Bring back this old mastery
I really liked this mastery and I thought it would've been included in Season 6 did noone else like it? I thought it helped cuz you could build mr as you build armor and vice versa
I really liked this mastery and I thought it would've been included in Season 6 did noone else like it? I thought it helped cuz you could build mr as you build armor and vice versa
So with
and
that mastery would give you... 6-7 magic resist?
worth
So with
and
that mastery would give you... 6-7 magic resist?
worth
they could make it a t1 or t2 resolve keystone and increase the value. would be nice to have more low tier masteries that actually scale well into lategame in that tree.
especially after they trashed veteran scars.
While Veteran's Scars may be a little weak right now, I do feel that the change was good in that it made Runic Armor competitive with it because beforehand, even a lot of champs that would like having improved healing were better off with Veterans' Scars anyway.
While Veteran's Scars may be a little weak right now, I do feel that the change was good in that it made Runic Armor competitive with it because beforehand, even a lot of champs that would like having improved healing were better off with Veterans' Scars anyway.
then why not buff runic armor? this change was backwards.
plus, they outright said they changed the mastery to make it more attractive to carries. because carries dont already have a mastery tree dedicatd to them...
Because it's better for both that they don't scale the same way. Otherwise, you would have the same non-choice. If they scale the same, you don't choose one according to a certain strategy, you just choose the one that is better.
(This is aside from discussion of whether or not Runic Armor needs a buff or not.)
Wait, did they nerf Runic armor?
Because with Veterans' Scars as flat HP, Runic Armor is better 100% of the time. it becomes better after 3 health pots, not counting the increase to your natural regen.
for one skill point? yes, please? 1 skill point in the old free armor mastery of s5 was 2 armor, so it wasn't nothing.
I think it was a pretty solid mastery, the numbers seemed insignificant, but I think it was primarily designed around having to deal with teamcomps that looked like this.
It's a relatively low magic damage team comp, so building MR is nearly wasteful unless you're mundo and have an alternative purpose to a spirit visage.
Be Malphite into this team and you can build
You're basically unkillable to all the AD champions, the magic damage is light, and reactive armor gives you something like 15MR to pair with your support's
, so between your base + scaling MR, reactive armor, and locket you're at 88 MR which easily nullifiesa big chunk of the magic damage you're taking. That MR number doesn't take into account the passive on Malphite that provides additional armor.
Those kind of team comps aren't common obviously for this exact reason, but the build nullifies damage from everyone, you've got big chunks of health to deal with the darius true damage, massive armor to nullifiy most of the damage you're taking from basically everyone else in the game.
I think it was a pretty solid mastery, the numbers seemed insignificant, but I think it was primarily designed around having to deal with teamcomps that looked like this.
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It's a relatively low magic damage team comp, so building MR is nearly wasteful unless you're mundo and have an alternative purpose to a spirit visage.
Be Malphite into this team and you can build
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You're basically unkillable to all the AD champions, the magic damage is light, and reactive armor gives you something like 15MR to pair with your support's
, so between your base + scaling MR, reactive armor, and locket you're at 88 MR which easily nullifiesa big chunk of the magic damage you're taking. That MR number doesn't take into account the passive on Malphite that provides additional armor.
Those kind of team comps aren't common obviously for this exact reason, but the build nullifies damage from everyone, you've got big chunks of health to deal with the darius true damage, massive armor to nullifiy most of the damage you're taking from basically everyone else in the game.
not to mention some champions like shyvana deal mixed damage with a focus on physical.
and then there are items like shiv that deal extra magic damage on physical auto attacks.
At 4%, 100 armor would give you 4 MR. 200 would give 8. Any higher than that and you're playing
and probably picked them into a team that doesn't do much magic damage in the first place.
8 MR is practically nothing at all.
gives 25; you would need to stack 625 armor to get that. The percentage is too low even for a tier 1 or 2 mastery.
But if the percentage is higher, then you run the risk of tanks and bruisers building only one resist and getting a healthy amount of both. That's bad.
This is not a binary effect, so there has to be a sweet spot between busted and garbage.
Sure a percentage like 50% would be stupid but I think 8-10% would not be too ridiculous nor negligible as long as it only counted bonus armor and mr.
"10% of the difference between your bonus armor and bonus magic res is granted in magic res. 20% of the difference between your bonus magic res and bonus armor is granted in armor"
Or
"For every 50 bonus armor you have you gain a 5% increase in bonus MR, and for every 30 bonus MR you have you gain a 5% increase in bonus armor-does not stack with itself or work with temporary effects"
Could be other possibilities, albeit with some number tweaks.
How much power are you expecting from a single mastery point?
The
MUHAHAHAH MY INFINITE SCALING HAS NO WEAKNESS NOW mastery :P
the...I have 300 armor so that's 12 more MR...mastery
it was pretty shitty and you had to go deep into the allready useless defensive tree. so, no, please dont.
if they really want to give sweet defensive masteries, they should add some scaling ones that actually give DEFENSE like "reduces all damage taken by 0,3(per level in the mastery)%" and similar stuff while adding flat defenses for the later parts of the tree.
even now that tree is just pretty bad as very very few champions can utilize its keystones (except supports for bond of stone) and all of its other masteries are full early-game stuff. there is zero defensive scaling in that tree.
No
its not like i dont like the concept, but the mastery was a bit garbage. It was too weak and rightfully so. Building armor to gain a ton of mr would not have been healthy.
This mastery would always be either so weak you wont notice it or too powerfull. I would rather have a different tank mastery
I want the actual original mastery back
The one that first held that icon was a shield that blocked like 60~ damage a single time and was refreshed by visiting fountain I LOVED that mastery 60 damage blocking shield in lane meant I could shrug off at least one auto attack and as a support that's huge. I want the actual original back not the one you're talking about.
Well it's something it seemed to help me when i used it sometimes just a few points could make a difference
I was a little surprised to see it wasn't included because iirc it was added mid-late season 5 and removed after only a few patches.
I like to move on with the new and not the old. I like the change of the newest one since it works much better for tanks.
perhaps increase the % of armor or magic resist conversion than replace Veteran Blessing Now you are able to actually make a meaningful choice 8% increase healing or x% adaptive armors
to be honest unless it was massively buffed it wouldnt be really worth, just like runic blessing
There's alot of good points here and I see where some are coming from who say no. I do like the 8% increased healing and shields. Sometimes ya just gotta have a second opinion.