allowing players to reach one Keystone Mastery, and still have 12 points left to spend.

While Mastery Pages are primarily up to player choice, I want to give an example of a page that's good for use on Taric Support:

Ferocity - 0 N/A Cunning - 12 Wanderer (5), Runic Affinity (1), Meditation (5), Bandit (1) Resolve - 18 Unyielding (5), Siegemaster (1), Runic Armor (5), Fearless (1), Legendary Guardian (5), Stoneborn Pact (1)

With this page, the Masteries are focused around providing ample defence against opponents (as marked by everything in the Resolve tree barring Stoneborn Pact), assisting allies (Stoneborn Pact and Meditation serve this purpose), and having some fair utility on the side (Wanderer's out-of-combat movespeed, Runic Affinity in case I somehow get a Red/Blue buff, and Bandit so that I have some somewhat decent income).

More or less, you want to build your Mastery Pages around groups of Champions rather than dedicate pages to each Champion you play. (there is, unfortunately, a Mastery Page cap) To that end, you basically have to understand how each of the Keystone Masteries work, who all they benefit, and how you would put them to use. These are the rough outlines of each:

Ferocity

  • Warlord's Bloodlust is primarily used on Champions who constantly reposition themselves and use auto-attacks - namely Marksmen and Skirmishers, such as Yasuo, Fiora, Jhin, and Draven.
  • Fervor of Battle is used primarily by highly auto-attack reliant Champions, the likes of Shyvana, Xin Zhao, Twitch, and Master Yi.
  • Deathfire Touch is designed for Mages who lack quick combos for burst damage (where Thunderlord's Decree would shine), and instead get the majority of their damage out through trading blows and damage-over-time effects, like Cassiopeia, Brand, and Malzahar.

Cunning

  • Stormraider's Surge is aimed to be used by Assassins who want to get in, burst someone, and get out ASAP, the likes of which include Talon, Fizz, or Zed.
  • Thunderlord's Decree is used by combo-centric Champions, whether Battle Mages (like Ryze or Ahri), Assassins (Ekko or Kha'Zix), or even Fighters (like Riven or Pantheon).
  • Windspeaker's Blessing is more-or-less designed to be used by Supports (whether Enchanter or straight Healer) such as Karma, Soraka, and Sona, but it does see use on Champions with strong self-sustain, the biggest example of such being Fiddlesticks.

Resolve

  • Grasp of the Undying is primarily used by Juggernauts, as they do not actually have sufficient Crowd Control, and benefit more from taking opponents head on and need to survive trades. Examples being Garen, Trundle, Yorick, and Shen.
  • Courage of the Colossus is used by Champions with strong engage and hard CC, like Leona, Volibear, Amumu and Nautilus.
  • Stoneborn Pact is used by Champions with any form of CC (though often, hard CC is the most reliable), and is primarily meant for Tank Support Champions (namely Wardens, though some Vanguards take them as well) who want their ADC/Marksmen to thrive in combat. Examples of Stoneborn Pact users include Taric, Alistar, Rakan, and Braum.

This is probably a helluva lot to digest, but this is what all I can recall about the Runes and Mastery systems right-off hand. Regardless, I hope this helps you!

Vęrtęx6/6/2017, 4:21:11 PM2 votes

EZ. Probuilds.net. Copy for your champs. They don't troll unless it says Meteos. If it says Meteos just don't.

Bunnymap6/6/2017, 11:32:49 AM1 votes

Just as a reminder, the runes and mastery system are going to be 100% reworked in the next pre season