Season 6 Masteries (Preseason 2016)

Edit 1/20/16: I have made a new video with revised runes and masteries for season 6 after having utilized those on this post throughout the preseason. You can find that over here.

With Patch 5.22, the fifth ranked season has come to a close, and the preseason for the 2016 calendar year has begun. I’d advise reading the full patch notes before jumping into what I have to say here. I should also notate that my Season 5 Runes and Masteries post is still partially viable. The masteries have been completely re-done, so obviously the ones in that post are out of date now, but I have made absolutely no changes to the Rune pages there. Henceforth, we’ll only be talking about masteries introduced in patch 5.22, and I will redirect traffic from that post here as well.

The masteries have changed completely; the Offense tree being replaced with Ferocity, Defense with Cunning, and Utility with Resolve. Those are directly correlating to the way the old trees worked either. Essentially, Ferocity still functions as Offense, Cunning is support oriented with a splash of attack/defense, and Resolve is essentially Defense, but with some added goodies. Points work differently this time around as well, so there are no more 21/0/9 builds, but rather 18/0/12 (or perhaps 18/6/6). There are plenty of viable options in each tree, and plenty of ways to make the most of your points spent. Point expenditure is focused towards the one “Keystone Mastery” you’re going to focus on, and then spending remaining points to round out your build and cater to your role. However, there are so many more possible combinations that seem like they would work, rather than one “best” build for any particular role. It’s also likely that you will want to have the full 20 mastery pages allowed to tweak these builds for each and every champion you play. There’s much more to the theory crafting this time around. With that said, I should note that these are builds I made based on my play style and the champions I use. Masteries are a personal thing, and you’ll likely find things that work better for you, but these are some basic pages that aren’t too heavily tailored to any particular champion, that I think will work fairly well for particular roles. Let’s get started.

Marksmen (18/12/0)

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Playing a Marksman means forgoing defense for the sake of killing enemies as fast as possible. A full 18 points in Ferocity helps do just that. Four tiers of the Cunning tree are more viable for the full damage build than resolve would be (it would only provide minimal defensive stats at that tier).

Ferocity (18 points)

warlords bloodlust Warlord’s Bloodlust (Keystone) – Critical strikes heal you for 15% of the damage dealt and grant you 20% increased attack speed for 4 seconds
Every ADC relies on crits to some extent, and this will heal you when you get them. It seems like a viable way to forego lifesteal, or will at least synergize well with it. The extra move speed is a built in mallet. 

fury Fury – 4% attack speed.
The faster you attack, the more often you crit.

feast Feast – 20 health for killing units
Built in healing is great for sustain in lane.

vampirism Vampirism – 2% Lifesteal and Spell Vamp
Marksmen aren’t reliant on Spell Vamp, but they get lifesteal which when combined with feast and the keystone makes for some nice sustain.

oppressor Oppressor – 2.5% increased damage to targets with impaired movement (slows, stuns, taunts, etc).
Most marksmen have some form of crowd control, and those that don’t will still benefit from their support’s CC, and during teamfights.

battering blows Battering Blows – 7% Armor Penetration
Everyone builds a little armor. This helps cut through it.

Cunning (12 Points)

savagery Savagery – 5 bonus damage to minions and monsters (works on basic attacks and abilities).
This will help with farming.

secret stash Secret Stash – Potions, flasks and elixirs last 10% longer. Health potions are now Biscuits, restoring 20 health and 10 mana on use.
This was a toss up, as runic affinity in that tier is also nice, but I can’t count how many games I never got baron, or many red buffs. I use potions every game. 

meditation Meditation – 1.5% of your missing mana per 5 seconds.
Another toss up, since Merciless in that tier sounds good, but most of the time you aren’t hitting champions that are under 40% health. Mana can become an issue in extended fights and feels like the better pick here.

dangerous game Dangerous Game – Kills and assists restore 5% of your missing health and mana.
This feels fantastic. Not only do you get lifesteal bonuses and heal on crit from the Ferocity tree, but also some spike healing when you get kills. This can help with one on ones that become one on twos, or extended team fights.

So why go Cunning instead of Resolve for the final 12 points? To be honest, either is a viable choice. I know I was using defense over utility last season, but I think the bonus mana and health helps with sustain more so than the health regen or extra bonus health you’d get from Resolve.

Jungler (18/6/6)

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This is my Jungler page, which could very easily be tweaked depending on the junglers you tend to you. I went for a more AD focused build here because I tend to play AD junglers. This is also something I don’t normally do, in that I split the points among all three trees, but I think it works well here.

Ferocity (18 points)

fury feast vampirism battering blows warlords bloodlust Fury, Feast, Vampirism, Battering Blows and the Keystone Warlord’s Bloodlust. The only points differing here from the Marksman tree is Bounty Hunter (tier 4):

bounty hunter Bounty Hunter – You gain a permanent 1% damage increase for each unique enemy champion you kill.
I felt this was a good choice for a jungler, because they are likely to be attacking all lanes and have more potential to kill the other 5 enemy team members, which would net the full 5% damage increase.

Cunning (6 points)

wanderer Wanderer – 3% out of combat movement speed.
As the jungler, you’re constantly moving and this helps get you into ganking positon. Combined with the extra 4.5% from runes, you’re running 7.5% faster right out of the gate.

runic affinity Runic Affinity – Buffs granted by jungle monsters last 15% longer. This includes Baron and the new Rift Herald.
As the jungler you’re not going to get every buff, but you’ll get a few here and there. This helps stretch em out.

Resolve (6 points)

recovery Recovery – 2 health per 5 seconds.
Extra health regen is nice for jungling.

precision Tough Skin – You take 2 less damage from champion and monster basic attacks.
This is jungler 101 here. Less damage = more time in the jungle, or being able to gank before backing.

Why 6/6 instead of 12 points in one of those trees? Well, I like the four masteries I picked instead. Going further into resolve would net more health regen, and further into cunning would net some health on kills/assists, but I feel like these choices fit the jungler role specifically.

AP Carry (12/18/0)

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AP Carries used to just run down the opposite side of the first tree, and then get some mana regen from utility. The new Keystone masteries give more options when it comes to how you want to build mages this season, and there is a viable option in the ferocity tree, but I was more impressed by Thunderlord’s Decree for some periodical bonus AOE damage. Deathfire Touch (in Ferocity) and Stormcaller’s Blessing (in cunning) are also excellent choices depending on who you tend to play. However, this is the final page I decided on, so here’s the build:

Cunning (18 points)

savagery secret stash meditation dangerous game Savagery, Secret Stash, Meditiation, Dangerous Game.

thunderlords decree Thunderlord’s Decree (Keystone) – Your 3rd ability or basic attack on an enemy champion shocks them, dealing 10-180 (+0.2 bonus attack damage) (+0.1 ability power) magic damage in an area around them. 30 second cooldown.
This is great, just because it’s extra damage all the time. I tend to play the less bursty mages that have more utility, so this will help with wave clear and do some extra AOE damage in team fights.

precision Precision (tier 5) – 8.4 Armor and Magic Penetration at level 18.
Bonus penetration is always good.

Ferocity (12 points) 

Same points used in this tree, outside of the tier 1:

sorcery Sorcery – 2% increased damage from abilities.
Abilities are the bread and butter of AP Carries, as they don’t really do too much attack damage. 

feast vampirism oppressor Feast, Vampirism, Oppressor round it out.

AP – No Mana (18/0/12)

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I’ve kept the same naming conventions that I’ve always used, and this page is for those champions who are AP focused but don’t have a mana bar. Think champions like Vladimir and Akali. I built this page with Vladimir specifically in mind, as he benefits from both AP and Health due to his passive, and all of his abilities are powered by his health rather than mana. For those like Akali who use energy or Katarina who only relies on cooldowns, this would work just as well.

Ferocity (18 points)

sorcery feast vampirism oppressor Sorcery, Feast, Vampirism and Oppressor are all included. Tier 5 and Keystone are different:

deathfire touch Deathfire Touch – Your damaging abilities deal an additional (0.5 bonus attack damage + 0.2 ability power) magic damage to enemy champions over 3 seconds (half damage over 1.5 seconds for AoE and damage-over-time).
This feels like it was specifically made for Vladimir, as he’s going to be spamming skills to heal himself while damaging the enemy, and the burn will help against other tanky sustainers in the top lane.

piercing thoughts Piercing Thoughts – 7% Magic Penetration
Pretty self-explanatory.

Resolve (12 points)

recovery precision Recovery and Tough skin for extra hp5 and less damage from minions in lane.

veterans scars Veteran’s Scars – 4% maximum health.
This scales with Vlad’s passive and gives extra health to cast with. Otherwise it makes typical AP carries a little less squishy.

perseverance Perseverance – 50% health regen, increased to 200% health regen when below 20% health.
This is great for a solo laner. 

Hybrid (18/6/6)

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This page is all over the place, because I don’t really play Hybrid champions but I think it works on paper. This page is highly experimental and I’d tweak it to your liking.

Ferocity (18 points)

fervor of battle Fervor of Battle (Keystone) – Your basic attacks and spells give you stacks of Fervor for 5 seconds, stacking 10 times. Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level.
This feels like a mastery made specifically for Jax, or anyone who has stacking on hit effects, which hybrids tend to. 

sorcery oppressor battering blows Sorcery, Oppressor and Battering Blows we’ve covered before. That’s bonus AP and damage to CC’d targets + Armor Pen.

double edged sword Double Edged Sword – Melee: Deal an additional 3% damage, but receive an additional 1.5% damage. Ranged: Deal an additional 2% damage, but receive an additional 2% damage.
You’ll likely be melee using this page, so the extra damage is nice.

natural talent Natural Talent – 10 AD at level 18. 15 AP at level 18.
This is a natural choice for a hybrid champion.

Cunning (6 points)

savagery secret stash Savagery and Secret Stash for bonus damage to creeps and biscuits.

Resolve (6 points)

recovery precision Recovery and Tough Skin for bonus hp5 and less damage from creeps.

Tank (0/12/18)

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The tank page focuses fully on Resolve, which is the only place you can get some bonus flat tank stats. All three keystones in this tree can be beneficial, but I find the sustain from Grasp of the Undying to be awesome. Another fantastic choice is Bond of stone, which gives damage reduction.

Resolve (18 points)

grasp of the undying Grasp of the Undying (Keystone) – Every 4 seconds in combat, your next attack against an enemy champion steals life equal to 3% of your maximum health (1.5% for ranged champions)
I play Maokai quite often, and this synergizes with that. It would also be beneficial for any top lane tank for sustain. 

recovery precision veterans scars perseverance Recovery, Tough Skin, Veteran’s Scars and Perseverance for sustain in lane.

legendary guardian Legendary Guardian – 3 Armor and Magic Resistance for each nearby enemy champion.
The only flat tank stats you can find in all 3 trees.

Cunning (12 points)

savagery runic affinity meditation dangerous game Savagery, Runic Affinity, Meditation and Dangerous Game help with sustain and keep buffs up longer, also helps with last hitting.

Support (0/18/12)

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The cunning tree contains the biggest boons to support characters, so I went there for the keystone mastery Windspeaker’s Blessing. Supports don’t focus on damage too much, so the remaining points in Resolve help with sustain and cooldown.

Cunning (18 points)

windspeakers blessing Windspeaker’s Blessing – Your shields and heals are 10% stronger. Your shields and heals on allies other than yourself grant them 15% increased armor and magic resist for 3 seconds.
Nearly every support champion has some form of healing or shielding. This makes them much more effective.

wanderer secret stash meditation precision Wanderer, Secret Stash, Meditation, Precision for movement speed, biscuits, mana regen and bonus penetration (this scales nicely with the hybrid penetration marks on the rune page).

bandit Bandit – Gain 1 gold whenever a nearby minion is killed by an allied champion. Gain 3 gold (10 gold for melee) when basic attacking an enemy champion (5 sec cooldown).
It’s two of the masteries from the old utility tree in one. Gold for being near dying minions and basic attacks on champions helps tremendously and stacks with gold generation items.


 

That’s all I have for now. I will be testing out these builds over the course of the preseason and will revisit them after season 6 officially starts.

Pre-Season 2015 (Part Two)

As promised, here is part two of the new stuff being introduced in the Preseason of League of Legends’ 5th season. You can get caught up with what was covered in Part One, or view the full Patch Notes. When you’re ready to continue, here goes:

Changes to the Jungle are immense this time around. I split up my coverage of these notes because the last post was becoming a run-on, and there was still so much more to go over. First up, the new camps being added on both sides of the map in the river, where a monster called the “Rift Scuttler” is being added. Not only is this monster a bit different in that he doesn’t attack, and actually tries to evade damage, but he also adds a huge boon to all teammates, rather than just the jungler who killed him. “Grants vision and a speed boost in front of either Dragon Pit or Baron Pit for 75 seconds upon death.” The vision granted is great not only because it’s free, but also because it can’t be countered like wards can. The speed boost is great for aiding other lanes as well, so this will surely be a hotly contested spawn.

Experience and pacing in the jungle have been changed as well, mainly to allow for a variety of junglers to reemerge. It’s been a long time since we’ve seen carry junglers (especially of the AP variety) as the meta shifted to those best suited towards fast clears and ganking. I like the fact that we might see some new faces coming to kill us, so I’m all about these changes. Smite has been retooled to do more than help secure buff/objective kills, and now grants buffs depending on what camp you use them on:

KRUGS  Smiting the Krug grants Gift of Heavy Hands – stuns minions and monsters every 1st and 5th hit. Your first attack against a turret deals 50 (+15 per level) true damage but consumes this buff. Lasts 90 seconds.
RAPTORS  Smiting the Raptor grants Razor Sharp – gives you a warning and magical sight for 10 seconds when an enemy ward spots you. Lasts 90 seconds, with 1 charge.
MURKWOLVES  Smiting the Murkwolf creates a Rift Spirit – summons a Rift Spirit that watches over a portion of the jungle. Lasts 90 seconds, but that timer goes down when the spirit chases enemies.
GROMP  Smiting the Gromp grants Gift of the Toadstool – attackers are poisoned for 6 (+ 6 per level) magic damage over 3 seconds. Lasts 90 seconds.
RED BRAMBLEBACK  Restores 20% of maximum health
BLUE SENTINEL  Restores 25% of maimum mana

Not only are some of these buffs amazing, but I can see where failing as a jungler will be more difficult. You’ll still need to know your champ and understand rotations, when to gank, when to counter jungle, etc. — the mark of a better than average jungler — but now dying to these neutral creeps will be much harder to do. Not only do you get sweet buffs from the camps, the jungler items have been revised once again, and I think in better ways than last year’s additions. Hunter’s Machete is still present, but it builds into more specific items that will help different jungler types:

Poacher’s Knife (NEW)

RECIPE  Hunter’s Machete + 350 gold
PASSIVE – SCAVENGING SMITE  When you Smite and kill a large monster in the enemy jungle, the cooldown of Smite is halved, you gain +20 bonus gold, and you gain 175% increased Movement Speed decaying over 2 seconds
PASSIVE – JUNGLER  Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters

Ranger’s Trailblazer (NEW)

RECIPE  Hunter’s Machete + 350 gold
PASSIVE – BLASTING SMITE  The cooldown of Smite is reduced by 15 seconds. Smite also deals half damage to all monsters and enemy minions near the target and stuns them for 1.5 seconds. Casting Smite on a monster restores 15% of missing health and mana.
PASSIVE – JUNGLER  Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters

Skirmisher’s Sabre (NEW)

RECIPE  Hunter’s Machete + 350 gold
PASSIVE – CHALLENGING SMITE  Smite can be cast on enemy champions, marking them for 6 seconds. While marked, you deal 18-69 bonus true damage to them on hit, have vision of them, and reduce their damage to you by 20%.
PASSIVE – JUNGLER  Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters

Stalker’s Blade (NEW)

RECIPE  Hunter’s Machete + 350 gold
PASSIVE – CHILLING SMITE  Smite can be cast on enemy champions, dealing 28-164 true damage and reducing their movement speed by 50% for 2 seconds
PASSIVE – JUNGLER  Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters

These can be further enhance with the following enchantments:

Enchantment – Devourer (NEW)

RECIPE  Dagger + Dagger + any upgraded Hunter’s Machete + 600 gold
TOTAL COST  2250 gold
ATTACK SPEED  +50%
MAGIC DAMAGE ON HIT  +40
PASSIVE – DEVOURING  Killing large monsters increases the magic damage of this item by +1. Champion kills or assists increase the magic damage of this item by +2.

Enchantment – Juggernaut (NEW)

RECIPE  Kindlegem + Ruby Crystal + any upgraded Hunter’s Machete + 250 gold
TOTAL COST  2250 gold
HEALTH  500
COOLDOWN REDUCTION  10%
TENACITY  35%

Enchantment – Magus (NEW)

RECIPE  Fiendish Codex + any upgraded Hunter’s Machete + 680 gold
TOTAL COST  2250 gold
ABILITY POWER  80
COOLDOWN REDUCTION  20%

Enchantment – Warrior (NEW)

RECIPE  Brutalizer + any upgraded Hunter’s Machete + 163 gold
TOTAL COST  2250 gold
ATTACK DAMAGE  45
COOLDOWN REDUCTION  10%
ARMOR PENETRATION  10

Not only is there a lot to absorb here, but there’s a lot of awesome things that can go down. And we’re just talking about Junglers here, not the other item reworks that can potentially further complicate things for people in the role. I thought I was pretty decent at it before, but it looks like it’s going to take a lot of practice to get all of this down. Getting away from jungling, here’s a new set of consumables for the rest of us (but Junglers too!):

Elixir of Iron (NEW)

COST  400 gold
DRINK ME FOR  +25% increased size, +25% slow resistance, +25% tenacity, and the Path of Iron buff for 3 minutes
PATH OF IRON  Moving leaves a path behind that boosts allied champion’s movement speed by 15%

Elixir of Ruin (NEW)

COST  400 gold
DRINK ME FOR  +250 health, +15% bonus damage to turrets, and the Siege Commander buff for 3 minutes
SIEGE COMMANDER  Nearby minions gain +15% bonus damage to turrets and gain movement speed based on your movement speed.

Elixir of Sorcery (NEW)

COST  400 gold
DRINK ME FOR  +40 ability power, +15 mana regeneration per 5 seconds, and the Sorcery buff for 3 minutes
SORCERY  Damaging a champion or turret deals 25 bonus true damage. This effect has a 5 second cooldown versus champions but no cooldown versus turrets.

Elixir of Wrath (NEW)

COST  400 gold
DRINK ME FORBLOODLUST!!!! +25 attack damage and the Bloodlust buff for 3 minutes
BLOODLUST  Dealing physical damage to champions heals for +10% of the damage dealt. Scoring a kill or assist extends the duration of this Elixir by 30 seconds.

These are obviously set up for AD/AP and utility builds, but are still all very useful and I can see where they will come in handy during all stages of the game. Early buy for gank power? Late game turret pushing? Yeah, these potions can get it done for you. After this point the notes delve into the nitty gritty of item changes that are mostly irrelevant. Negatron cloak has been removed, and now any item that used to require it builds from the null-magic mantle. This is fine, as it means you no longer have to worry about needing magic resist NOW but needing MOAR GOLD to get the negatron, so it will build into what you want. I like the change. Armor is working similarly, though the chain mail vest is staying, but builds from the cloth armor. As I said in the last post, magic regen is switching from flat to % based, meaning items like Chalice of Harmony are changed to reflect that. I was surprised to see that a few items were removed altogether, but it looks like Riot is planning to implement them in different ways in the future:

We realized in the case of each of these items that ‘supporting’ them or allowing them to continue to exist would simply cause more harm for game health than actual benefits. Either being abusable in edge cases (hello Sword of the Divine Rengar), or being ‘trap’ items that are rarely (if ever) the correct strategic purchase. Some may return at a later date!

Sword of the Divine
Executioner’s Calling
Atma’s Impaler

Atma’s is really the only item on the list that I use semi-regularly, but if they can find a way to get that +AD based on health back into the game, I’m fine with the change. The remainder of the notes deal with general bug fixes and improvements. Overall, the preseason is already looking to be much better than the last, and I’m looking forward to getting some new experiences in game. I will continue on with this series as more information is released, so stay tuned!

#leagueoflegends #preseason #patchnotes

Pre-Season 2015 (Part One)

Season 4 is officially over (actually has been for a week or two) and now the Preseason changes are coming down the pipeline. Recently, Riot opened up the newly updated Summoner’s Rift to a few specific queues, and I have been spending much of my time playing that. All queues have now been opened up, so that means you can’t avoid seeing the beautiful new Rift! I have recommitted to playing more League this season, including trying my hand at ranked play again, after having reached Silver in season 3 and taken season 4 off. Season 5 looks to change up the formula in so many ways, it will be interesting to see the new metas that emerge.

The biggest news in the Preseason is obviously the changes that are heading to the Rift, and there are many of those to talk about. I’ll start you off with a primer before digging deeper:

That video described some of the biggest changes, but there are many more hidden in the patch notes, and more to come. Typically masteries and runes are tweaked ever so slightly, though Riot has said that isn’t a focal point this time around. Perhaps not, but I suspect we will see adjustments nonetheless. If we do, I’ll be sure to cover those at a later date, if not, I will make a new post detailing what I use, as I know that my rune/mastery builds from last season still receive heavy traffic. In the event that you’d rather read the following information from the horse’s mouth as it were, then feel free to follow these links:

Preseason Microsite
Full Patch 4.20 Notes

For those of you still here, I’ll dive more into what I found interesting in the notes. First off, let’s notate that Maokai just received a facelift. This is cool for me because I just purchased him and found out what a badass champ he is in the top lane. This is just a change to his in-game appearance, splash art and skin appearances, his kit is unchanged.

maokai

Kalista, a new Marksman has also been added to the game, and she looks like a ton of fun. Definitely a mobile champion in the vein of newer carries, though her dependence on her support is more pronounced. She has the potential to be something great, but don’t mind me… I thought Quinn looked awesome to begin with and look how well she warms the bench these days. Here’s Kalista’s champion spotlight which will describe her playstyle much better than I can:

Alright, so what else is going on in these patch notes? Well, you’ve gotten a taste with those videos above, now let’s dive into some of the particulars. I’m going to start from the top and pull directly from the notes, and add some commentary as well. So let’s do it!

Recommended Items
Helps more than you think: Recommended items for all champions have been updated
We have the technology: Recommended items now detect if you have Smite or not and change accordingly

This is a change I have been wanting for a very long time. Some champions may have been designed to go AD/AP but things change, or they are hybrids and rec items don’t reflect that. The 2nd part of this is amazing because I can’t count how many times I’ve played champs that can be played effectively top lane or in the jungle, and the rec items are set up for jungle when I’m playing top. Or vice versa. A nice change indeed, especially if you haven’t taken the time to make up your item sets out of game. I guess I should get around to doing that?

There’s a bunch of complex math stuff about changes to stat scaling per level, mana regneration changes (going from flat to percentage based, more on this later when we get to items), and then the usual “we changed this stuff on this champion” bit, and nothing there really stands out to me for commentary, except towards the end they list off a big chunk of champions and their skins that were rebalanced to bring them up to the quality level of the new Summoner’s Rift. I love the facelifting they’ve been doing, with the launcher, the maps, the champions, everything is looking really clean and polished.

Objective changes are huge and bring a bunch of different dynamics to the game, but the overall theme of this season is Strategic Diversity, and that sounds about right. As the video above hinted at, there have been changes to turrets, Baron, Dragon, and the Jungle. Let’s start with turrets.

COMPLICATED TURRET MATH   Inhibitor and Nexus turrets are much stronger in comparison to their previous versions. Sorry we can’t be more specific in terms of direct comparisons (lots of complicated math) – we can say the new turrets are roughly 1.5x or 2x stronger.
HEALTH REGENERATION  15 health per 5 seconds ⇒ 5 health per 5 seconds
ATTACK SPEED  0.83 ⇒ 4.0
WHAT ARMOR?  Ignores 82.5% of the target’s armor
DAMAGE REDUCTION  Reduces target’s damage dealt by 15%
MOVEMENT SLOW  Slows target’s movement speed by 10%
HEATING UP  With every hit, the beam gains 6 heat until 120 heat is reached. When the beam switches targets, heat is reset.
I’M FIRING MY LASERS!  Gains +0.0105% damage per point of heat, up to a maximum of +125% extra damage

That’s just the Nexus/Inhib turrets. Inner turrets are also getting some love:

SHIELDS FOR ALL  Inner turrets now have regenerating shields that affect both themselves and nearby allied champions. Additionally, all allied champions within 1100 range gain a growing shield over time, scaling to a maximum of a 200 health shield.
PROTECT THAT TURRET  The turret’s shield stops regenerating shields if it has taken damage within 30 seconds

Wow. Turrets just leveled up. Not only does the inner turret gain a shield but it spreads to allied champs? Nice way to stop that siege and discourage dive comps. Then if they do get by, the freaking lasers on the next set of turrets do crazy damage, damage reduction and slows. Sitting under turrets is going to be a thing of the past, and it looks like split pushing is going to take a hit. I’m sure there will still be people who can push the envelope though. Who knows what the pros will be doing?

So, Dragon. He’s not for gold anymore. He’s for buffs now. That’s not to mention the huge changes to jungle camps and what you gain from using Smite. What kind of buff does Dragon give exactly?

Killing Dragon now gives your team a permanent stacking buff called “Dragon Slayer”:
    • Dragon’s Might (1 stack): +8% total attack damage and ability power
    • Dragon’s Dominance (2 stacks): +15% damage to minions and monsters
    • Dragon’s Flight (3 stacks): +5% movement speed
    • Dragon’s Wrath (4 stacks): +15% damage to turrets and buildings
    • Aspect of the Dragon (5 stacks, repeatable): Doubles all other bonuses and your attacks burn enemies for 150 true damage over 5 seconds. Lasts 180 seconds.

That’s crazy. I mean, for the whole team? Controlling Dragon just became a hell of a lot more important. I am actually ok with the loss of gold, though I can see this being a negative thing if your team can’t secure any kills. That bonus gold sometimes swung things in your favor, if you get 1 out of 5 dragons that +8% AD/AP isn’t going to help as much I don’t think. But we’ll see how it plays out. Baron’s buff has also been redone, so that it gives you 40 AD/AP, a faster recall that gives a movespeed buff and faster healing so that you can recall and get back quickly without wasting as much of the buff’s time. It also empowers minions:

  • All Minions:
    • Now match 90% of average movement speed of nearby champions, up to a limit of 500 movement speed
    • Are resistant to slow effects
    • Non-super minions have 75% damage reduction versus area of effect, damage over time, and persistent effects
  • Melee Minions:
    • Gain +50% movement speed when within 800 units of enemy minions or turrets
    • Size is increased
    • +75 attack range
    • 75% damage reduction versus champions and minions
    • 30% damage reduction versus turrets (similar to cannon minions)
  • Ranged Minions:
    • +20 attack damage
    • +50% missile speed
    • +100 attack range
  • Cannon Minions:
    • +600 Attack Range
    • +50 Attack Damage, but Attack Speed is halved
    • Attacks are now Area of Effect (200 range) and deal 2x damage to Turrets.
  • Super Minions:
    • +25% Attack Speed.
    • Gain +50% Movement Speed when within 800 units of enemy minion or Turret.

That’s pretty cool too, and definitely adds to the philosophy of “get Baron and then end it.”

This is a huge update and being able to go over everything is going to take more than one post I fear. So I am going to stop here, but in my next related post, I’m going to dive into the Jungle changes and Item changes. See you then.

#leagueoflegends #patchnotes #preseason

(Pre)Season 4 Masteries

Edit: This information pertained to old Runes/Masteries. While I am always updating my information on the site, I am aware that search engine queries are pointing at this post due to page rank. For updated Runes and Masteries, follow this link.

Preseason is here, and with it, many changes are coming for League of Legends. The first Preseason patch (3.14) hit the servers this week, the focal point being re-worked masteries. This is an important part of League’s metagame, and as such it is important to get your masteries right before the season starts. I have written about Runes and Masteries a few times in the past; my most recent post about Rune pages are the ones I am currently using. Runes are supposed to be changing soon, I will update those as necessary when the time comes. For now, I have come up with what I believe to be a good starting pool of Mastery pages for any role on Summoners rift. These pages can also be used during other game modes, though some roles might not be deemed necessary (People rarely play true support in ARAM/Dominion, and there’s no jungle either).

Attack Damage - Utility
Attack Damage – Utility

This page is for your Marksmans and Assassins. 21/0/9 gives extra attack damage, speed and penetration, and the utility of movement speed, reduced Summoner cooldowns, increased potion duration and trinket range, along with the extra buff time.

I feel like double-edged sword is too detrimental to be helpful. Extra damage is nice, but taking extra damage is counter-intuitive. Butcher and Feast don’t seem worth the points, for only 2 extra damage to minions/monsters, and 2 health/1 mana restored on kill. The Spell and Blade Weaver abilities are also new, and I really don’t feel that the extra % damage is going to help much unless you are able to spell/auto/spell/auto and that’s not always going to work out. Taking AP-related slots is an obvious no-no, as should be Arcane Blade as it adds extra damage based on AP ratios. On the Utility side, you may recall I used to use Mana regen, but those points were required to get the extra mana and that was my reason for it. They have since moved the mana further down the tree, and now health regen based on mana took that spot. ADCs don’t have all that much mana, so this feels like a wasted point, as does the enhanced recall. This felt like the logical setup.

Ability Power - Utility
Ability Power – Utility

This is the page for your Mages, or a Support class on Howling Abyss/Crystal Scar. AP-Utility is set up precisely like the former page, with a couple of tweaks. Instead of the AD influenced masteries, we use the AP influenced ones, and instead of Frenzy we’re using Arcane Blade for the same reason I already discussed. On the Utility side, we are using the mana/health instead of the movement speed and jungle buff. I chose this because I rarely play mid on Summoner’s Rift, so I’m not needing the extra buff time on blue. It made more sense for ARAM, where I play mages all of the time. If you play mid, feel free to use the point differently, but that goes for all these builds, this is just a general guide.

Attack Damage Tank
Attack Damage Tank

This tree is for your Tanks that are AD focused. 9/21/0 gives a nice blend of attack damage/speed for early game, along with all the tank masteries you could want. We’re avoiding the paltry 2 hp regen, along with the jungle mob buffs. I dislike Oppression, it’s 3% damage reduction against CC’d targets is too situational. The couple of points of MR from Resistance would have been nice, but it’s counterpart Evasive is negligible, reducing AOE damage by 4%. Again, situational. 10% off slow effects from Swiftness is ok, but I chose to use points elsewhere. Runic Shield is garbage, a refreshes-by-death 50 point shield? No thanks. I wanted Second Wind to help out with sustain, but ran out of points. These choices, to me seemed the best.

Ability Power Tank
Ability Power Tank

This page is literally the same as the former, but using the AP related masteries in the Offense tree. For AP Tanks.

Attack Damage - Defense
Attack Damage – Defense

You’ll probably notice a pattern by now that very little about these pages are changing, but the scenarios where you might only need slight variances are endless. These seem to be what have worked best for me. This is the AD Bruisers page. For when you need more Attack Damage, but need some extra Defense to go with it, rather than the Utility. Good for champions that need to be able to off-tank but still put out good damage.

Ability Power - Defense
Ability Power – Defense

This is the same page as above, AP-flavored. This is going to be your AP Bruiser page, or for when you’re playing an AP champion that needs a little help being less squishy. I’m looking at you, Kassadin.

Support
Support

Finally, some new material! There has been much love and care going into helping out the Support class, and the Utility tree is a reflection of that. This is your Support class page, which will pretty much only be used on Summoner’s Rift, as other maps usually don’t use Supports in the traditional way (I build a mean AP (insert support champ here) on Howling Abyss). 0/9/21 provides maximum gold production and some defense to keep you alive. The Defense portion is just like the previous pages, and the first half of the Utility tree is the same as well, but towards the bottom you will see the extra gold per 5, for being near minion deaths, and for hitting champs. I opted out of the movement speed at the top of the tree for the final point, and also avoided the spell vamp (negligible) and jungle buff (not reserved for you), and the extra xp for being near a higher level allied champ. The latter seems cool, but I haven’t really ever had trouble being underleveled in season 3. I may rethink this later.

Jungler
Jungler

This is what I’m calling my Jungler page for now. I ended up rethinking my jungler page late in season 3 because I was primarily using Hecarim, and the build just worked right. I have modeled this page after that page, but the masteries are tweaked just a bit because of the changes. I still feel any jungler can use this page because of the added damage to jungle mobs, plus health/defense bonuses, movement speed to get around the jungle, some extra cooldowns, more sustain from potions, and the recall is actually helpful for junglers. Obviously we don’t need the gold per 5, but those could be optional to help with gold hungry or slow junglers.

There is still a good chance that these will change before the season is live, so check back often for updated posts! More to come on other preseason changes as they roll out.

Pre-Season 4

There are so many changes coming down the pipe-line for League of Legends that I don’t feel I can adequately go over all of it in a single post. There is a wealth of information over at the official site, and here is a video roundup of the most important bits we know so far:

I really like the focus on helping out Supports. Playing support competitively is something that is easy to understand but difficult to master. I played the majority of my ranked games as a support, and I know how thankless of a job it really is. If your marksman feeds, you are to blame. If no one else buys a ward, you are to blame for lack of vision. Add in the fact that you get no farm, are under-leveled and get less gold for assists than kills, and you’ll see why people aren’t clamoring to be the support. Riot has seen this pattern develop, and are working to fix it. The main part of that fix is coming with a new item slot specifically designed for trinkets, all of which are free and perform different functions all pertaining to vision. Paid upgrades are available for these items later in the game, but it amounts to less gold that is typically spent on wards throughout a game, so now vision is finally everyone’s responsibility!

Changes to the mastery tree and runes are expected each season, as the balance is always tweaked. Information on runes hasn’t been released yet, but the new mastery trees appear to be similar, but with some new tweaks. Adding to the support love, there are masteries that give extra GP5, gold for being in the vicinity of kills (minions included!) and gold for poking enemy champs. It appears getting items will be much easier to do as the support without having to have as much lane dominance.

I am very much looking forward to the changes that are coming. I will be touching back on these changes as they develop.