FeralPony: Most/least favorite Masteries?

ProfDrDeath··11 votes·4,067 views
Feral Pony on Twitter

FeralPony posted that yesterday. Maybe we can talk about it on these very forums boards, too?

Personal Favorite(s): Expose Weakness - Better than Double-edged Sword on ranged champions. Plus, helps your friends, too. Legendary Guardian - Good teamfight mastery for tanks. Culinary Master - who doesn't love cookies?

Personal Unfavorite(s): Double-Edged Sword - If I had to name one from Offensive... Runic Blessing - While I understand why it can just regenerate by going b...it is still very lackluster. Strength of Spirit - Too weak. I long for old Strength of Spirit - 1% of max mana. Inspiration - Should help supports keep up in level. Doesn't do its job correct. Why not have it work per champion?

EDIT: New Masteries:

High-tier def mastery: Being hit by a champion increases MS by 1/2/3, stacking up to X (5?) times. Hitting a champion with an auto-attack causes a stack to fall off.

Initiator (a jab towards S2): Increases MS by 1.5/3% when moving toward enemy champions.

Multiple, mutually exclusive keystone masteries - to further customize a playstyle

25 Comments

Kingsgrave15 votes

That stupid shield that only gives you like 50 health

Linna Excel12 votes

I hate the majority of the support line of masteries, I think defense was overnerfed and I'd really be happy if riot made a 4th line just for junglers.

Meep Man1 votes

[{quoted}](name=Linna Excel,realm=NA,application-id=3ErqAdtq,discussion-id=lsTeEEvY,comment-id=0000,timestamp=2015-01-08T18:46:40.484+0000)

I hate the majority of the support line of masteries, I think defense was overnerfed and I'd really be happy if riot made a 4th line just for junglers.

It could be called... PvE... or Jungle whatever is better for you.

RiotFeralPony6 votes

Yay! And you guys get more than 140 characters this time!

Tin Tarantino3 votes

I agree with Runic blessing as a least favorite, I cringe every time I see a jungler with it. Someone suggested replacing it with a mastery that built out of enchanted armor and increased bonus health by 5%, which would be a sure improvement.

disregardable2 votes

Favorites:

Feast: I don't know how non--supports have mastery pages without this one. Sustain OP.

Dangerous Game: The pentakills are real. I usually regret not having 21 in offense when I get out of a kill with 30 health and minions kill me.

Summoner's Insight: Especially good for teleport, smite, and exhaust.

Least favorites:

Double edged sword: who wants to take more damage?

Inspiration: It never feels like it's working.

Alchemist: It's a really out of place mastery. I almost feel like it should replace phasewalker's level 1 spot. It doesn't make a lot of sense to bring it.

Masteries I want:

A last row 5% mastery upgrade to blade/spell weaving. "When blade/spell weaving are fully stacked, each additional attack grants 5% bonus attack damage to allies".

A third defensive jungle upgrade, eg: "3% bonus lifesteal when taking basic attack damage from a jungle monster while under 50% health".

A rework of inspiration: "Plus 50 experience for every heal, shield, and movement speed boost cast on an ally".

Rock Rockburgh2 votes

Your Inspiration rework just broke Soraka. Please don't get her nerfed. :(

Chaotic Reks1 votes

#BETTERNERFSONA

DrCyanide2 votes

My personal favorites are a bit spread out:

  • Sorcery (Offense) - I love spamming spells, and this one helps me do that
  • Meditation (Utility) - See above...
  • Fleet of Foot (Utility) - Run, champ, run!
  • Summoner's Insight (Utility) - Use summoner spells more? Yes please!
  • Dangerous Game (Offense) - An extra little life line in crazy team fights
  • Spell Weaving / Blade Weaving / Arcane Blade (Offense) - These are cool for the whole mixed damage champions. I like how they support/encourage different play styles
  • Greed / Scavenger / Wealth / Bandit (Utility) - GOLD! These always seem fun to me, even if they're not always the most useful.

To be honest, the generic "+X% damage", "+X AD/AP" are just boring, but mandatory.

Runic Blessing... Who ever thought that 50 HP once per life was worth 17 points in Defense should be dragged into the street and shot.

ChimeiTekinaNasu2 votes

{quoted}

Runic Blessing - While I understand why it can just regenerate by going b...it is still very lackluster.

Just wanted to point out one thing. Nope. lol. Each time you respawn. As in, after you die, it returns. Like, who wants to die more for it to return. lol and it's only a shield for 50 damage

Quepha1 votes

{quoted}

Just wanted to point out one thing. Nope. lol. Each time you respawn. As in, after you die, it returns. Like, who wants to die more for it to return. lol and it's only a shield for 50 damage

god forbid something helps you out slightly when you start to lose. runic blessing is actually pretty strong compared to your other options at that point in the tree, people are just dumb and think a 1 point mastery should always be a must-have.

ChimeiTekinaNasu3 votes

I think they just find it useless when they have 2K health and a fed LeBlanc can nuke them for 3K health, 2,050hp probably won't help you survive that.

Quepha1 votes

{quoted}

I think they just find it useless when they have 2K health and a fed LeBlanc can nuke them for 3K health, 2,050hp probably won't help you survive that.

oh, is there some one point talent that gives you 1000 hp? please let me know so i know what single point will let me survive that burst.

Duke Anax2 votes

Ok my impression of the entire mastery page:

Generally masteries don't do a whole lot, but even compared to that, some seem really weak, especially if you have to put in three or four points to get barely any effect.

Utility

Contrary to a lot of people I really like the tree as a whole, mostly on supports though. But I always take 9 points as a Jungler for cooldown on smite and increased buffs.

There are some idosyncracies though: Phasewalker: that one second is barely noticeable, maybe it should add up to three points? Fleet of Food: 0,5% is about 2 points, almost no effect, either increase the value or give it in one point. Vampirism: The three points mean you can't take it whole without sacrificing Havoc in offense. Otherwise 3% is hard to notice. Culinary Mastery: I know it was added as a joke/easter egg, but 10 mana? come on! Greed: again, three points for not much, but you need it for Scavenger. Bandit: this gives a lot less gold for melees, to the point where you have to question it's worth.

The other options are great. Especially the gold ones, except for greed, they only cost one point and they add up. Inspiration gives you an entire level throughout the game.

What I'd like to see here is: some form of CC on Attack or Spellcast and/or increasing the effect of your CC by a percentage. Some addition to heals, shield and buffs (think Ardent Censer) or a percentage increase of those. More vision, like increased trinket duration. Or maybe: all your spells provide vision.

Defense

The tree feels just weak on every step.

The entire first line is about giving one point each. Reinforced Armor and Juggernaut are probably the only good options here, but they are limited to a single point. Veteran Scars, Perseverance and Legendary Guardian are the right stuff, but they take too many points for what they give. And Runic Blessing is not even a joke, "after each death, you block two minion attacks" ... This needs to scale or use %hp and it needs to recharge on recall.

What I'd like to see added is a CC on being hit.

Offense

This tree is the most comprehensive I think. It provides solid options for all AD, AP or AS based builds, even Hybrid. It could give a bit more for crit based builds other than Frenzy though. And some other small stuff:

I think Sorcery and Fury take too many points for 5%. *Sorcery should be 2/3,5/5 % and Fury should give 2/4/6/8 %. Butcher and Feast are for minions and monsters, but because monsters are a lot stronger, it's a lot less usefull in the jungle. It's annoying that the scaling AD/AP come before the flat ones, sometimes I only want to spend that one point there, because I wanted AS and Cdr.

What I think is missing aside from the crit options, is and option with defense reduction. It stacks differently than penetration (MR reduction can often go negative)

ChimeiTekinaNasu1 votes

[{quoted}](name=Duke Anax,realm=EUW,application-id=3ErqAdtq,discussion-id=lsTeEEvY,comment-id=000a,timestamp=2015-01-09T13:17:36.176+0000)

Utility

Contrary to a lot of people I really like the tree as a whole, mostly on supports though. But I always take 9 points as a Jungler for cooldown on smite and increased buffs.

There are some idosyncracies though: Phasewalker: that one second is barely noticeable, maybe it should add up to three points?

Actually. With new baron buff, you could have a 3 second recall with that. lol. That's how I like to look at it, but yeah, by itself it's not noticeable much.

Fleet of Food: 0,5% is about 2 points, almost no effect, either increase the value or give it in one point.

Also, I've done some math on this. 3 points in Fleet of Foot is 1.5% which is exactly the same as a movement speed quint. Which is why I use on my Katarina for more mobility. 3 movement speed quints, and that (which is then like having 4 movement speed quints), and if you get Sorcerer Boots early, then that's a lot of movement. Could spend time roaming more early game. If I remember right, 1.5% gives 5 movement speed. So that would be 20, plus 25 from normal boots of speed.

but yeah, I generally agree on this one. Not much, and I only use it on certain champs.

Culinary Mastery: I know it was added as a joke/easter egg, but 10 mana? come on!

Did you know, they don't value the return of mana at all. They have good mana masteries like mana regen and expanded mind, but they don't care about the return of mana. Only the health. Culinary: 20 health, 10 mana. Feast: Was 2 health, 2 mana at first I think. Now it's 3 health, 1 mana. Like really?? Would be nice if it was 3 health, 2 mana. The hate on mana returns.


Defense

The tree feels just weak on every step.

The entire first line is about giving one point each. Reinforced Armor and Juggernaut are probably the only good options here, but they are limited to a single point. Veteran Scars, Perseverance and Legendary Guardian are the right stuff, but they take too many points for what they give. And Runic Blessing is not even a joke, "after each death, you block two minion attacks" ... This needs to scale or use %hp and it needs to recharge on recall.

I like all of what's said here.


Offense

This tree is the most comprehensive I think. It provides solid options for all AD, AP or AS based builds, even Hybrid. It could give a bit more for crit based builds other than Frenzy though. And some other small stuff:

I think Sorcery and Fury take too many points for 5%. *Sorcery should be 2/3.5/5 % and Fury should give 2/4/6/8 %. Butcher and Feast are for minions and monsters, but because monsters are a lot stronger, it's a lot less usefull in the jungle. It's annoying that the scaling AD/AP come before the flat ones, sometimes I only want to spend that one point there, because I wanted AS and Cdr.

1 point less for 5% cooldown?? I like that. Would make choices a bit easier. Seriously. 8% attack speed would also open more options for runes so I also like that one. For champs that use AD marks, AS Quints. You could then go AD marks, 2 AD quint, 1 AS quint and have the other 8% from masteries. So you get more damage at the cost of 1% AS.

Actually, it would then be more effective to go 3 AS marks and then the rest AD. 1 point more damage, 0.6% more AS, and only 0.4% AS less than 3 AS Quints. With that 8% from masteries. Giving you 13.1% AS with 12.45 AD instead of the normal 8.55 AD with 13.5% AS.

Rock Rockburgh1 votes

Note: Phasewalker decreases the channel time of Enhanced Recall by only 0.5 seconds.

ChimeiTekinaNasu2 votes

From that comment, I can see you play a lot of Dominion, sir. "Reduces the casting time of Recall by 1 second. Dominion - Reduces the casting time of Enhanced Recall by 0.5 seconds."

SR with new Baron, 3 second recall though.

Rock Rockburgh2 votes

TIL it's not the same thing. Baron recall is Empowered, not Enhanced. I stand corrected.

Xonra1 votes

I actually feel the jungle masteries as a whole are very lackluster, not just because they are jungle masteries but because there could be better masteries in general for junglers, so the ones in the offensive and defensive tree are meh to me personally.

I do actually like the utility tree but I can see why some people wouldn't, but I don't like that getting to the bottom feels unrewarding to an extent, which I find as a complaint about all three trees (mostly the max point in each).

I would love, as someone above said, a tree more geared towards jungling, So keep the current trees but add in things like vs monster specific such as things related to xp, movement speed increase after killing a large monster (moving between camps faster for example) , a mana/energy regen of sorts when you smite and kill a large monster, something to lower the cooldown on smite say...3-4 seconds lower down the tree, etc etc. Personally think there is something really missing from masteries AND runes as far as jungle specific that could be really cool without just being "have stats"

I think the last time the masteries were presented it was a great direction but I feel the defensive tree in general took some hits and it just feels lackluster as a whole, and there are still a few...no point in taking this masteries, like that shield mastery that is not....good.

Chess4351 votes

Hey FeralPony, have you ever thought of something like Path of Exile's passive tree for a mastery rework? Of course it wouldn't need to be quite so large and complex as Path's, but I do like the general concept.

Sohleks1 votes

Although I'm not sure how it really works I think oppression in the defense tree, if it is to continue to exist, should debuff the damage output of afflicted champions versus your entire team. The way it is worded it sounds like it only protects the user of the mastery. Kind of a weird mastery because all of those conditions except slow greatly limit enemy damage output as is.

Inspiration is weak and poorly designed.

Strength of spirit is very weak.

Vampirism is in a spot nobody can effectively use. I believe the offense and defense trees out power creeped utility in the last rework. I don't see solo lanes or jungles going into utility. Lifesteal runes/masteries got a lot nerfs. But honestly was it deserved? We can't have lifesteal builds without losing way too much HP from masteries and whatever quint slots offer?

I'm not really a fan of a support role tree to be honest. I have to wonder what if we had a Berserker/Gaurdian/Sorcerer trees instead. It's more cookie cutter... Yeah, it would remove 21 offense carries the possibility of a choice of 9 defense or utility. But supports would diversify. Already existing goodies in utility can go into other trees.

9 defense is too attractive compared to 9 utility. Too much value from bonus hp and damage mitigation. Buy more sustain instead if needed. 9 utility would be cool if extra starting gold or a biscuit could be obtained early in the tree. I don't run 21-6-3 for meditation on anyone anymore. Feast and teleport OP.

Is 21 defense balanced compared to 21 defense? What does Darius choose... Usually offense because he is a snowball type champion. Maybe that isn't a good example... Sure, plenty of champs still prefer defense masteries, usually slower bruisers/tanks. I feel safer when I run them on Gnar although seems most Gnars run offense it looks like. But is it possible offense being better 1v1 skews the top lane meta in favor of mobility and range? I know defense is nice in teamfights because of legendary gaurdian.

You can nerf 21-9-0 and buff 9-21-0 by moving some of the good stuff in 9 defense deeper into the tree. Probably Unyielding. Or 3% hp. This might make 21 offense with more in utility easier to buff.

I wonder what if a 21-9-0 Darius had a fight with a 9-21-0 Darius. Or any melee really.

Ñielu2lehdus1 votes

What I think Masteries should have, is more diversity and options on each tier (1-6). Some masteries end up being mandatory, not because they are necessarily better, but because there are no other options."Veteran Scars" (Defense Tree) is one of these, in which you end up investing, because you can't get to 3rd tier otherwise (I feel taking "Tough Skin" mastery as a, say, top laner isn't too great, just to get to 8 points). 6th tier is arguably the most powerful, but having only 1 option to go with, it ends up pretty boring, and once again quite mandatory.

Sure more masteries might increase the complexity of the game, but this isn't necessarily a bad thing. Players quickly pick up new stuff, as long as the information is easily accessible to everyone. If not by reading, then via trial and error.

Like many have said, Masteries could have more unique effects (e.g. Dangerous Game, Block or Runic Affinity) or conditional stats (e.g. Strenght of Spirit, Legendary Guardian or Wanderer), and less flat out stats.

Champion Skin1 votes

I think it would be pretty cool if they added more strong masteries but there were limitations on them like if you choose the good A mastery you can't choose B so that they are both good but you can't choose both so you will have to make a choice Or maybe something like you can choose two or one out of three good masteries

And you can add some more power into them as you know that people can't get them both Like it would be nice if there were 2 or 3 masteries at the bottom of the tree which you could choose from and you could only have 1 of them

Hizsoo1 votes

I don't like that, Blade Weaving requires to have Spell Weaving As a ranged support, I can fight for my gold if I have Bandit and/or Frostfang, but as a melee one, we have no effective way to do that. The xp gain from Inspiration should be based on the highest level, nearby allied champion's x% collected overall xp. I would like, that we could have a mastery lower delay to gain out of combat bonuses.

Blue Collar Bear1 votes

I'd like to have larger trees with more points that make it extremely difficult to decide what to take. I want true customization instead of everything being about 21/9 or 9/21.

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