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Road to Pre-Season: Mastery Updates

Riot··9 votes·147,181 views

When we launched the 2017 Season Update site, we previewed just one Mastery change: swapping out Strength of the Ages for Courage of the Colossus, a new keystone mastery in the Resolve tree. This came down to having a billion things to talk about—between Assassins, Replays, and everything else, lower mastery tier changes had a hard time competing for space. So today we’ll be giving masteries their very own article, giving you an idea of what to expect in pre-season.

The 2017 mastery trees (icons in progress)

Before we begin, it’s worth mentioning that mastery trees share a general framework. As you progress down a tree, masteries become more targeted toward individual playstyles, both in terms of the benefits they grant and the requirements to access those benefits. Earlier masteries are often also geared toward laning phase or jungle clearing, whereas later masteries scale better with game time.

These ideas in mind, let’s jump into the changes!


Ferocity

The Ferocity tree caters to champions who prefer lengthier fights to quickly bursting opponents down. We’re adding a few new ways for them to customize how their fights play out.


Tier 2

Double-Edged Sword

Per the framework we just talked about, Double-Edged Sword’s nature as a scaling mastery makes it a bad fit for Tier 2’s early-game focus when compared to Feast. We’re moving it to Tier 4.

  • Moved to Tier 4

new Fresh Blood

For those who aren’t content to sit back and farm in lane.

  • Your first basic attack against a champion deals an additional 10 (+1 per level) damage (9 second cooldown)


Tier 4

Double-Edged Sword

Tier 4’s a better fit for Double-Edged Sword, making it the risk-reward option among three different forms of damage scaling. We’re amping the numbers up to give it appropriate impact for its new position in the tree.

  • Deal 5% additional damage and take 2.5% additional damage

removedOppressor

Champions either have crowd control abilities or they don’t, making Oppressor a pretty ‘yes or no’ mastery. How you play your champion makes little difference when the only question is whether you can do something or not, so we’re removing Oppressor in favor of something more flexible.

  • Removed

newBattle Trance

Safer than Double-Edged Sword, but takes time to ramp up.

  • Gain up to 5% increased damage over 5 seconds when in combat with enemy champions

Bounty Hunter

This is a straight-up buff!

  • Deal 1.5% increased damage for each unique enemy champion you have killed


Keystone

updatedFervor of Battle

Fervor of Battle has been an on-again, off-again balance challenge for us throughout 2016, mostly due to on-hit effects only working when attack speed and basic attacking are prioritized above all else. Many Fervor users might prefer to focus on crit chance for harder-hitting attacks or cooldown reduction for more spellcasting, but they can’t because neither approach optimizes on-hit damage. In other words, Fervor doesn’t just support the attack speed playstyle, it suppresses everything else in the ‘sustained physical damage’ space.

We’re switching Fervor’s bonus to raw attack damage, a stat that fits in multiple approaches toward extended fighting. If we’re being direct, this is a power-down for on-hit builds, but overall, that puts all flavors of Fervor users back on an even playing field.

  • Hitting champions with basic attacks and abilities generates a Fervor stack (2 for melee attacks, 2 second cooldown for abilities). Stacks of Fervor last 4 seconds (max 10 stacks) and increase your attack damage by 1-6 for each stack.


Cunning

Cunning’s in a reasonably stable place, offering choices for champs who favor burst or utility—in some cases both, such as Stormraider’s Surge. We’re filling the last gap in the tree.


Tier 4

newGreenfather's Gift

Extra oomph for champions who duck in and out of brush between combat.

  • Stepping into brush causes your next damaging attack or ability to deal 3% of your target's current health as bonus magic damage (9 second cooldown)


Tier 5

Precision

Just keeping this mastery consistent with the removal of flat armor penetration.

  • Gain 1.7 lethality and 0.6 (+0.06 per level) magic penetration per point. (At 5 points, gain 8.5 lethality and 3 (+0.3 per level) magic penetration.)


Resolve

The Resolve tree provides some solid options to make champions tankier, but ironically falls a bit flat in supporting the tank playstyle. We’re adding choices that reward tanks for actively doing their job rather than continuing to make them passively stronger.


Tier 2

newSiegemaster

If you spend the early game sitting under tower, Siegemaster helps you survive poke and live through dive attempts.

  • Gain 8 armor and magic resist when near an allied turret


Tier 4

newFearless

Extra mitigation at the start of a fight.

  • Gain 10% bonus armor and magic resist (+2 flat armor and magic resist per level) when damaged by an enemy champion for 2 seconds (9 second cooldown)


Keystone

removedStrength of the Ages

Strength of the Ages is the only keystone that’s become almost mandatory for an entire position, regardless of playstyle: the jungle. Health is useful for every class, so it stands to reason that champions who wouldn’t otherwise take Strength would still pick it in the jungle, where it can be stacked faster than any other position. The problem: most junglers now end up with 300 extra health, plus other survivability bonuses from the Resolve tree. This works for tanks, but when damage threats find success with defensive setups, opponents aren’t left with ways to fight back. We’re retiring Strength of the Ages so junglers gravitate toward keystones that enhance their playstyle, not their position—ensuring that damage dealers play like damage dealers, and tanks play like tanks.

Note: We know that Strength of the Ages was genuinely a good fit for some junglers. Removing it will be a hit to these core users, but with other pre-season changes taken into consideration, we don’t think anyone will be left without a keystone that fits their playstyle. Once the dust has settled, we’ll take a look and see if there are champs who’ve fallen far enough to warrant follow-up work.

  • Removed

newCourage of the Colossus

Giving initiators a survivability tool in the moment they need it most: diving into the enemy team.

  • Gain a shield for 7% (+7% for each nearby enemy champion) of your maximum health for 4 seconds after hitting an enemy champion with hard crowd control (30 second cooldown)

As with all our pre-season changes, masteries are subject to change while we continue testing on the PBE. Let us know what you think!

600 Comments

How Do You Meta252 votes

Annie A 7% max hp shield for each nearby champion when I hit them with crowd control?

*heavy breathing*

Tibbers hold me

luffydoc777181 votes

As a Malphite main I'm harder than I've ever been

JRobin3166 votes

ikr, Oppressor removed because is a 'yes or no' mastery... but Courage of the Colossus added to enhance the play style of tanks... lol

SignError9 votes

At least most of the diving tanks (not juggernauts) have some form of hard crowd control. There were more damage dealers using the Ferocity Tree that didn't have reliable crowd control.

Runerin26 votes

I'm also a malphite main, and this Courage of the Colossus will be really GNEISS. But I better not take it for GRANITE cause it will go away eventually.

honorspell16 votes

Rammus.

better than OK.

RiotAD Yuumi76 votes

So if I'm Vi and I take Courage of the Colossus and combine it with Blast Shield I'll get a 52% (7+7*5+10) max health shield every time I engage on their ADC in the middle of 5 people >:)

DarkRitual32 votes

Or be Shen, and have two max health scaling shields when you flashtaunt into the enemy team.

SageOTPengu33 votes

So, can we just summarize that this is even more ridiculous on Nautilus champs that already have max health scaling shields?

A Root Vegetable15 votes

Poppy just came in her little yordle trousers.

STAFFinfect16 votes

Truly... TRULY... OUTRAGEOUS!!Taric

TryAndKickMe57 votes

LeonaHecarim Gragas Sion Zac Yasuo Gnar Galio Alistar Amumu Dives are going to be more absurd than ever.

I Manbird I96 votes

Zac I was made for this Zac

Nokolaka85 votes

Literally

Archadria51 votes

The mitochondria is the powerhouse of the cell.

linkblade9126 votes

All I can say is "The Dawn has arrived."

honorspell48 votes

yeah thats pretty true (wrrrr...) but i just feel like (Wrrrrrrrrrr....) we are forgetting someone (WRRRRRRRRRRRRRRRR) oh shit.

Rammus . ok.

adjoth21 votes

Everyone forgets Vi they always forget Vi.

Big Lincoln51 votes

" that puts all flavors of Fervor users back on an even playing field."

that's why we gave it flat AD instead, so that crit champs could still have extra damage (that they'll get to lifesteal from now too) and on-hit champs just don't get a mastery

lol

Atanchan1 votes

FoB always procced lifesteal. All physical damage applied by an attack did - the only exception being Bloodrazor, because _.

EndlessSorcerer28 votes

On-hit effects don't benefit from Lifesteal.

Blade of the Ruined King is the exception, not the rule.

Examples:

  • Fervor of Battle
  • Bloodrazor
  • Muramana
  • Kindred's Passive
Shdw jho44 votes

Basically riot putting the final nail in Kalista 's coffin

RiotPhreak97 votes

Implying Rend isn't an ability LUL

FalconPawwwwnch15 votes

You have to admit this is a massive nerf to on hit champions that don't have high ad ratios though

A lot of them barely have a 50% win rate as is, like Jax

Archadria19 votes

Jax item 3124 + 1 kill and 10 deaths. Team ADC: GG JAX IS FED! Team JG: GG you fed Jax. Team APC: GG jax is fed. Jax: Imagine if I had a real weapon!

ITS LIKE I DIDNT WIN LANE OR SOMETHING!

porkerpants6 votes

WIn ratio isn't what makes a champ broken, I hope you guys know this. Solo carries and whatever in high elo exist, but there's a reason that pretty much 80% of the champs used in the lcs and world's have a win rate lower than 50%. Nidalee has a 48% winrate in diamond and above atm, but she's still one of the most broken junglers in the game.

NodaYame12711 votes

How does it affect her? (Not trying to be an ***hole just curious)

Shdw jho170 votes

Well, it's because Kalista has a poor AD ratio on her auto attacks. Champions usually do 100% AD per auto, but kalista does 90%. SO the 60AD you'd get for max stacks and lvl only means 54 more dmg on-hit, next to fervor which can reach 112 on-hit damage. There's a differencial of 58 damage to that. Phreak DOES bring a good point with rend, but rend's scaling is only 60%, which means 36 more damage per spear, and with 1 spear per auto-attack, it means that each auto should do 90 dmg. Still less than the 112 of current fervor, by 22 small damage granted, but since kalista is an attack speed champion, it's multiplied by a lot. I'll also have to say that if your attack crits, it will do more damage, but I'm not sure about current kalista builds, although I don't think they focus on crit too much, considering the 90% efficiency of auto-attacks. Also, I don't know if the scaling on the rend is exactly n*(dmg for 1 spear) where n=number of spear. If it is, then this whole maths problem is solved. Oh, and also: Runaan's hurricane is core on kalista, that much I do know, and raw AD doesn't scale well on the side bolts from hurricane's passive... but they do fully apply on-hits! (so current fervor is 112 dmg at most on hit, and applies on every bolt, while raw AD is reduced on side bolt dmg)

hope it explained my opinion clearly enough! [slayer-jinx-catface]

DeathBurst14 votes

Great post, take my upvote.

I have one remark, though. Comparing it to 112 isn't exactly relevant, it has been nerfed for everyone, not only for Kalista. It's only 54 AD for her, compared to 60 AD for other ADCs, but other ADCs are also impacted, they didn't remained at the old 112.

MonsieurVanilla11 votes

So, Fervor of Battle got nerfed to the bloody ground? It used to be 1-14 AD/stack with 8 stacks max, and now its 1-6 AD/stack with 10 stacks max. If you do that math, at max level, the old FoB gave 112 AD while the new one gives 60 AD.

Atanchan46 votes

Which means it deals 8 more damage on crits, 38 more damage with IE.

And also applies to abilities.

Because, y'know, the entire point of the change is that FoB didn't give AD, it gave physical damage on-hit - which can't crit and does not empower abilities, aside from the rare few that proc on-hit effects.

MonsieurVanilla44 votes

I completely misread the mastery, please forgive me :(

Moushaman32 votes

A LoL player admitting their mistakes? Not in my good Christian neighborhood!

A Dove Like You1 votes

Are you legit retarded? Fervor of battle on the live servers does NOT give AD, it gives on hit damage. Not sure if you understand this but ill try to explain since you seem new to the game, on hit damage is damage that is just added to an auto attack and does not benefit from lifesteal and doesn't apply to spells. Gaining AD on the other hand allows you to use it for more lifesteal and will also scale any AD scaling abilities you may have.

MonsieurVanilla33 votes

Alright, well I simply misread the mastery's description. There's no need for you to go batshit on me. Simply tell me, "No, the mastery does not give AD, it gives on hit damage." That would have been the much more polite thing to do .-.

hollow rei10 votes

How will Greenfather's Gift work with AoE abilities?

War Damn Eagle62 votes

This mastery seems like it was an illuminati conspiracy with Ivern

Ralanr7 votes

I still think Seigemaster is a waste.

Røar22 votes

It'll be nice against things like Cait/Zyra where you sit under your turret hoping you don't give up too much. 8 armor at level 1 is a lot (think, you get 9 from Flay armor yellows).

Ralanr4 votes

But it's only useful early game.

idontplaythemeta78 votes

Its tier 2 what do you want?

The Rak1 votes

[deleted]

GuesstheName13215 votes

Actually, Olaf won't benefit from the Colossus mastery. That mastery only works for HARD crowd control (Stuns, roots(?), fears), not soft (slows, silences, roots(?)). Hard means loss of control. Soft allows you to control most of your character, but you lose some of the control. Unless I'm wrong of course, but pretty sure that is how hard and soft CC work.

TequilaZombie9 votes

Hard CC is anything that totally takes over control of your character's movements. Snares, Stuns, Fears, Supressions, Knock Ups, Displacements, etc.

DeathBurst9 votes

Hard/Soft is ambiguous. A Stun or a Knock-up is obviously hard, and a Slow is obviously Soft, but Silence and Root can be considered Hard or Soft depending on the context. Each one still lets you do 2 over 3 tasks among: Move, Attack, Cast Spells.

I think that in this context, Root will be considered Hard and Silence will be Soft, but that's not an absolute.

Tormentula6 votes

Its only hard CC.

Olaf only has slows.

Gamemaster1300019 votes

It's Irelia I'm worried about.

Abyssphere1 votes

She can only CC one person at a time. Her shield will be nothing special.

TequilaZombie46 votes

Gain a shield for 7% (+7% for each nearby enemy champion) of your maximum health for 4 seconds after hitting an enemy champion with hard crowd control (30 second cooldown)

each NEARBY champion. You don't need to hit all of them, just one while others are close by.

I Manbird I26 votes

Zac Five man knock up with 4k health? Don't mind me. Zac

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