Minor Mastery Tweak Tips

Havardy W ·11/10/2014, 4:56:28 PM·5 votes·1,148 views

Smurf account here screwing around in low ELOs and I'm seeing a lot of inefficiencies which would help a lot mastery wise.

Offensive Masteries **Dangerous Game: Champion kills and assists restore 5% of your missing health and mana. ** -TAKE IT. Especially in low ELOs were people have no idea who will win trades or who will kill who first. It also prevents killing them at the cost of your life if you can get a kill off them first. -Also in bot lane, "OMG FU support KS!" well he may have just saved your life there if they take the kill healing you enough to survive plus the assist gold. Dont cry about who gets kills vs assist. Just accept that your team won a duel

Frenzy: Critical strikes increase your attack speed by 5% for 3 seconds, stacking up to 3 times. -If you're a caster (both AD and AP), DONT take it. Your spells will not crit (except for a few like GP). Even if your champ does crit adding 5-15% attack speed will do crap all if you barely auto attack. -If you're auto attack reliant then you can take this

Butcher & Feast: Basic attacks and single target abilities do 2 bonus damage to minions and monsters & Each time you kill a unit, you regain 3 health and 1 mana -Not worth much. 2 damage means so little when trying to last hit and doesnt help vs champions or buildings -Regain 3/1 is so minor you wont even get the value of 1 potion for awhile especially if you struggle with last hitting

Defensive Masteries **Enchanted Armor: Increases your bonus armor and magic resistance by 2.5 / 5%. ** -Dont take this unless you're a bruiser/tank class or have a champion that increases resistances with abilities -Key here is BONUS, so it does nothing w your base stats. I see this a lot on assassin/carries who dont even pick up any defensive items so they get nothing out of this

**Reinforced Armor & Evasive: Reduces the damage taken from critical strikes by 10% & Reduces the damage taken from area of effect magic damage by 4%. ** -Change these up based on the comp you're facing. Don't be lazy and just have a standard mastery page for each champ or role and never change it up -Damge reduction on these are huge

**Opression: Reduces damage taken from enemies with impaired movement or reduced attack speed by 3%. ** -Can be taken for champs who go 21/9/0 over juggernaut to win in trades where 3% less damage is more EHP than 3% more life, especially if you arent stacking HP items. Should be highly considered for non tank classes if you can slow helping win trades in lane Prime examples -Ashe: can always slow. Her arrows now reduce enemy damage by 3% = huge benefit -Syndra: W slows, E stuns -Lissandra: entire kit -Lux/Morgana: binds & slows

Utility Scout: Increases the cast range of trinkets by 15% -Warding totem has a 600 cast range +15% = 690 range. Champs who can ward jump can leap further with this to almost max distance. -Lee Sin Safeguard 700 range -Katarina Shunpo 700 range -Jax Leap Strike 700 range

9 Comments

ValyrianBlade11/10/2014, 6:29:33 PM1 votes

I think your reasons are good but I disagree with some of them:

Dangerous game: I almost never take this. At higher levels you know whether you'll win the duel or not and once you win you'll know to retreat safely. At lower levels, if you're at all cautious, you're not going to fight to the death in a duel you think is 50-50. I rarely end a duel at below 5% health. It's 5% of missing, 5% is small to begin with and does less the more health I have. I'd just much rather take something to help me win the fight rather than something to help me after I've already won.

Frenzy I agree, only if you're an auto attacker who builds crit.

Butcher and feast: really disagree here. Why take AD marks over attack speed if it doesn't make a difference? Also, if you hit 5/6 and 5/7 per wave, that's 10 per minute or 1 per 6 sec. 3 health per 6 = 5 health per 10, abs 1.67 mana per 10. It's not amazing but nothing to sneeze at. It makes a difference early game, and I sometimes even take them on junglers.

I agree on the rest although I rarely take either the 10% crit reduction or reduced aoe damage. The armour and mr masteries are both better at rank 1 than higher ranks and I find there are more worthwhile places to put my points. I'd only take these against specific team comps that really build crit or have aoe. It's a good point though to change it up based on the enemy team, I hadn't thought of that so thanks!

Jungle Lux God11/10/2014, 7:43:56 PM1 votes

I agree with almost all of this except for Scouting and Reinforced Armor. Scouting is really only good if you are a support or jungler that plans on warding as much of the map as possible, and most newer players don't realize the power of warding, let alone buy a sightstone.

Reinforced armor I almost never take, because it is only useful in the later stages of the game, and only with random chance. It's only better against a full AD comp, which is bad in itself, or against a comp whose AP champ mostly deals damage with single target spells, like Ryze or Veigar. In that case, definitely take reinforced armor, but I don't think too highly of it.