I believe that strength of the ages mastery need some buff

Phuc Dat Bich··11 votes·2,259 views

I dont know it feel bad i mean yeah it does provide 300 HP but after that what?

All other masteries SCALE to late game way too good

I mean bond of stone 8% damage reduction Gasp of the undying you heal for 3% of your max hp scale into late game i am not gonna say about the other masteries from the other trees because those are the offensive ones so lets say they need to scale

But when it come to strength of the ages this mastery feel bad to have it

For me it should provide some scaling like after you finish the 300 hp farming to deal damage 3% or 5% damage base of your BONUS HP to make sense with the mastery you took, Because you want to farm and add a lot of hp on your char but NOW it would scale into late game too

23 Comments

Critmaster Garen4 votes

the nerf to veteran scars doesnt make it any better.

with 4% max health bonus the 2 masteries at least created some synergy.

Azirious Mistake1 votes

It's nice for tanks who struggle early game or just want that bonus health, junglers can also stack it really easy.

Crett1 votes

No No Tanks are the last class that needs more damage pumped into it. I'd like to see a % health increase at max stacks, of maybe 10 or 15%, rather than the 100 hp per siege. (SV and warmog's are things, so tanks dont need any more help sustaining)

qetzel1 votes

What sort of health will a tank have late game? 3500? So that 300 is an extra 8.6% to your health bar. It is two and a half grasps of the undying. Better in short, bursty fights.

Critmaster Garen4 votes

{quoted}

What sort of health will a tank have late game? 3500? So that 300 is an extra 8.6% to your health bar. It is two and a half grasps of the undying. Better in short, bursty fights.

games dont get to lategame right now.

qetzel1 votes

That doesn't matter. The OP was looking for late game scaling. I was pointing out the scaling of the mastery. It exists.

Phuc Dat Bich1 votes

{quoted}

That doesn't matter. The OP was looking for late game scaling. I was pointing out the scaling of the mastery. It exists.

8% damage reduction=You can reduce more than 300 damage in a single team fight at 20 minute mark And you say that 300 Extra HP is scaling? 8% damage reduction the more the game goes the more damage you will reduce as the damage goes UP for the enemy team

300 HP with no scaling is one AA at 20 minute from an ADC with some of the new items

qetzel1 votes

If you have 3500 health - a decent late game health pool - having 8% damage reduction means that you can take an extra 280 points worth of damage. 3500*1.08-3500 = 280

That is lower than the 300 extra health you get from the other mastery.

Edit. Hang on. My maths is wrong. The enemy deals 0.92 damage. 1/0.92=1.087. 3500*1.08-3500 = 304.5 Okay. 4.5 health extra.

Critmaster Garen1 votes

{quoted}

If you have 3500 health - a decent late game health pool - having 8% damage reduction means that you can take an extra 280 points worth of damage.

That is lower than the 300 extra health you get from the other mastery.

youre not taking sustain into account. someone who has sustain available, lets say Maokai might have effectively 7k or 8k health during a fight due to what he regains from his passive. or that 2 champions benefit from the mastery.

not to mention that a tank can build more than 3.5k health. you can get up to 5k on certain champions.

personally i think bond of stone is bullshit, since its essentially a second marksman keystone in disguise. it benefits the adc more than the tank whos sitting next to him taking the damage for him.

but that doesnt change that 2 people get the damage reduction.

Critmaster Garen1 votes

{quoted}

That doesn't matter. The OP was looking for late game scaling. I was pointing out the scaling of the mastery. It exists.

grasp of the undying steals 3% of your max health from the enemy champion every 4 seconds. with 4000 hp lategame, thats 120 hp stolen.

so not only do you deal this in form of magic damage, but you also heal 360 health in 12 seconds during a fight. while its true, that strength of the ages gives you health upfront, it could use a buff compared to this.

imo it should just increase your max health by a % per stack. up to 10%. especially with the veteran scars nerf, this would compensate a little bit. veteran scars used to give 120 to 160 hp lategame for the average bruiser/tank. with the nerf to 40 hp flat, they could put that into strength of the ages instead.

one thing they could definitely do is reduce the health per cannon minion to 15 and make normal minions grant 1 health. this way the mastery isnt 100% dependent on getting cannons. its one of its problems imo. if your opponent can zone you from them youre fucked.

SpecterVonBaren1 votes

Maybe they could make it so once it's maxed out, whenever a champion dies near you you will recover 100 health?

Critmaster Garen1 votes

{quoted}

Maybe they could make it so once it's maxed out, whenever a champion dies near you you will recover 100 health?

that would be a possibility.

i still think with the veteran scars nerf from 120 to 160 health down to 40, they should put that into strength of the ages and make the bonus up to 10% max health instead of 300 flat.

BluePolarizer1 votes

10% max health is worse until ultra late game and would be a bruiser nerf for defensive bruisers.

I'd prefer after it maxes out, you get +1 bonus armor and MR for every champion or large monster kill/assist. It would realistically only give 10-20 armor/MR per game but would give 30-40 if you are amazingly fed.

Critmaster Garen1 votes

{quoted}

10% max health is worse until ultra late game and would be a bruiser nerf for defensive bruisers.

I'd prefer after it maxes out, you get +1 bonus armor and MR for every champion or large monster kill/assist. It would realistically only give 10-20 armor/MR per game but would give 30-40 if you are amazingly fed.

not sure about that. 3k health isnt out of the question to get by midgame. at that point 10% max health ould even out with the current bonus. most bruisers end up with around 3.5k

ans strength of the ages really takes a long time to build up. i found myself to rush through the jungle and take additional camps to the lane farm, just to get the stack up for the teamfight phase.

BluePolarizer1 votes

strength of the ages stacks pretty fast on junglers tho.

Critmaster Garen1 votes

{quoted}

strength of the ages stacks pretty fast on junglers tho.

its about the same rate.

cannon minions give 20 health, jungle camps give 10.

by the time a jungler managed to get an entire clear (5 camps + maybe scuttles), 3 cannon minions have spawned. the main difference is, that junglers get the health more reliable, unless they really get counterjungled to hell, which is rare.

if a laner loses a cannon or 2 to being zoned, it hurts a lot.

alfavhunter1 votes

How to buff it

Make it so after fully stacked you also gain a shield when no damage is taken for 5 seconds for 5% of your total hp

It becomes the anti poke tank mastery for "late game"

Phuc Dat Bich1 votes

{quoted}

How to buff it

Make it so after fully stacked you also gain a shield when no damage is taken for 5 seconds for 5% of your total hp

It becomes the anti poke tank mastery for "late game"

it sound good but ARAM have that kind of shield on and its not very balanced but it was created for ARAM

Now with your example with 3k HP you can have 150 free shield (Which almost the same with Orb of the winter on aram) so i dont think riot would want such a powerful mastery on SR :D

alfavhunter1 votes

[{quoted}](name=Vârg Vikernes,realm=EUNE,application-id=3ErqAdtq,discussion-id=okHA4cF1,comment-id=00050000,timestamp=2015-11-27T19:30:21.682+0000)

it sound good but ARAM have that kind of shield on and its not very balanced but it was created for ARAM

Now with your example with 3k HP you can have 150 free shield (Which almost the same with Orb of the winter on aram) so i dont think riot would want such a powerful mastery on SR :D

The reason it is so strong on seam is because seam is a constant siege, but in SR team fighting is more in the open, you can catch people out of position, you can ward to find them

They could also go an hp regen root when fully stacked instead of a shield, similar to warmogs mechanic. For example

After fully stacked your restore 1% of your max hp per second

Partholonian1 votes

The simplest late game buff would be to just raise the cap. Has 0 effect until you reach the current cap.

Not sure if it actually needs a buff though.

Dominick Destine1 votes

Let the 100 HP heal work on large monsters as well as Siege minions.

Canidae1 votes

300 flat hp is stupid good as is though...

First time I tried it (off-tank Ryze top) it made a huge difference in teamfights and finally got meh over the 3k mark in addition to RoA and Spirit Visage.

I used to go bond of stone when it was still 4%/8%, but the dmg reduction stopped being worth when it became 2%/8% as a lot of the time I'm not going to be directly next to an ally, especially early game or if I'm flanking. Even when they change it to 3%/6% I'll probably stick with it.

SouL1ess1 votes

Yes it needs some buffing just like Thunderlord's Decree before the CD buff.

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