So, these are the new Masteries as I imagine them : 3 trees with 8 horizontal lines each.
So, let’s set the rules for picking them:
1) Lines 1,3,5,7 have masteries of 4 Points, from which you may pick as many as you like, while Lines 2,4,6 and 8 have Masteries of 1 Point.
2) You can only pick one of the 2 or 3 available choices in Lines 2,4,6.
3) Picking masteries from Line 2 requires having invested 4 Points in Line 1. Line 3 requires 5 points in the respective Tree, Line 4 requires 9 Points, Line 5 Requires 10 Points, Line 6 requires 14 Points, Line 7 requires 15 points, Line 8 (the line of “keystone” masteries) requires 19 Points. Therefore, the most usual Mastery Build will be like 20-10-0, or possibly 20-5-5, but there can be more combinations like 10-10-10 etc.
Now then, let me explain each mastery, starting always from left to right, as you look on the tree:
-Fury: +1/2/3/4% Attack Speed
-Sorcery: 0.5/1/1.5/2% increased Ability damage.
-Destruction: 1/2/3/4% increased Damage on turrets.
Line 2: all 3 masteries (First Blood, Feast, Expose weak) remain the same way as they currently are.
-Brute Force: +1/2/3/4 Attack Damage.
-Mental Force: +1.5/3/4.5/6 Ability Power.
-Lethal Blows: +2.5/5/7.5/10% Critical Damage.
-Bounty Hunter: deal 1% increased damage for each unique champion you have killed.
-Double-Edged Sword: deal 3% additional damage, receive 1.5% additional damage.
-Oppressor: Deal 2% damage on movement-impaired units.
-Havoc: Deal 0.5/1/1.5/2% increased damage
-Natural talent: Gain 0.11/0.22/0.33/0.44 Attack Damage and 0.13/0.27/0.4/0.53.0.67 Ability power per lvl (+8 Attack Damage and 12 Ability Power at lvl 18)
-Vampirism: +0.5/1/1.5/2% Lifesteal and Spell Vamp
-Frenzy: grants 5% Attack Speed after landing a critical strike. This stacks up to 3 times.
-Arcane Blade: your basic attacks deal bonus magic damage equal to 5% of your Ability Power.
- Battle Trance: Gain up to 5% increased damage over 5 seconds when in combat with enemy Champions.
-Battering Blows: +1.25/2.5/3.75/5% Armor Penetration.
-Piercing Thoughts: +1.25/2.5/3.75/5% Magic Penetration
-Executioner: Deals +5% damage (as true damage) against targets below 35% Health.
-Energy Boost: +5/10/15/20 Energy
-Expanded Mind: +15/30/45/60 Mana
-Savagery: Single target attack and spells deal +1/2/3/4 Bonus damage against minions and monsters.
Line 2: All 3 Masteries (Runic Affinity, Secret Stash, Assassin) remain the same as they currently are.
-Greed: Grants 0.4/0.8/1.2/1.6 Gold per 10 seconds.
-Strength of Spirit: Grants 0.5/1/1.5/2 bonus Health Regen for every 400 mana you have.
-Wanderer: + 0.75/1.5/2.25/3% Movement Speed out of combat.
-Greenfather’s Gift: Stepping into brush causes your next damaging attack or ability to deal 2.5% of your target’s current health as bonus magic damage (90 seconds cooldown)
-Bandit: Gain 3 gold (10 if melee) when hitting an enemy champion with a basic attack (5 seconds cooldown)
-Dangerous Game: Champion kills and assists restore 3% of your missing health and Mana
-Merciless: Deal 1/2/3/4% increased damage to champions below 40% health.
-Meditation: regenerate 0.3/0.6/0.9/1.2 of your missing Mana every 5 seconds.
-Awareness: Increase experience earned by 1/2/3/4%.
-Stormraider’s Surge: Dealing 30% of a champion’s max health within 2.5 seconds grants you 30% Movement Speed and 60% Slow Resistance for 3 seconds (10 seconds cooldown)
-Thunderlord’s Decree: Your 3rd attack or damaging spell against the same enemy champion calls down a lightning strike, dealing magic damage in the area. Damage: 8 per lvl, plus 15% of your Bonus Attack Damage and 5% of your Ability Power (25-15 seconds cooldown, based on lvl).
-Windspeaker’s Blessing: Your heals and shields are 8% stronger. Additionally, your heals and shields on other allies increase their armor by 3-20 (based on level) and their magic resistance by half that amount for 3 seconds.
-Precision: Gain 2/4/6/8 Lethality and 0.75/1.5/2.25/3 + 0.07/0.15/0.22/0.3 per level magic Penetration
-Intelligence: Your Cooldown Reduction cap is increased to 41.25/42.5/43.75/45% and you gain 1.25/2.5/3.75/5% Cooldown Reduction.
-Mastermind: enhances each one of your Summoner Spells in a unique way (see more in my “Summoner Spells” section)
-Recovery: +0.4/0.8/1.2/1.6 health per 5 seconds.
-Unyielding: +1/2/3/4% Bonus Armor and Magic Resist
-Good Hands: reduces time spent dead by 2.5/5/7.5/10%
Line 2: All 3 Masteries here (Explorer, Tough Skin, Siegemaster) remain the same as they are.
-Perseverance: Grants health regeneration equal to 0.2/0.4/0.6/0.8 of your missing health when out of combat.
-Hardiness: Grants 1.25/2.5/3.75/5 Armor
-Resistance: Grants 1.25/2.5/3.75/5 Magic Resist
-Reinforced Armor: Reduces damage taken from critical strikes by 8%
-Evasive: Reduces the damage taken by area of effect magic damage by 3%.
-Safeguard: Reduces damage taken from turrets by 5%
-Insight: Reduces the Cooldown of Summoenr Spells by 2.5/5/7.5/10%
-Runic Armor: Shields, healing, regeneration and lifesteal on you are 1.5/3/4.5/6% stronger.
-Veteran’s Scars: +10/20/30/40 health.
-Grasp of the Undying: every 4 seconds in combat, your next attack against an enemy champion deals damage equal to 1.5% of your max health and heals you for the same amount (halved for ranged champions, deals magic damage)
-Strength of the Ages: Gain +10 Maximum health each time you or a nearby allied champion kill a siege minion, large or epic monster (maximum of +200 max health).
-Fearless: Gain 10% +1 per level bonus Armor and Magic Resist when damaged by an enemy champion for 2 seconds (9 seconds cooldown).
-Swiftness: +2.5/5/7.5/10% tenacity and Slow Resist.
-Legendary Guardian: +0.5/1/1.5/2 Armor and Magic Resist for each nearby enemy champion.
-Bond of Stone: +4% damage reduction. 6% of the damage taken by the nearest allied champion is dealt to you instead. Damage is not redirected if you are below 5% of your maximum health.
So, what do we have here? Let me explain myself:
-Of course I know these drastic changes should come along with huge balance issues, but maths can’t really help before these masteries are tested in-game.
-I see that the season of 9 distinct Keystone Masteries isn’t really working. This is because some Keystones have similar features (Almost every AD Champion that likes Fervor of battle also likes Warlord’s Bloodlust), resulting that, whenever the meta changes ever so slightly, certain masteries are rendered useless and certain others are permapicked (we will never forget the Patch of 10 Thunderlords or the tanky supports with Grasp). I, in the other hand, suggest going back to the 1 keystone mastery for every tree, while the old keystones can be moved to lower Mastery Tiers.
-I really want back the Summoner Spells enhancing masteries… and I think it’s worth putting this feature on the Utility Tree’s keystone mastery.
-With multiple Lines and multiple choices on each line, we can bring back many fancy features, like demolishing turrets, or critically striking to your heart’s content! HASAGI !
Once more, thanks for your patience and I hope you have found my ideas useful!