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New Masteries

Kyruma

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Preseason is here and so are the Mastery changes! It's been at least two years since Masteries were overhauled in any way, but this is nearly a total revamp of the whole system.
Masteries now come in three new trees: Ferocity, Cunning, and Resolve. Ferocity favors the old Offense while Resolve resembles Defense. Utility has been usurped and its Masteries were either reassigned or converted to Cunning. Cunning offers new offensive options without having to devote 21 points to the red column. Masteries in Cunning comprise the more stealthy, assassin-type gameplay.
All Mastery categories now have three "keystone" perks, of which only one can be chosen. It takes 18 of your 30 points to get a keystone. Ferocity offers more killing power, in the form of either crits, sustained damage, or spells. Cunning gives hit-and-run, AoE, or empowered healing options. Resolve will have you turning max health into Lifesteal, farming for bonus health, or taking reduced damage and being hurt when your adc makes bad choices. In their own respect, each keystone seems very powerful, more than any Mastery has been before.
Worth noting is the new, uniform setup for the trees. Each tree has two choices to start, between which you can put 5 points total. You are then presented with two more options, with 1 point to distribute. This pattern repeats for six tiers (three 5- and three 1-point tiers), until you arrive at the three keystone choices to distribute the 18th point. An interesting observation I've made is that each pair of 5- and 1-point Masteries forms a "group" costing 6 points in total. 30 points will allow you to select five "groups." This could be 3/2/0, 2/2/1, or any combination of those.
A typical Mastery page now reads 18/12/0, instead of the old 21/9/0. I won't be surprised to see a lot more even mixes surface up, like 12/12/6 or whatever. Refer back to my bit about the "groups" and you'll see what I mean. All of the Masteries seem very viable now, and traditional champions seem to have a nice new number of options when it comes to doing some cool stuff. Overall I'd say Masteries have shifted their focus away from stats, leaving those to be made up by rune pages. It seems now that Masteries give you the tools to make plays and get kills, and the tools you need will vary by champion.
What are your thoughts on the new Masteries and what kinds of pages do you run? What do you think will get buffed/nerfed/changed/moved? I'm particularly curious as to how support Masteries will turn out, since there isn't a very clear path or even a good all-around supportive keystone.
 

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