FPM: Fully Powered Mastery Mode

Freewalker·5/7/2015, 10:04:31 PM·2 votes·479 views

After putting in the mastery points, you can then add more for equal or lower amounts of effects. You can do this until all of your 30 mastery points are used up. This means that you can put 30 points into Recovery, etc. I'm not a balance expert, but these numbers would basically be what I would do to them: comment your thoughts! And suggest changes if you like the general idea!

The point of this game mode is to provide item/skill-worthy passives. Depending on which build you use, you would have certain bonuses throughout the game, but losing out on the other bonuses. For example, one person might max Evasive, providing 61% reduction to critical strikes taken, and the other person might use the 3.23 second recall.

Offense Double-Edged Sword: Melee +1% damage and receive +0.5% damage, Ranged +0.75% damage and receive +0.75% damage. Fury: +1% Attack Speed. Sorcery: +0.5% Cooldown Reduction. Butcher: +1 damage to minions and monsters. Expose Weakness: +0.5% damage. Brute Force: +1.5 Attack Damage at level 18. Mental Force: +2.4 Ability Power at level 18. Feast: +1.5 Health and 0.5 Mana. Spell Weaving: +1 stack, +0.5% damage after 5 bonus stacks. Martial Mastery: +0.5 Attack Damage. Arcane Mastery: +0.75 Ability Power. Executioner: +1% threshold. Blade Weaving: +1 stack, +0.5% damage after 5 bonus stacks. Warlord: +0.25% Attack Damage. Archmage: +0.25% Ability Power. Dangerous Game: +0.5% Health/Mana Restore. Frenzy: +1% Attack Speed. Devastating Strikes: +0.5% Penetration. Arcane Blade: +1% damage. Havoc: +0.75% increased damage.

Defense Block: +1 Reduction from champion basic attacks. Recovery: +1 Health per 5 seconds. Enchanted Armor: +0.75% Armor and Magic Resist. Tough Skin: +1 Reduction from neutral monsters. Unyielding: Melee +1 reduction, Ranged +0.5 reduction. Veteran's Scars:: +6 Health. Bladed Armor: +0.5% bleed damage. Oppression: +1.5% Reduction. Juggernaut: +0.5% Maximum Health. Hardiness: +1 Armor. Resistance: +1 Magic Resist. Perseverance: Regenerate +0.20% of missing Health every 5 seconds. Swiftness: +3% Reduction. Reinforced Armor: +3% Reduction. Evasive: +3% Reduction. Second Wind: +1% Threshold. Legendary Guardian: +1 Armor and 0.5 Magic Resist. Runic Blessing: +20 Health shield. Tenacious: +3% Reduction.

Utility Phasewalker: -0.13 seconds, -0.1 seconds in Dominion (Hand of Baron changes to 4 seconds regardless of reduction if Phasewalker exceeds -3 seconds). Fleet of Foot: +0.5% Movement Speed. Meditation: +1 Mana Regen. Scout: +3% cast range. Summoner's Insight: +1.5% Cooldown Reduction for Summoner Spells. Strength of Spirit: -10 maximum Mana threshold. Alchemist: +1% duration. Greed: +0.25 Gold every 10 seconds. Runic Affinity: +1% duration. Vampirism: +1% Lifesteal and Spellvamp. Culinary Master: +4 Health and 2 Mana. Scavenger: +0.25 Gold. Wealth: +5 Starting Gold. Expanded Mind: +1% increased maximum Mana. Inspiration: +1 Experience every 10 seconds. Bandit: Melee +3 Gold, Ranged +0.25 Gold. Intelligence: +1% Cooldown Reduction, +1% Cooldown Reduction for Activated Items. Wanderer: +1% Movement Speed.

1 Comments

Occams Raiser5/8/2015, 1:06:12 AM1 votes

I like it