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Junglers, don't worry about the exp mastery so far down in the Utility tree. Riot plans to buff jungle minion experience. |
United States37500 Posts
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They are adding in quite a bit of extra mobility with the ability to get 5% movement speed off of talents, if you go deep enough into defensive tree. Doing a 1-21-8 on singed running ghost/tele would be annoying as hell with these reworked talents. Especially if you think of the 21 point defensive talent combined with his ult. He would be able to eat up CC like crazy. Or for Irelia, you could run swap dmg reduction for CD reduction like this and run ignite/tele. I am digging the defensive tree possibilities for certain champs now.
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United States47024 Posts
Strictly speaking, the fact that FHeart + Q passive + 10% CDR caps you EXACTLY at 40% CDR makes getting 10% exactly from masteries somewhat compelling, especially since after Cata+Tear+Glacial, Ryze stops really needing the blue buff mana, which already opens up the possibility of passing the buff off to someone else.
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United States37500 Posts
On November 14 2011 16:15 TheYango wrote:Strictly speaking, the fact that FHeart + Q passive + 10% CDR caps you EXACTLY at 40% CDR makes getting 10% exactly from masteries somewhat compelling, especially since after Cata+Tear+Glacial, Ryze stops really needing the blue buff mana, which already opens up the possibility of passing the buff off to someone else.
Level 6-12, I'd still give Ryze Blue. Tear isn't that well charged, you'd have a Glacial at best, etc. End game at level 18, Ryze doesn't need Blue, I agree.
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Mspd nerf makes me not so willing to run something similar to the 17-3-10 I run on Shyvana currently. Will probably just run 30/0/0 if offense turns out to be worth it to maximize jungling speed :/
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oh god greed wealth changes things
get a tome or a long sword for casters or ad carrys. I've been wodering if it was worth it to go sword on a ranged carry then stright into a lantern for amazing all round lane skills and free wards. going to be a good few days trying out new paths.
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United States37500 Posts
On November 14 2011 16:24 sermokala wrote: oh god greed wealth changes things
get a tome or a long sword for casters or ad carrys. I've been wodering if it was worth it to go sword on a ranged carry then stright into a lantern for amazing all round lane skills and free wards. going to be a good few days trying out new paths.
You could buy both of those already... I open Tome + pot on Fiddle and Long Sword + pot on WW.
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United States47024 Posts
Deadliness is worth it. It has better gold value per point than Vampirism, and it takes an extremely long time for Havoc to break even. If that weren't enough, having what used to be 3 points of Deadliness for ONE point is insanely good.
Consider that right now, Deadliness + Lethality gives you 2% crit and 10% crit damage for 6 points. With the new masteries, you spend 1 less point, get 2% MORE crit, and the same amount of crit damage.
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On November 14 2011 16:30 TheYango wrote:Deadliness is worth it. It has better gold value per point than Vampirism, and it takes an extremely long time for Havoc to break even. If that weren't enough, having what used to be 3 points of Deadliness for ONE point is insanely good.
True, looks like the crit chance is worth ~50g per point, the lifesteal ~38 per point (judging by vampiric scepter/brawler's gloves).
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yango i'm going to need you to mathcraft new pages for every single jungler i play, thanks
right now i don't see how you can ignore the defensive tree, it seems sooooo good i was looking at 0/21/9
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9/0/21 is looking a lot more useful on Ryze, you only really need the magic penetration mastery and the rest can go into the utility.
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United States37500 Posts
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really? x_x can't really see giving up "initiator" on rammus of all champs haha every tree seems really good, it's gonna take a lot of play to decide which is best
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On November 14 2011 16:30 TheYango wrote:Deadliness is worth it. It has better gold value per point than Vampirism, and it takes an extremely long time for Havoc to break even. If that weren't enough, having what used to be 3 points of Deadliness for ONE point is insanely good. Consider that right now, Deadliness + Lethality gives you 2% crit and 10% crit damage for 6 points. With the new masteries, you spend 1 less point, get 2% MORE crit, and the same amount of crit damage. Yeah, havoc seems like it's only good if you have every other offense point that your champ scales with.
I'm still not sure how I'm going to do Jax, since he scales with everything and dodge is off the trees. I switch back and forth between 21/9/0 and 9/21/0 with the current masteries, so I'm thinking the same thing for the new ones with http://thefwcentral.com/lol/#&trees=1-3-0-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0-3-1-0-4-0-2-1-3-0-0-3-0-3-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0 for defense and http://thefwcentral.com/lol/#&trees=1-3-0-0-4-4-0-4-1-1-0-1-0-0-1-0-1-0-3-1-0-4-0-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0 for offense. The buckets of AP in offense is tempting, but I'm pretty sure hybrids should jump on the opportunity to get double %penetration (huehuehue) since they don't itemize for it. Also hitting the crit just because its worth more per point now, and Jax is gonna get atma's 90% of the time.
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United States37500 Posts
On November 14 2011 17:04 gtrsrs wrote:really? x_x can't really see giving up "initiator" on rammus of all champs haha every tree seems really good, it's gonna take a lot of play to decide which is best
yarly. You can drop Indomitable and a point in Honor Guard for Initiator if you so wanted. I actually had that before. But the whole "70%" didn't seal the deal for me. As a jungler, you're gonna be under 70% a lot of the time it feels.
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I love the new offense and defense masteries, I just don't really know how I'm gonna set it up and who needs what, feel like I won't be in utility as much now though.
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(selfish ap player post, i rarely play ad ever so i wouldn't even know what i'm talking about .__.)
Right now, since the offense page is mostly tuned to AD champions, AP masteries are normally 9/0/21, which right now gives them a good amount of cdr as well as the useful Awareness exp bonus.. With the new masteries, getting 4% cdr + 5% ap + 1ap/lv + 4ap + 1.5% overall damage along with 6% executioner damage to targets below 40% with a 21/0/9 build will force you to sacrifice 5% exp, 6% cdr, and extra starting gold, along with 15% summoner spell cd reduc, over sacrificing 1% total damage (1.5% if you go for 10% mpen instead), 10% mpen (0% if you sacrifice 0.5% total dmg off havoc), 1 ap/lv, 5% total ap, and the executioner bonus if you go 9/0/21 compared to 21/0/9. However, you do get a total of 10% cdr instead of just 4%, but I really do prefer the 21/0/9 ap boost over the exp. Right now with my runes, I start out with +45ap and 8.5mpen with a doran's ring, with 21/0/9 I would be starting out with 48 with 1.5% total damage and the executioner's bonus. The 5% exp is what really hurts, imo. Also the 15% summoner spell cd reduc. I hate having those moments where you really need a flash and it's like 2 seconds away from cd. u_u Seems like that's gonna happen to me way more and I'll be glasscannoning if I decide to stick with 21/0/9, but I'll be experimenting with it when it gets released, and I'll just see which one works out better for me.. right now I can't really tell.
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