[Discussion] Season 2 Masteries - Page 4
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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. | ||
Sabin010
United States1892 Posts
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Mogwai
United States13274 Posts
Mogwai: they did not do good gold analysis on them at all Mogwai: tier 4 utility, "start with 20/40 more gold!" Mogwai: tier 1 offensive, "1/2/3 AD" Mogwai: 1 AD = 41 gold Mogwai: ZZZZZ Mogwai: ARE YOU KIDDING ME? | ||
bobwhiz
United States725 Posts
In season two we have new masteries trees. I can't help but think there will be some abuses of the mastery tree. Take for example this scenario. One person runs http://thefwcentral.com/lol/#&trees=1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-1-3-3-0-4-3-2-1-1-0-1-3-3-3-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0 Super tanky, especially for siege commander. (They go surge heal, or something to that effect) Four people go AD (I wonder whether surge will stack, one goes surge-promote, the rest go surge heal, or everyone could go teleport surge or something like that) http://thefwcentral.com/lol/#&trees=1-3-0-0-4-0-1-4-1-0-3-1-0-0-3-0-1-1-0-3-0-3-0-0-0-0-0-0-0-0-0-0-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0 You group up and press one side hard with surge (defensive guy tanks), promote and your tower attack masteries. If your opponents are sloppy in defense you may even get ganks. You then retreat to nearest bushes and teleport to your ward on the other side of the map and press two towers in a row with super tank. I think the game will be super mobile. What team strategies are you thinking of? Btw What I expect a lot of jungle masteries to look like: http://thefwcentral.com/lol/#&trees=0-2-0-2-4-0-0-0-1-0-0-0-0-0-0-0-0-1-0-3-2-0-2-1-0-0-1-0-0-0-0-0-0-1-2-0-1-3-0-1-2-0-1-0-0-0-0-0-0 | ||
Butterednuts
United States859 Posts
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BlackPaladin
United States9316 Posts
Obviously you wont see that in real games i'm just thinking of fun ways to noobstomp normals lol | ||
Sabin010
United States1892 Posts
On November 15 2011 00:35 bobwhiz wrote: In season two we have new masteries trees. I can't help but think there will be some abuses of the mastery tree. Take for example this scenario. One person runs http://thefwcentral.com/lol/#&trees=1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-1-3-3-0-4-3-2-1-1-0-1-3-3-3-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0 Super tanky, especially for siege commander. (They go surge heal, or something to that effect) Four people go AD (I wonder whether surge will stack, one goes surge-promote, the rest go surge heal, or everyone could go teleport surge or something like that) http://thefwcentral.com/lol/#&trees=1-3-0-0-4-0-1-4-1-0-3-1-0-0-3-0-1-1-0-3-0-3-0-0-0-0-0-0-0-0-0-0-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0 You group up and press one side hard with surge (defensive guy tanks), promote and your tower attack masteries. If your opponents are sloppy in defense you may even get ganks. You then retreat to nearest bushes and teleport to your ward on the other side of the map and press two towers in a row with super tank. I think the game will be super mobile. What team strategies are you thinking of? Btw What I expect a lot of jungle masteries to look like: http://thefwcentral.com/lol/#&trees=0-2-0-2-4-0-0-0-1-0-0-0-0-0-0-0-0-1-0-3-2-0-2-1-0-0-1-0-0-0-0-0-0-1-2-0-1-3-0-1-2-0-1-0-0-0-0-0-0 You could already do similar strategies now. While you may be able to take 3 early outer turrets using this gimmich if the enemy pulls their lanes you're going to end up at a dissadvantage experience and level wise by not utilizing you jungle minions and having 5 people leech all the xp from the same lanes. While your enemies will be able to gain all the farm and experience from all thier lanes and jungle. | ||
Mogwai
United States13274 Posts
On November 15 2011 00:43 Butterednuts wrote: Support is going to be so good with these new masteries. not really. utility tree looks like garbage compared to the other trees right now. The other trees gained a ton of value while utility just forces you to put more points into masteries to get a lower benefit. Like, w/e yo, you get 2 gold/10 to start now, la-di-freakin'-da, you had to dump 4 points into it. You're now forced to get extra flat mana (zzz) in order to get meditation, which also now conflicts with getting the movespeed mastery. Also, Awareness and CDR mastery and now fighting with each other too. You need so many fucking points just to get the sorts of stats you could get before and for what? 5% increased sight range on wards? The ability to start with 40 more gold and 1 more gold/10? I mean, really? You're really going to say they're the ones who got the buff and not the fucking AD assholes who now get a free 10% ArPen? Or the tanks who now get 10% CC reduction that will stack with tenacity? Gimme a fucking break, utility got butchered in comparison. | ||
locodoco
Korea (South)1615 Posts
On November 15 2011 00:52 Mogwai wrote: not really. utility tree looks like garbage compared to the other trees right now. The other trees gained a ton of value while utility just forces you to put more points into masteries to get a lower benefit. Like, w/e yo, you get 2 gold/10 to start now, la-di-freakin'-da, you had to dump 4 points into it. You're now forced to get extra flat mana (zzz) in order to get meditation, which also now conflicts with getting the movespeed mastery. Also, Awareness and CDR mastery and now fighting with each other too. You need so many fucking points just to get the sorts of stats you could get before and for what? 5% increased sight range on wards? The ability to start with 40 more gold and 1 more gold/10? I mean, really? You're really going to say they're the ones who got the buff and not the fucking AD assholes who now get a free 10% ArPen? Or the tanks who now get 10% CC reduction that will stack with tenacity? Gimme a fucking break, utility got butchered in comparison. imo the offense and defense trees were underpowered compared to the util tree b4 the remake and now all 3 trees are pretty even in terms of benefits anyways gonna be super fun being able to go 21 in offense with mages :> | ||
Doctorbeat
Netherlands13241 Posts
On November 14 2011 15:45 Navi wrote: offense tree is so much better than b4 lethality and deadliness' gold values have gone up a bunch, and that 10% arpen is gonna be sweet There's flat arpen too :D I think most junglers will still go 9 in utility for Runic Affinity. I'm liking the defensive tree a lot though for junglers. Mercenary+Veteran's Scars + Summoner's Resolve + Juggernaut is going to make tanky junglers great. Anyone have an idea for a good shaco build for the new patch? I was thinking something like this?: http://thefwcentral.com/lol/#&trees=0-3-0-2-4-0-0-4-1-0-0-1-2-0-3-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-3-1-3-0-1-0-0-1-0-0-0-0-0-0 Would Summoner's Resolve be worth switching with Executioner? For Shaco I mean. | ||
Seuss
United States10536 Posts
On November 14 2011 23:36 Sabin010 wrote: I can still see 21 utility being stong on junglers. The gank xp mastery is going to make you snowball harder, and you're going to have an xp advantage over enemy junglers who don't go 21 in utility. There is also that fact you're getting cdr on the smite and you can be efficient at counter jungling. I know I get away with 21 utility as Feedlesticks now, and can honestly see him being able to counter jungle efficiently. If fiddle can hit 5 before an enemy jungler hits 4 Fiddle should be able to fear and drain harder than the enemy jungler can hit him. Just theory crafting though as most junglers tend to die when they get caught in enemy forest. The assist xp mastery is terrible. A perfect counter-gank bottom resulting in three kills/assists would only yield a bonus of 120 exp, less than the value of one mini-golem. In that scenario you're not going to snowball because you had the exp mastery, you're going to snowball because you got a triple kill/assist bottom including the enemy jungler (and possibly a free dragon as a result). You get away with 21 utility on Fiddlesticks now because anything past 9-12 in offense/defense is objectively terrible for AP characters/junglers. With the new masteries this is no longer true. There's no scenario where a level 5 Fiddlesticks is going to encounter a level 3 jungler unless the other jungler screwed up royally, no matter what masteries you take. Almost all of the most popular junglers right now are going to hit level 4 before you do, let alone level 5. | ||
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NeoIllusions
United States37500 Posts
http://thefwcentral.com/lol/#&trees=0-0-4-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0-2-2-0-4-0-0-1-3-0-1-0-3-3-1-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0 | ||
Sponkz
Denmark4564 Posts
On November 15 2011 01:05 NeoIllusions wrote: The whole point of 21 Utility for Support was mainly for maximizing CV uptime. But Riot plans to nerf the shit out of CV so it's questionable if 21 Utility is worth it at all now. If CV gets dumped on, 21 Def looks amazing. http://thefwcentral.com/lol/#&trees=0-0-4-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0-2-2-0-4-0-0-1-3-0-1-0-3-3-1-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0 I'm not giving up greed and that new mastery that gives you extra start gold. Maybe if tanky supports become viable, but i would still doubt it will be worth it. EDIT: To back it up. Supports are weakest in the very early stages of the game (this is terms of supports not champions that are being played as supports) because you have a low income due to babysitting. The new mastery somewhat fixes it, at the cost of using 24 points. Might be shitty, but i'm happy. | ||
Slayer91
Ireland23335 Posts
The wealth mastery isn't supposed to be good because of the high gold value but because of the new options for starting items like vamp/dorans+1, regrowth+ward, cloth+3mp5+1 pot. probaby gives supports a lot more options as well that I'm not thinking of. Anyone know how indomitable and toughen skin work? Does it reduce incoming damage before or after resists and penetration is counted? | ||
Sponkz
Denmark4564 Posts
On November 15 2011 01:21 Slayer91 wrote: What? Supports are fucking crazy strong early game before everyone gets items. It's champions that are not supports being played as supports that are usually garbage at all stages of the game. The wealth mastery isn't supposed to be good because of the high gold value but because of the new options for starting items like vamp/dorans+1, regrowth+ward, cloth+3mp5+1 pot. probaby gives supports a lot more options as well that I'm not thinking of. In terms of covering your lane, you have a hard time before finishing up your philo for sustain, aswell as providing wards and perhaps building either a hog or grabbing some drings. I feel like when the laning phase ends, your role becomes much more important in terms of map control anyways. | ||
Mogwai
United States13274 Posts
On November 15 2011 01:08 Sponkz wrote: I'm not giving up greed and that new mastery that gives you extra start gold. Maybe if tanky supports become viable, but i would still doubt it will be worth it. EDIT: To back it up. Supports are weakest in the very early stages of the game (this is terms of supports not champions that are being played as supports) because you have a low income due to babysitting. The new mastery somewhat fixes it, at the cost of using 24 points. Might be shitty, but i'm happy. I can't believe people are seriously excited by the starting gold mastery. It has terrible gold/mastery point value, even for a tier 1 mastery (1 AD = 41, 1 AP = 21.75, 2 Armor = 33.3, 2 MRes = 33.3). Why in fuck's name would anyone care about it? What does it even open up for you in terms of starting items? On November 15 2011 00:57 locodoco wrote: imo the offense and defense trees were underpowered compared to the util tree b4 the remake and now all 3 trees are pretty even in terms of benefits anyways gonna be super fun being able to go 21 in offense with mages :> I agree that they were a little UP compared to the util tree, but it wasn't anything staggering. After the changes, the balance is way out of whack IMO, utility got very seriously destroyed. Movespeed and Greed's value/point got cut in half, meditation now requires you to get expanded mind (ZZZZZ), you can't get sorcery and awareness without going over 21 points in util, etc etc etc. The tree got murdered, while Defensive and Offensive got considerably buffed. Only reason people have to go deep in Utility is because 15% SS CDR is still retarded as shit. | ||
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NeoIllusions
United States37500 Posts
Don't get the hurpdurpness of Wealth fanbois at all... | ||
Sponkz
Denmark4564 Posts
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Vibes
Germany144 Posts
http://thefwcentral.com/lol/#&trees=0-3-4-0-4-4-0-0-1-1-0-0-0-4-3-4-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0 | ||
Tyrran
France777 Posts
On November 15 2011 01:08 Sponkz wrote: I'm not giving up greed and that new mastery that gives you extra start gold. Maybe if tanky supports become viable, but i would still doubt it will be worth it. EDIT: To back it up. Supports are weakest in the very early stages of the game (this is terms of supports not champions that are being played as supports) because you have a low income due to babysitting. The new mastery somewhat fixes it, at the cost of using 24 points. Might be shitty, but i'm happy. If you're not willing to give up greed, buy gold Quints, and put your masteries point elsewhere. I have to agree with Neo and Smash on that utility is vastly inferior than defense for support. And to retake Smash argument : 1 point in Wealth = 20 gold. 1 point in Mental Force = 1 AP = 22 gold. Also mercenary (defense) can give you 8 gold per assist (for each point in it). Make 3 assists and its more valuable than Wealth. And i dont think support are that weak early game. Taric stun imba early game, Sona damage imba early game, Soraka sustain imba early game. | ||
Slayer91
Ireland23335 Posts
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