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[Discussion] Season 2 Masteries - Page 9

Forum Index > LoL Strategy
Post a Reply
Prev 1 7 8 9 10 11 15 Next All
Junglers, don't worry about the exp mastery so far down in the Utility tree.
Riot plans to buff jungle minion experience.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
November 14 2011 21:05 GMT
#161
How should I build nocturne? I really want 21 in offense, but i can't decide between 9 in defense or 9 in util. In defense I get smite mastery and a buckload of defenses, but in utility I get the essential 20% buff duration, but the 8 other points are not as valuable.
volcryn
Profile Joined November 2010
United States149 Posts
November 14 2011 21:16 GMT
#162
On November 15 2011 06:05 Chairman Ray wrote:
How should I build nocturne? I really want 21 in offense, but i can't decide between 9 in defense or 9 in util. In defense I get smite mastery and a buckload of defenses, but in utility I get the essential 20% buff duration, but the 8 other points are not as valuable.


last post on pg 5 has my thoughts - on paper I'm really feeling a 9/9/9 +3 on nocturne - its mostly about weighing the 20% buff duration (movespeed is good but not incredibly valuable per point) on those early clears and ganks vs. the increased damage output late game
Sandster
Profile Joined November 2006
United States4054 Posts
November 14 2011 21:18 GMT
#163
On November 15 2011 06:05 Chairman Ray wrote:
How should I build nocturne? I really want 21 in offense, but i can't decide between 9 in defense or 9 in util. In defense I get smite mastery and a buckload of defenses, but in utility I get the essential 20% buff duration, but the 8 other points are not as valuable.


21/9 looks really appealing. You don't need Bladed Armor, and the extra health from Veteran's Scars is really good for Noc.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
November 14 2011 21:23 GMT
#164
The only reason I see to go utility now is to go flash, good hands, movespeed, runic afinity. Other than that everything is just kinda meh.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
TheYango
Profile Joined September 2008
United States47024 Posts
November 14 2011 21:28 GMT
#165
On November 15 2011 06:16 volcryn wrote:
Show nested quote +
On November 15 2011 06:05 Chairman Ray wrote:
How should I build nocturne? I really want 21 in offense, but i can't decide between 9 in defense or 9 in util. In defense I get smite mastery and a buckload of defenses, but in utility I get the essential 20% buff duration, but the 8 other points are not as valuable.


last post on pg 5 has my thoughts - on paper I'm really feeling a 9/9/9 +3 on nocturne - its mostly about weighing the 20% buff duration (movespeed is good but not incredibly valuable per point) on those early clears and ganks vs. the increased damage output late game

Noc is one of the junglers I wouldn't go 9/9/9+3 on. Deadliness/Lethality is insane for him.
Moderator
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
November 14 2011 21:28 GMT
#166
Ok, I have decided on my nocturne build:

http://thefwcentral.com/lol/#&trees=0-3-0-1-4-0-0-4-1-0-0-1-3-0-3-0-1-1-0-3-0-4-0-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

21 in offense is just too good on nocturne and I can't pass it up. I am putting defense into health since nocturne benefits very little from jungle masteries in the first clear, and none after that. I am skipping out of 20% buff duration because I don't feel it warrants 9 whole points. Movespeed and mana are fairly weak stats on nocturne.

volcryn
Profile Joined November 2010
United States149 Posts
November 14 2011 21:33 GMT
#167
On November 15 2011 06:28 TheYango wrote:
Noc is one of the junglers I wouldn't go 9/9/9+3 on. Deadliness/Lethality is insane for him.


which is why I posted it as a thought and wanted feedback, as im trying to find the alternatives
Treadmill
Profile Joined July 2010
Canada2833 Posts
Last Edited: 2011-11-14 22:28:35
November 14 2011 22:26 GMT
#168
On November 15 2011 06:28 Chairman Ray wrote:
Ok, I have decided on my nocturne build:

http://thefwcentral.com/lol/#&trees=0-3-0-1-4-0-0-4-1-0-0-1-3-0-3-0-1-1-0-3-0-4-0-0-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

21 in offense is just too good on nocturne and I can't pass it up. I am putting defense into health since nocturne benefits very little from jungle masteries in the first clear, and none after that. I am skipping out of 20% buff duration because I don't feel it warrants 9 whole points. Movespeed and mana are fairly weak stats on nocturne.


Noc also is a lot less dependant on blue buff than other junglers so I agree you can sacrifice the buff duration.

Would it be reasonable, though, to go cut Executioner for Bladed Armour? I could even see something like 15/15/0 on Noc:
http://thefwcentral.com/lol/#&trees=0-3-0-1-4-0-0-4-1-0-1-1-0-0-0-0-0-1-0-3-2-4-0-0-1-0-1-0-3-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0
With the last point in Havoc could go a variety of places (maybe to the summoner spell buff of your second summoner).
Edit: I think it'd come down to whether you think the arm pen or the movement speed is better.
sylverfyre
Profile Joined May 2010
United States8298 Posts
November 14 2011 22:49 GMT
#169
The only real thing about wealth that I can see as cool is Regrowth+ward (can't NOT open ward as a support and call it a strong opening)
Still feel like wealth should be 1 point, it already has 4 points of prerequisite... :/
STS17
Profile Joined April 2010
United States1817 Posts
Last Edited: 2011-11-15 01:15:47
November 15 2011 01:11 GMT
#170
On November 15 2011 07:49 sylverfyre wrote:
The only real thing about wealth that I can see as cool is Regrowth+ward (can't NOT open ward as a support and call it a strong opening)
Still feel like wealth should be 1 point, it already has 4 points of prerequisite... :/


Really debating on if that is stronger then the support going in defense for mercenary, since they usually go 0/x/100000 the extra gold from there should really outweigh the extra gp10 and starting gold while also giving them a defensive boost to die less

Something like http://thefwcentral.com/lol/#&trees=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-3-3-0-4-3-0-1-0-0-0-0-2-0-3-0-1-3-3-0-0-3-1-0-0-0-0-0-0-0-0-0
Platinum Level Terran - Take my advice from that perspective
TheYango
Profile Joined September 2008
United States47024 Posts
November 15 2011 01:15 GMT
#171
On November 15 2011 10:11 STS17 wrote:
Show nested quote +
On November 15 2011 07:49 sylverfyre wrote:
The only real thing about wealth that I can see as cool is Regrowth+ward (can't NOT open ward as a support and call it a strong opening)
Still feel like wealth should be 1 point, it already has 4 points of prerequisite... :/


Really debating on if that is stronger then the support going in defense for mercenary, since they usually go 0/x/100000 the extra gold from there should really outweigh the extra gp10 and starting gold while also giving them a defensive boost to die less

The math's been done already. For Mercenary to match the point-efficiency of Greed, you need to be getting a kill/assist every 2.5 minutes, which usually isn't going to happen.

You could still go 21-defense, but it's not going to make Mercenary any less terrible as a mastery.
Moderator
STS17
Profile Joined April 2010
United States1817 Posts
November 15 2011 01:33 GMT
#172
On November 15 2011 10:15 TheYango wrote:
Show nested quote +
On November 15 2011 10:11 STS17 wrote:
On November 15 2011 07:49 sylverfyre wrote:
The only real thing about wealth that I can see as cool is Regrowth+ward (can't NOT open ward as a support and call it a strong opening)
Still feel like wealth should be 1 point, it already has 4 points of prerequisite... :/


Really debating on if that is stronger then the support going in defense for mercenary, since they usually go 0/x/100000 the extra gold from there should really outweigh the extra gp10 and starting gold while also giving them a defensive boost to die less

The math's been done already. For Mercenary to match the point-efficiency of Greed, you need to be getting a kill/assist every 2.5 minutes, which usually isn't going to happen.

You could still go 21-defense, but it's not going to make Mercenary any less terrible as a mastery.


So for a 30 minute game you need 12 assists to break even. I normally end games with ~20 assists or more. What's the problem
Platinum Level Terran - Take my advice from that perspective
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
Last Edited: 2011-11-15 01:49:36
November 15 2011 01:49 GMT
#173
If you are going down the 21-defense path for support, the issue is that both initiator and enlightenment are better than the fifth tier masteries (imo), which means that at most you'll have 2 points to put into either merc or honor guard. 2 points into merc = 16g per assist, and 2 points into honor guard = 1% damage reduction. Either way doesn't seem to make a whole lot of difference.

Personally I would take the 1% damage reduction just because it's there and happens to synergize with the rest of the masteries whereas merc doesn't.

Xirt
Profile Joined April 2009
Scotland52 Posts
November 15 2011 01:51 GMT
#174
On November 15 2011 10:33 STS17 wrote:
Show nested quote +
On November 15 2011 10:15 TheYango wrote:
On November 15 2011 10:11 STS17 wrote:
On November 15 2011 07:49 sylverfyre wrote:
The only real thing about wealth that I can see as cool is Regrowth+ward (can't NOT open ward as a support and call it a strong opening)
Still feel like wealth should be 1 point, it already has 4 points of prerequisite... :/


Really debating on if that is stronger then the support going in defense for mercenary, since they usually go 0/x/100000 the extra gold from there should really outweigh the extra gp10 and starting gold while also giving them a defensive boost to die less

The math's been done already. For Mercenary to match the point-efficiency of Greed, you need to be getting a kill/assist every 2.5 minutes, which usually isn't going to happen.

You could still go 21-defense, but it's not going to make Mercenary any less terrible as a mastery.


So for a 30 minute game you need 12 assists to break even. I normally end games with ~20 assists or more. What's the problem


The problem is that you get the gold too late in the game for it to make any difference. If you get good value out of it you were going to win anyway.
rigwarl
Profile Joined January 2011
United States540 Posts
November 15 2011 02:02 GMT
#175
Why are people hating on the new Util? You can get literally the exact same thing you currently can minus 1% runspeed and more mana instead of good hands, which is probably a buff overall.
rigwarl
Profile Joined January 2011
United States540 Posts
November 15 2011 02:05 GMT
#176
Sage is only useful for ARAM trlolol
Treadmill
Profile Joined July 2010
Canada2833 Posts
November 15 2011 02:05 GMT
#177
On November 15 2011 11:02 rigwarl wrote:
Why are people hating on the new Util? You can get literally the exact same thing you currently can minus 1% runspeed and more mana instead of good hands, which is probably a buff overall.

I think the reason is that defence and offence got so much better that utility is relatively much weaker.
volcryn
Profile Joined November 2010
United States149 Posts
November 15 2011 02:07 GMT
#178
On November 15 2011 11:02 rigwarl wrote:
Why are people hating on the new Util? You can get literally the exact same thing you currently can minus 1% runspeed and more mana instead of good hands, which is probably a buff overall.


because power level in both offense and defense skyrocketed in comparison (more signs of the continuing power creep =(
Gooey
Profile Joined September 2010
United States944 Posts
November 15 2011 02:14 GMT
#179
On November 15 2011 10:33 STS17 wrote:
Show nested quote +
On November 15 2011 10:15 TheYango wrote:
On November 15 2011 10:11 STS17 wrote:
On November 15 2011 07:49 sylverfyre wrote:
The only real thing about wealth that I can see as cool is Regrowth+ward (can't NOT open ward as a support and call it a strong opening)
Still feel like wealth should be 1 point, it already has 4 points of prerequisite... :/


Really debating on if that is stronger then the support going in defense for mercenary, since they usually go 0/x/100000 the extra gold from there should really outweigh the extra gp10 and starting gold while also giving them a defensive boost to die less

The math's been done already. For Mercenary to match the point-efficiency of Greed, you need to be getting a kill/assist every 2.5 minutes, which usually isn't going to happen.

You could still go 21-defense, but it's not going to make Mercenary any less terrible as a mastery.


So for a 30 minute game you need 12 assists to break even. I normally end games with ~20 assists or more. What's the problem

Ya, that is what I was thinking. Greed is also a 4 point talent, whereas Mercenary is only 3. So point for point, you gotta take into account that it is only 150 gold every 10 minutes, and not 200. I said earlier that something like 4 hero kills total is totally reasonable for the 12 minute mark as a support for the early game, so 100 gold vs 150 gold early game. The next 10 minutes it's not unreasonable to say you get as many as 6 hero kills, bringing you to around the 10 total mark at 22 minutes. That is an average game for support. You break even with greed here point for point (actually I forgot it's only 24g, so 6 less gold). Overall, you have lost ~50 gold from talents at 22 minutes. I think that 50 gold is a reasonable tradeoff for being able to get the 21 point defensive talent. Supports have serious problems with CC, and a flat 3% hp bonus can only be good. It just seems so useless now to go so far down into utility, so why waste points going all the way into greed, when you can get something along the way to better talents that can almost make up for it? I can't see not getting one of the two, though, because missing out on 250-300 gold is too much. That is 12 minutes of ward vision. To me, the defensive tree just has too much to offer for supports now, and can't convince myself that utility would be better. I think I will have to just wait to play it live to see how everything feels using both builds.
www.twitch.tv/Thatgooey
mrgerry
Profile Joined September 2008
United States1508 Posts
Last Edited: 2011-11-15 02:18:33
November 15 2011 02:17 GMT
#180
So I've finally given these a look and will probably just end up reiterating what other people already found out, with that said this is what I'll initially run on the heroes i commonly solo q with:

0/21/9 Swain: Considering running cleanse/heal if they do indeed buff cleanse back to removing ignite/exhaust. Probably go something similar on Ryze since he also tends to be in the middle of fights. http://thefwcentral.com/lol/#&trees=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-1-3-3-0-4-2-0-1-0-0-0-3-3-0-0-1-1-0-2-1-4-0-0-0-0-1-0-0-0-0-0-0

21/9/0 Karthus/Annie/Cass: Not much diff between going 21/9/0 or 21/0/9, just depends how reliant on blue I am.

30/0/0 Jax: Cause going 30 pts in a tree sounds badass. http://thefwcentral.com/lol/#&trees=0-3-4-0-4-4-1-0-1-1-0-0-0-4-3-4-1-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0

Don't know why this extra space under my post so im editing this in to not look foolish.




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