Season two is fast approaching in League of Legends with several changes. One of the most important is the reworked mastery trees. Mastery skills are not only modified but moved up-down in the trees. Overall players will have more options to spend their 30 points. Before going on with the trees, let me explain the new spell system. Summoner spells are now divided into three groups: offense(4 spells), defense(5 spells) and utility(5 spells). Users can spend one point to in Tier 1 in every tree to enhance the spells belonging to the appropriate tree.

Offense

Tier 1

  • Summoner's Wrath(1 point): Improves Exhaust(reduces target's magic resist and armor by 10), Ignite(increases ability power and attack damage by 5 while on cooldown), Surge(+10% ability power and attack speed) and Ghost(35% movement speed bonus).
  • Brute Force(3 points): +1/2/3 attack damage.
  • Mental Force(4 points): +1/2/3/4 ability power.
  • Butcher(2 points): Basic attacks deal +2/4 damage to minions and monsters.

Tier 2

  • Alacrity(4 points): +1.5/3/4.5/6% attack speed.
  • Sorcery(4 points): +1/2/3/4% cooldown reduction.
  • Demolitionist(1 point): +10 basic attack damage to towers.

Tier 3

  • Deadliness(4 points): +1/2/3/4% critical strike chance.
  • Weapon Expertise(1 point, depends on alacrity): +10% armor penetration.
  • Arcane Knowledge(1 point, depends on sorcery): +10% magic penetration.
  • Havoc(3 points): Increases damage by 0.5/1/1.5%.

Tier 4

  • Lethality(1 point, depends on deadliness): 10% critical strike damage.
  • Vampirism(3 points): 1/2/3% life steal.
  • Blast(4 points): 0.25/0.5/0.75/1 ability power per level.

Tier 5

  • Sunder(3 points): +2/4/6 armor penetration.
  • Archmage(4 points): +1.25/2.5/3.75/5% ability power.

Tier 6

  • Executioner(1 point): +6% damage to targets below 40% health.

One of the more important change is that players can get life steal from masteries with Vampirism now. Also Archmage looks like a must for all ability power carries. Executioner can really help not only ganking but last hitting.

Defense

Tier 1

  • Summoner's Resolve(1 point): Enhances Revive(speed boost after revive), Cleanse(+1 second disable reduction), Heal(+15% healing power), Smite(10 bonus gold on use), Garrison(allied towers deal 50% splash damage).
  • Resistance(3 points): +2/4/6 magic resistance.
  • Hardiness(3 points): +2/4/6 armor.
  • Tough Skin(2 points): Reduced damage taken from minions and monsters by 1/2.

Tier 2

  • Durability(4 points): +1.5/3/4.5/6 health per level.
  • Vigor(3 points): +1/2/3 health regen per 5 seconds.

Tier 3

  • Indomitable(2 points): 1/2 reduced incoming damage.
  • Veteran's Scars(1 points, depends on durability): +30 health.
  • Evasion(3 points): Reduces the damage take from area effect abilities by 1/2/3%.
  • Bladed Armor(1 points, depends on Tough Skin): Returns 6 damage to minions and monsters on every attack.

Tier 4

  • Siege Commander(1 point): Nearby towers have reduced armor by 10.
  • Initiator(3 points): +1/2/3% movement speed above 70% health.
  • Enlightenment(3 points): +0.15/0.3/0.45% cooldown reduction per level.

Tier 5

  • Honor Guard(3 points): Received damage reduced by 0.5/1/1.5%.
  • Mercenary(3 points): +8/16/24 gold on champion kills and assists.(50% on Crystal Scar, Dominion)

Tier 6

  • Juggernaut(1 point): Increases maximum health by 3% and reduces the duration of disables by 10%.

Bladed Armor looking really useful for junglers. On the other hand i am not fan of Siege Commander or Mercenary. Juggernaut gives decent bonuses, especially the disables reduction.

Utility

Tier 1

  • Summoner's Insight(1 point): Improves Teleport(reduces cast time by 1 second), Promote(+15% defensive stats for promoted minion), Flash(15 seconds cooldown reduction), Clarity(increases mana restored by 20%), Clairvoyance(2 seconds longer duration).
  • Good Hands(3 points): Reduces times spent dead by 4/7/10%.
  • Expanded Mind(3 points): +4/8/12 mana per level.
  • Improved Recall(1 point): Cast time reduced by 1 second and enhanced recall by 0.5 second.

Tier 2

  • Swiftness(4 points): +0.5/1/1.5/2% movement speed.
  • Meditation(3 points, depends on Expanded Mind): +1/2/3 mana regen per 5 seconds.
  • Scout(1 point): +5% ward range sight.

Tier 3

  • Greed(4 points): +0.5/1/1.5/2 golds per 10 seconds.
  • Transmutation(3 points): +1/2/3% spell vamp.
  • Runic Affinity(1 point): +20% buffs duration.

Tier 4

  • Wealth(2 points, depends on Greed): +20/40 starting gold.
  • Awareness(4 points): +1.25/2.5/3.75/5% gained experience.
  • Sage(1 point): 40 bonus experience gain on champion kills and assists.(50% on Crystal Scar, Dominion)

Tier 5

  • Perseverance(3 points): Increases health and mana regen by 3/6/9%.
  • Intelligence(3 points): +2/4/6% cooldown reduction.

Tier 6

  • Mastermind(1 point): 15% summoner spells cooldown reduction.

Scout looks interesting, but i am not sure if that 5% range sight worth a point. Players can have spell vamp nowfrom masteries. Perseverance and Intelligence are quiet strong in my opinion, but i don't like Mastermind that much.


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