New Masteries (Not entirely new, just more of them)

Meep Man··1 votes·266 views

Ferocity- Slaughter Deal 7% increased damage to neutral monsters and 3.5% increased damage to enemy minions (This goes with Feast and Double Edged Sword)

This is to add additional help for Junglers in clearing the jungle since the current Masteries in this Tier don't help too much with Jungling besides Feast, but that doesn't help directly with killing monsters for those that already don't have a problem

Ferocity- Soul Reaper Killing a large monster grants you +0.75% cool down reduction, up to a 10% cool down reduction (This goes with Bounty Hunter and Oppressor)

Another Jungling mastery for this tree. Gives more power to more middle and late game focused Mage junglers by granting them more cool down reduction. Will help the likes of Fiddlesticks and Warwick who like some CDR, but usually need to buy other items first

Cunning- Scout Telescope Increases your vision radius by 22.5% (This goes with Bandit and Dangerous Game)

Another Support mastery on this row for Supports who don't want the extra gold or dont need it for whatever reason. More vision radius will allow you to scout areas without your enemy knowing without their own proper warding

Resolve- Ghost Armor While in combat with an enemy champion, ignore unit collision (This goes with Explorer and Tough Skin)

For the champions who don't really need more roaming speed or tankiness, this will get rid of that horrible minion blocking that makes many champions at an innate disadvantage in lane

Resolve- Bulwark +15% Damage Reduction while out of combat, +10% Size while in combat (This goes with Insight AND Perseverance)

This one is for Tanks that more want to just absorb a bunch of damage instead of regenerate a bunch of heath in lane or want the reduced cool down on SSs. The way this works is the +15% Damage Reduction will only work against the first instance of damage that hits you after being out of combat and then you will gain size in order to absorb the rest of the onslaught that will be coming for whoever is behind you, as well as possibly "increasing" your basic attack range

1 Comments

ProfDrDeath1 votes

I take four broken masteries for 10, Charlie!

No, seriously, 4 out of those are rather bad ideas:

  • There is already a source of increased monster and minion damage in the game, under the Cunning tree. It is supposed to help with early last-hitting and jungling. Giving access to something like Slaughter would benefit damage jungers like Udyr or Yi too much while also heavily influencing waveclear in the mid to late stages of the game.
  • Notice how CdR was actually removed from the masteries. Or, rather, only implemented in the form of an increase to value and the cap at the same time. Plus, 10% CdR is way stronger than two conditional damage increases, even if you have to kill a few large monsters for it - resulting in everyone going into Ferocity taking that mastery and robbing the jungler of his camps.
  • Tangling with the vision system is really powerful, and those values you give are way to high. Due to the way vision works as a circle, your numbers would increase the champion's vision area by 50%!
  • Ignoring unit collision is way to powerful for a Tier 1 keystone. If anything, such an ability would be a Tier 3 keystone.

The only thing that looks workable to me is the Bulwark effect.

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