Rework the Utility Tree

Quantum Weeb··15 votes·1,917 views

Tl;dr available at the bottom.

I would argue that the Utility Tree is in need of rework, especially with preseason 5 starting in a few months. It's filled with obvious point sinks that don't do much, making it feel as though there are only 1 or 2 possible paths without intentionally handicapping yourself.

The tree also failed to provide for those it was supposed to help. Utility mages and Utility tanks don't really get any specific reasons to go into the utility you wouldn't want on your standard run-of-the-mill champion. Supports, who rely on the tree the most, rarely go 21 points into the tree anymore. I'd be perfectly alright with this if we're talking about tank supports, but when Morgana and Nami have to spend 15 points in defense simply because the defense tree is that much better, you know there's a problem.

Here are some of the problems with the current tree:

Masteries that no one really asked for:

-Scout (increases cast range of trinkets by 15%) Even though it's only 1 point, it's pretty useless. The description is pretty poorly worded as well, does it increase the range you can use the red trinket or the range that the red trinket sweeps? Most people will probably guess correctly, but some might get the wrong idea of what it does.

-Strength of Spirit (Gain 1 health regeneration per 5 seconds for every 300 maximum mana) It's weak, it doesn't really synergize with anybody except maybe Singed and it's really awkward for a mana tank to get as they need 3 points in a previous mastery and 4 points in utility overall

Masteries that are awkward to use:

-Vampirism (Grants 1 / 2 / 3% life steal and spell vamp.) The stats are really awkward because no one except for maybe Akali can make good use of both life steal and spell vamp. Even if a lot of champs could, this mastery requires way too much commitment to the utility tree for a champion most likely based on dealing a lot of damage. If this mastery was to keep existing, it should be in the offense tree.

-Expanded Mind (Increases your maximum mana by 2 / 3.5 / 5%.) This has a plethora of weird problems. First, a mastery that works best on mages shouldn't be stuffed way up into the utility tree where most mages can't actually get it. Second, this mastery doesn't help with early game mana problems, and late-game almost no one has mana problems. Third, there's little point in putting a late-game mana mastery when the only class that goes that far into the utility tree has tons of mana regeneration options already. Finally, supports can't really benefit from this at all considering most supports have any mana scaling items or abilities (except for Soraka's Infuse.)

-Intelligence (Grants 2 / 3.5 / 5% cooldown reduction and reduces the cooldown of activated items by 4 / 7 / 10%.) The active item reduction can be useful, but since there's no other choice to fill your points on the same tier, it means builds that have less active items don't get much out of this mastery. The reason I say that is that cooldown reduction is extremely easy for supports to get even without masteries. Even with the upcoming Talisman CDR nerf (which is pretty well deserved) I can still max out my CDR with only 3 or 4 items.

Masteries that are way too weak:

-Bandit (Melee: Champion kills and assists grant 15 bonus gold. Ranged: You gain 3 gold each time you attack an enemy champion. This effect cannot trigger on the same champion more than once every 5 seconds.) The melee bonus is somewhat decent at least, but the ranged bonus is nearly useless for such a high tier master. How many times are you going to go up and AA someone as a low damage champion who should be spamming their spells during fights? If this was intended for laning phase, then how many times are you going to go up and AA your opponents in a lane in which one of them can lock you down for 3 days if you step a bit too far forward and the other is better at autoattacking than any other class in the game?

-Inspiration (Grants 5 / 10 experience for every 10 seconds while near an allied champion with a higher level.) The idea behind this mastery is great, but the numbers are far too low. Even going from level 9 to level 10 requires 1080 seconds of standing beside someone, and that's considering you put a full 2 points into this.

The utility tree needs to be reworked, most likely in a major way. There are a few good masteries in here that reward active play and allow for customization, but they are overshadowed by the amount of useless points you have to burn if you want to get a full 21 points into this tree. At the top levels of play, few pros still go 21 points into utility, and that's usually only with champs that have almost no way of getting any mileage out of the defense tree (a hard sell considering how universal a lot of the defense masteries are.)

Tl;dr: Mastery tree has some good ideas, but way too many mastery points are wasted. Some masteries are too weak, others are put in the wrong tier or tree and some simply shouldn't exist because they are useless to 99% of the champions in this game.

21 Comments

Lord Graves III4 votes

While I agree on many points there are a few important things being discounted.

First of all, offense masteries are highly overrated. In season 1 or 2 (I forget which) 9/0/21 was actually the standard mastery set for mages. Going into offense isn't a given, its a choice.

9/0/30 is a more valid choice than you realize, it just isn't as flash because it doesn't do more damage. Also, in the ream of specifics.

**Bandit is awesome. **Supports autoattack the enemy all laning phase. Its an income source that synergizes with Spellthiefs Edge. It is fine. On an auto-attacking mage (like say kennen perhaps) it could be good outside of supports. But mainly its for autoattack harassing as supports during laning. And it is wonderful for that purpose. Hell, the ranged effect is more powerful than the melee one.

You ignored what Inspiration is supposed to do.: Inspiration's purpose is to allow supports to briefly roam or to not fear stepping out to ward river. Its not supposed to be a primary experience source, its supposed to mitigate the effect of supports falling behind on experience. You failed to take this into account in your analysis. Its numbers might indeed be too low, but I doubt by the margin you have implied.

Quantum Weeb2 votes

I am quite aware that is the purpose of inspiration, which is why I praised the design. All I'm asking for is the numbers to be raised so that it is more efficient. Many supports who do take 21 points in utility opt for 2 points in tier 1 masteries instead, which speaks volumes about how undertuned the numbers are. To what extent is certainly debatable, but in any case I think most people agree that it should be stronger considering it's a tier 4 mastery.

As for Bandit, I think we'll just agree to disagree :). In my mind, the ranged ability doesn't give enough reward for a high tier mastery that requires risk-taking to proc. Think of it like this, Wealth (a mastery of a lower teir) gives 40 gold. This means that you must proc the Bandit passive at least 14 times to claim it's more efficient, and that's not even considering the tier jump.

Lord Graves III2 votes

Well I'll agree to disagree on bandit. (Stacking with spellthief is pretty awesome I feel.)

As for inspiration I think we both agree its undertuned I was more reffering to you putting it in a vacuum. I felt referring to how long it takes to go from 9 to 10 with just inspiration XP is a little disingenuous as the mastery was never ever meant to work that way. It would be like saying soraka sucks because she doesn't have a built in attack speed steroid. While technically it is true, it is not really the real picture.

Angry Monster3 votes

they rework them every season.

MyAccountYouGuys3 votes

Still, might as well give Riot our thoughts on the matter. Give them more time to mull over our ideas, so they can see if they mesh with theirs.

ProfDrDeath3 votes

Strength of Spirit is a useful mastery on some champions (although I'd prefer the S2 version of it - 2% max mana ftw - or 1%, which would be more balanced in the context of the contemporary game). Anivia Karthus Kassadin Ryze Singed Swain As it stands, its numbers are just too low to be useful.

Vampirism:
I wonder how if it wouldn't be better in the middle echelons of the defensive tree, instead of the utility one. Clearly, both LS and SV serve as defensive stats on the champions they're used on. Where I wouldn't want to see it is in the offensive tree, though.

Intelligence: Early CdR is really useful on supports, especially since your general core build (Gold item - Sightstone - Boots) doesn't contain any, and takes quite a bit of time to build. Plus, do you really buy more than 3 10% items as a support (Gold item and two of these: Locket, Ardent Censer, Twin Shadows, Mikael's)? With the change for Talisman in the upcoming patch, too...Especially since three of these four also have actives, some of them on quite a long CD.
On top of that, Gold item, Sightstone, Boots and two of those already occupy 5 of your six slots, and the are quite some useful 6th slot items without CdR (Banshee's, Zhonya's, Randuin's, Deathcap, Liandry's).

Inspiration:
This mastery, I feel, is really underappreciated. However, I noticed its effects a lot when playing with my ranked team, where I am the main support. When playing Leona, I tended (and still tend) to go for a 0/21/9-I-don't-give-a-monkey's setup. However, with that, I noticed that I was almost always trailing a little behind in levels, especially if the lane went bad for us. However, when playing Morg/Karma/Thresh/Nami and going for a more traditional 4/5/21 or 0/9/21 (or even 0/14/16), I did not fall behind.

Also, what would you replace those masteries with?

Lord Graves III2 votes

Wanting Vampirism to be in the defense tree is born PURELY of a desire for marksman and mages to be able to go 21/9/0 and get spellvamp and lifesteal.

Also, Intelligence is part of the reasoning that 9/0/21 can actually work on mages. The mana and CDR from the utility tree is really really good.

going 9/0/21 on Syndra for instance is crazy. Syndra The mana allows her to skip grail for Morellonomicon or even straight to zhonyas. The CDR lets her do damage harder and faster, and the movement speed keeps her safer in fights due to her low manuverability.

How many other mages can this description fit thought? ;D

Sire Hippington4 votes

no one said it should be in the 9points reach of the defens, i think having vampirism deeper in the tank tree would fit it more than the utillity tree.

Lord Graves III1 votes

Hmm. Fair point. My only issue with that is that it encourages marksmen and supports to invest heavily in defense which makes them tankier while giving vampirism.

It makes them durable and covers up their mistakes with vamp. I suspect it is put in utility to remove this synergy relationship between resistance and regeneration. Sorta like a smaller scale version of how Warwick Warwick is total bullshit when he is powerful.

Sire Hippington3 votes

I think it would be kinda ok, as it also needs offens stats to scale. If it would be a flat heal amount i would share ur fears, but loosing the 21points in offense as adc will be enough of an drawback to make vampirism not to strong on adc, supports don't deal to much damage and also don't attack minions to much, so vampirism is rather bad for them.

I think it would only be realy dangerous if put in the offens, as u could get defens(the life sustain) and offense at once

Lord Graves III1 votes

I feel the offense masteries are highly overrated. They don't offer as much early game power as runes can, and they don't offer the late game power of items. They are nice, but they don't offer the utility of the utility tree. (wow that was rendundant).

Utility masteries on the other hand offer a variety of effects. Movespeed is always good on low mobility characters, mana is great on caster marksman and CDR is always good. Also, Culinary Master + Alchemist + Vampirism form a brutal sustain combination. Individually they aren't much but together they are nasty, even early game.

I feel the utility tree is more underrated than underpowered. Especially since all lifesteal sources got nerfed. A carry that goes double dorans and has Vamp has 9% lifesteal. Better than a scepter, tied with most other items. Enough steal to carry a marksman like Tristana or maybe jinx who doesn't really love the lifesteal items.

The tree needs effects that appear more attractive, the trouble is that it is more unappreciated than it is underpowered. Buffs enough to make it attractive could just make it overpowered.

Sire Hippington1 votes

U can also argue that runes offer more mana/cdr/MS and goldgain than utillity masteries do early on(and later), and items will give u way more mana,sustain,ms,cdr and gold later on. Thats nothing that only counts for the other trees. Masteries simply have lower impact than runes or items, but they have impact non the less.

not going in offense means u loose out about 5-10% damage depending on the situation, and since damage is what u want to do as carry, thats not realy an option.

Fisk3 votes

So while I do agree the utility tree is somewhat weak, a lot of your points are a little off. First bandit is great. Every ranged support should be autoattacking enemy champs as much as possible because its just a little bit more harass so that one is fine. The next one, inspiration is a great mastery. It is however JUST A MASTERY. It helps you get just a little extra XP if you fall behind. It's not supposed to give you a full level but hey it'll give you just a little push foward. Scout scales great with trinkets so that one is fine. Aside from that I do agree. Vamprisim has no place in the utility tree. Neither does runic affinity (or really any mastery tree IMO). To me utility is basically only a support tree so riot needs to either A. Put things that other types of champs can use or B. Just make a really good tree for supports. Also compared to havoc and tenacious I feel like wanderer isn't very useful seeing as it doesn't actually help you at all unless you plan to roam a lot.

Serpents Embrace2 votes

They rework and tune masteries every season. It's unlikely any big changes will happen to the S4 tree at this point in the season.

Sire Hippington2 votes

I agree that the utillity tree needs a rework. I actually would prefer a kinda S1 style with no utillity tree, but AD/Tank/AP for the three trees and spreading out the utillity masteries across those three trees.

Anyway, it think the biggest problem(atleast for me) is that utillity offers to less if u don't spend more than 9 points, while all other trees have a pretty strong 9-point perk. the first two tiers offer not much unless u want mana, and the 9th point isn't to grate aswell.... Especially vampirism suffers here, the problem is not that champs can't utilies the hybrid vamp(cause most can use it damn well) butthat u need 12 points in utillity for it, so u can't get 21 in another tree.

anotherthing that really annyos me is Intelligence. the only champs i would eventually want the aditional cdr on are tanks, and i would neeed the 4 points in offens on top, so there isn't much left to put in the tank tree, and the cdr for item-actives is nice, but to deep in the utillity. I'd love to get the reduced cd on hydra useres, but going that deep in the utillity tree just isn't worth it.

Lord Graves III1 votes

Tanks can go 4/2/19.

In fact, if you are building nothing but tank items, it could even be advisable. You get durability from your item choices (and likely runes) so why be afraid to get mana, movespeed, and CDR from your masteries?

Colonel J1 votes

Horrible idea.

-1

MyAccountYouGuys1 votes

How so?

Colonel J1 votes

The utility tree will never be good or only be super duper niche unless they make it broken. The Offensive and Defensive trees will always be the superior options.

I've already had the idea of Riot deleting mastery trees as a whole since some masteries are completely useless and just checking one tree and having it give you simple benefits like +5% damage or something like that.

Quantum Weeb1 votes

Col J please, go back to GD. Mods actually patrol this forum (then again, I don't think that'll stop you and your army of smurfs.)

ratcharmer1 votes

I think the big problem facing the utility tree right now is really that it's mostly intended to help champions that do not scale well with anything.

Any stat that you try to give to Utility tanks and old school supports would always be stronger on someone else, thus if a mastery is good for those champions it will usually be overpowered on someone else.

It seems like the obvious fix would be to give those champions actual scaling, but instead we keep ending up with all sorts of weird/awkward masteries and items that don't really work.

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