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-   -   Mastery pages for general champ types (http://forums.na.leagueoflegends.com/board/showthread.php?t=2791725)

Frostgiant444 11-12-2012 06:53 PM

Mastery pages for general champ types
 
Any ideas and suggestions for mastery pages for the main types of champs. (i.e. Carry, fighter, tank, mage, assassins) Because i tend to find it quite cumbersome for a mastery page per champ, and would sometimes use the wrong page whenever i am not paying attention. lol

Warrrrax 11-13-2012 08:56 AM

I'll bite. Here are you various choices per rune type. Depending on how many pages you have, you can decide how to arrange them. (i.e. if 2 pages, make a Physical champ and a magical champ page)

RED Mark choices:
a) Armor Penetration - standard for most physical champs, bruisers, toplaners.
b) Flat Attack Damage - good choice for heavily AD-scaling champs, esp with mixed damage types like Yorick and Jayce. Also for some junglers since APen is kind of overkill on small creeps. Makes last hitting a LOT easier too.
c) Magic Penetration - standard for ALL Magical damage champs.
d) Attack Speed - For certain junglers.

YELLOW SEALS:
a) flat armor - for all toplane champs, esp in draft when you know you are vs a physical champ. For all JUNGLERS too. Most ADCs take these too.
b) Health per level - for midlaners vs other magical damage champs, since they usually dont' need armor for quite a while.
c) GP10 - for support champs only.

BLUE GLYPHS:
a) Magic Resistance per level - Most common for all. MR is harder to get than armor and Glyphs are pretty inefficient vs other 2 types, so MR/lvl is definitely the most efficient usage. Good for midlaners vs magical damage, ADC, support, and toplane. Even junglers use MR/lvl because anything that helps their jungle in Blue is terribly inefficient and hardly matters.

b) flat cooldown reduction - Pretty rare nowdays. Used to be used to hit the 40% cap for certain champs, but 25 MR@18 is just too good to pass up.

c) flat AP - not really a great choice due to inefficiency. 9 glyphs = 8 AP. Its just not very impactful and even 13 flat or 26@18 MR is much more useful for most.

QUINTS:

basically the same options as above. Your physical champs take AD usually, magical champs take AP(wayyy more efficient than tanking AP blues), and certain champs will take MOVE SPEED quints if their range sucks or need the mobiliyt. Support takes the way more efficient GP10 quints.

Frostgiant444 11-13-2012 01:37 PM

Quote:

Originally Posted by Warrrrax (Hozzászólás 31358285)
I'll bite. Here are you various choices per rune type. Depending on how many pages you have, you can decide how to arrange them. (i.e. if 2 pages, make a Physical champ and a magical champ page)

RED Mark choices:
a) Armor Penetration - standard for most physical champs, bruisers, toplaners.
b) Flat Attack Damage - good choice for heavily AD-scaling champs, esp with mixed damage types like Yorick and Jayce. Also for some junglers since APen is kind of overkill on small creeps. Makes last hitting a LOT easier too.
c) Magic Penetration - standard for ALL Magical damage champs.
d) Attack Speed - For certain junglers.

YELLOW SEALS:
a) flat armor - for all toplane champs, esp in draft when you know you are vs a physical champ. For all JUNGLERS too. Most ADCs take these too.
b) Health per level - for midlaners vs other magical damage champs, since they usually dont' need armor for quite a while.
c) GP10 - for support champs only.

BLUE GLYPHS:
a) Magic Resistance per level - Most common for all. MR is harder to get than armor and Glyphs are pretty inefficient vs other 2 types, so MR/lvl is definitely the most efficient usage. Good for midlaners vs magical damage, ADC, support, and toplane. Even junglers use MR/lvl because anything that helps their jungle in Blue is terribly inefficient and hardly matters.

b) flat cooldown reduction - Pretty rare nowdays. Used to be used to hit the 40% cap for certain champs, but 25 MR@18 is just too good to pass up.

c) flat AP - not really a great choice due to inefficiency. 9 glyphs = 8 AP. Its just not very impactful and even 13 flat or 26@18 MR is much more useful for most.

QUINTS:

basically the same options as above. Your physical champs take AD usually, magical champs take AP(wayyy more efficient than tanking AP blues), and certain champs will take MOVE SPEED quints if their range sucks or need the mobiliyt. Support takes the way more efficient GP10 quints.

These are runes pages, i meant mastery pages


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