[Resolve Mastery Tree] Upgrading the defensively oriented Mastery Tree

ProfDrDeath··10 votes·574 views

Recently, I thought about changes the game could possibly benefit from. One thing that came to mind would be improvements for the Resolve Tree, the mastery tree that governs defensive aspects.

If I had the power to test changes, what would be logical? Currently, imo, there is a little too much damage in the game, especially in the later phases and on certain systems like masteries and jungle buffs.

However, the aim cannot be to totally negate this advantage of offense over defense, as an abundance of damage makes games end at some point - nobody wants the S4 stallfests back. Also, the aim cannot be to improve defenses majorly in the early and mid game - again, let me point towards season 4 and season 5 for the things that happen when early defenses are too supreme.


So, what would my idea be?

First, swap Unyielding and Veteran's Scars.

Unyielding is now a 5-point Tier 2 mastery that competes for points with Runic Armor. Ideally, champions who want defense via sustain (AD carries, Fiora, Vlad, Swain) would like to take Runic Armor to improve their sustain directly , whereas those who want resistances can take Unyielding. It also creates an interesting decision point for people who bolster their sustain with resistances. Meanwhile, Veteran's Scars now competes with Recovery - which seems a bit odd, as the numerically superior of the two would be the correct choice in almost all cases. Which leads us to point 2 quite nicely...

Change Veteran's Scars to give a scaling buff to health.

In my mind, this would work somewhat like Natural Talent in the Ferocity tree - give a little base value, but have the majority of the effect gated behind level scaling. Whereas Veteran's Scars would be the correct choice if you wanted your power to scale a bit harder, Recovery would be the choice for immediate power.

Change Unyielding to affect base values as well, but...

...have the amount of bonus resistances increases at certain levels. For example, 5 points could give 2% increased resistances at level 1, 4% at level 6, 6% at level 11 and 8% at level 16, synchronizing nicely with the ultimate power spikes. Again, the point here is to have the bulk of the defense increase only come into play in the later stages of the game. Alternatively, take Unyielding's current effect and make it give you the bonus as an increase in BASE resistances - making tanks tankier once the Last Whispers come into play.


Well, those are the things I'd like to test for improving the Resolve Tree.

Oh, one more thing: We are still lacking a third tier 1 1-point mastery for the Resolve tree. Anyone got a good idea that follows the tree's thematic direction and does not collide with either of the existing tier 1s?

4 Comments

TTK Dreadnought3 votes

I would like Tough Skin to be a 0.5% or 1% scale instead of 2 flat, but that would cause issues. And i cant think of a third 2-tier mastery because if you want damage, you go into the other trees and it has "damage reduction" and "movement speed"

ProfDrDeath1 votes

Hmm. True that.

What do the other trees have on that tier?

Ferocity has, as the tree for unconditional, always useful offensive effects:

  • Do and take more damage (offensive buff)
  • Sustain on minion killing (defensive effect based on offense, with a focus on early game)
  • Make allies do more damage with your own damage (damage-focused utility, if you can call it that?)

Cunning has:

  • Increased jungle buff duration (jungle, utility, conditional effect)
  • Cookies (increased sustain from potions, defensive effect with an early game focus, generally useful effect)
  • increased damage when on your own (conditional offensive effect)

Resolve has:

  • Damage reduction (defensive effect focused on early game - notice the pattern)
  • Movement speed in brush/river (Conditional utility effect)

Maybe a damaging effect that interacts in some way with defenses would be a possibility? Or an effect that focuses on later-stage defenses?

TTK Dreadnought2 votes

only thing i could think of then would be a thornmail style effect for magic and/or physical damage. You still take the initial damage, but some of it is echoed back. This makes it slightly different from the defensive one.

morris12 votes

The third one could be the old Runic Blessing (gain a 50 damage shield that regenerates upon respawning). Before it used to be horrible because it simply couldn't compete with the other masteries in the defense tree, but now that we have to choose between each one it might get some more use. First off, I'd say it should regenerate upon visiting base and not respawning (since that's also what made it useless in the first place) and maybe reduce the shield to ~40 or less. The idea here would be that you choose Runic Blessing for quick trades in lane since the damage shield can make a pretty good difference, especially earlier on, and you take Tough Skin if you stay in lane a lot (since the flat 2 damage reduction will outscale Runic Blessing after being attacked 20-25 times). Either way both of these will become unobservable late game (with Tough Skin probably being the better choice). And Explorer? Don't ask me, no idea why it belongs in the defense tree or when you even choose it.

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