[Keystone + Mastery Concepts] Two New Pages
I want to take a stab at making some mastery pages, where here will be focused on a healing based page and a crowd control based page. This will involve taking existing keystones and masteries from other pages and moving them to these concept pages. The tiers is going from top to bottom by the way.
CLARIFICATION NOTE: Effects that seem similar, but changed slightly, to a current mastery then that means it completely replaces that mastery and is moved to one of these trees and functions slightly differently. I.E. Life Steal and Spell Vamp (abilities heal based on their damage dealt) masteries, there will only be one that you can acquire of these.
Rejuvenation:
This mastery tree is focused on healing and regeneration, both for self and allies.
Runes: Adaptive attack damage / ability power.
Keystone Tier:
Fleet Footwork: Moving and attacking generates Energize stacks, up to 100. When fully Kircheis Shard item energized, your next basic attack gains fleet footwork.
Your next basic attack restores 3 - 60 (based on level) (+30%bAD)(+40%AP) health and grants 30% bonus movement speed for 1 second. The healing is only 60% effective versus minions, further reduced to 30% on ranged champions. If the attack that activates Fleet Footwork is a Critical strike icon critical strike, the healing is increased by 40%.
Healing Wand: Casting three abilities within 6 seconds of the first will heal yourself and nearby allied champions for 40 - 200 (+4%bHealth)(+40%bAD)(+60%AP) health.
Hitting an enemy champion with an ability will reduce Healing Wand's cooldown by 4 seconds.
Cooldown: 120 - 40 (based on level) seconds Range: 600 units
Grasp of the Undying: Every 4 seconds in combat with champions, your next basic attack against an enemy champion deals 4% of your maximum health as bonus magic damage, restores 2% of your maximum health, and permanently grants 5 bonus health.
The damage, healing and health gained is reduced by 40% for ranged attacks.
Tier 1:
Overheal: Healing in excess of your maximum health is converted into a shield for an amount of up to 10 (+10% max health). The shield lasts 6 seconds, and then decays over a 2 seconds duration. Receiving healing, dealing or taking damage will refresh the shield duration to 6 seconds.
The rate of conversion is 40% for self-healing and 300% for healing from allies.
Revitalize: Gain 10% Heal and Shield Power.
If an allied champion took champion damage in the last 1.5 seconds then your next heal or shield against it gains an additional 25% Heal and Shield Power.
Taste of Blood: Damaging an enemy champion will heal yourself for 20 (+25%bAD)(+20%AP) health.
Cooldown: 25 - 5 (based on level) seconds
Tier 2:
Bloodline Hunter: Gain 3% life steal plus 1% life steal per unique champion takedown, up to 8% life steal.
Ravenous Hunter: Gain 5% spell vamp plus 2% spell vamp per unique champion takedown, up to 15% spell vamp.
Font of Life: Your movement impaired effects against enemy champions mark them for 4 seconds. Allied champions who attack the mark are healed for 5 +1% of your max health over 2 seconds.
After taking damage from an enemy champion, heal yourself for 10 plus 4% of your missing health over 10 seconds.
Tier 3:
Bulking Tonic: Your potions, biscuits and elixirs last 20% longer.
Upon consuming a potion, biscuit or elixer, permanently increase your health by 10, up to a maximum of 150 health.
Cooldown: 15 seconds
Time Warp Tonic: Your potions, biscuits and elixirs last 20% longer.
Gain 5% bonus movement speed under the effects of a potion, biscuit or elixir.
Regenerating Tonic: Your potions, biscuits and elixers last 20% longer.
Gain 5% Heal and Shield Power under the effects of a potion, biscuit or elixer.
Disruption:
This mastery tree is focused on slows, crowd control and buffing up these effects.
Runes: A mix of health per level and an adaptive attack damage / ability power.
Keystone Tier:
Glacial Augment: Basic attacks slow enemy champions for 2 seconds, which increases over the duration.
Melee champions: An initial 45% slow that increases to 55%. Ranged champions: An initial 30% slow that increases to 40%.
Cooldown: 7 - 4 (based on level) seconds per target.
Slowing an enemy champion with an item active triggers your Freeze Ray to fire a laser that cuts a line through the ground in their direction, creating a slowing field for 5 seconds that slows units inside by 60%.
Frost Strike: Moving grants Frost, up to 100 Frost.
Your next basic attack will consume all Frost, dealing 10 - 100 (based on level) (+10%AP)(+2%health) bonus adaptive damage based on how much Frost was consumed. At 100 Frost, the attack will stun its target for 1 second, increases to 1.25 seconds for melee attacks.
Snowball Explosion: Every three attacks or unique abilities against an enemy champion within 4 seconds will slow it down by 40% - 80% (based on level) for 2.5 seconds, 25% of this value slows the target's attack speed.
Cooldown: 15 seconds
Tier 1:
Chilly Spells: Your abilities slow enemies down by 30% for 1 second.
Cooldown: 7 - 4 (based on level) seconds
Weighing Down: Your crowd control durations are increased by 10%.
Deep Snow: Your movement and attack slows are 15% more effective.
(Slows cannot exceed 99%.)
Tier 2:
Freezing Wings: Your attacks and spells stop enemies on hit.
Legend: Tenacity: Gain 5% (+2.5% per Legend stack) tenacity, up to 30% with 10 stacks.
Gain Legend stacks for every 20 points earned, up to 10: 20 points for champion takedowns 20 points for epic monster takedowns 5 points for large monster kills 1 points for minion kills
Legend: Slow Resistance: Gain 5% (+4% per Legend stack) slow resistance, up to 45% with 10 stacks.
Gain Legend stacks for every 20 points earned, up to 10: 20 points for champion takedowns 20 points for epic monster takedowns 5 points for large monster kills 1 points for minion kills
Tier 3:
Approach Velocity: Gain 15% bonus movement speed towards enemy champions that you movement impaired or towards allied champions that are movement impaired.
Range: 1000 units
Slow Torment: Your movement impairing effects will deal 20 - 60 (based on level) magic damage over 2 seconds against enemy champions.
Cooldown: 10 seconds
Cold Giant Destroyer: Your basic attack deals 2% of your target's maximum health as magic damage over 2 seconds against movement impaired targets.
Cooldown: 4 seconds per target.
Let me know what you think. Offer feedback to help improve the post for the future. Share your own ideas as well!
[sg-kiko]