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New masteries: the Utility tree

The Utility tree was easily my most commonly used mastery tree prior to this patch. The skills were just too good to pass up. Extra cooldown on Flash, which I took on nearly every single character. Extra buff duration. Extra mana regen. More experience. Movespeed increase. Summoner Spell CD reduction. What more could you want? Well, how about something a little less AP centric and a little more focused on actual utility? That’s what we got with this patch.

The new Utility tree is designed for support characters, scouts, and any champion that relies on a lot of cooldown reduction. I haven’t seen the occasion to go for the bonus gold masteries, but I rarely play support. You’ll notice the experience gain has been moved up several tiers. As a result, jungling has been granted more XP, which has given junglers some very quick clear times.

Of the three new trees, Utility is probably the one I will use least. Don’t get me wrong, it has awesome skills, especially if you play support or a support jungler like Nunu. For those characters, I could honestly see dumping all 30 points into this tree. I know it’s a little strange, but the talents are so good. The one exception I might make is the 5 percent ward radius. I haven’t tried it in game, but 5 percent seems like a pretty weak boost.

Support players, how have you liked the Utility tree? Check back soon for the Defense update.

New masteries: the offense tree

The offense tree was never really one of my favorites. There were some decent skills in there, but I felt like I had a lot of wasted points for most of the AD champions in the game. There were also some weird AP talents scattered among the higher levels of the offense tree, points that I pretty much never used. With yesterday’s patch that has changed and changed significantly. The new offense tree is designed for anyone who wants to pump out huge damage, regardless of the damage type they deal.

Each of the tiers of the Offense tree has options for both ability power and attack damage and the skills basically mirror one another. The 9-point talents grant penetration in the different damage types, which allows us to build 21 in another tree if necessary. Honestly, though, I think Offense will be my new tree of choice. The top talent grants some extra execute damage and there are little goodies along the way like extra damage to towers, bonus ability power, and extra crit damage. It’s an excellent tree for anyone who likes to blow up a target.

As a couple of you have mentioned, the Offense tree is much better optimized for jungling, which could present a couple problems. With junglers getting faster thanks to better mastery options, they may spend more time working on turrets which, with the Demolitionist mastery, could mean towers go down even earlier in the game. As I’ve said before, that’s not really good for gameplay.

Check back soon for the Defensive and Utility tree writeups.

Patch bumps draft bans to six

For those of you who haven’t played any draft mode today, you’re missing out. The game now offers team captains three bans a piece for a total of six bans per game.

This is something players have been wondering about for a long time, myself included. As the list of champions grows and grows, more bans are only natural. Of course that comes with a few issues. First, time. The ban system was already painfully long at times. It just got 60 seconds longer. That may not seem like much but when 3-4 people dodge in a queue (as happened to me this evening), those extra minutes really start to add up.

Bans might not stop at six, either. Riot continues to add champions to League of Legends, which makes multiple ban options all the more important. The client currently has graphical space for 5 bans per side, a total of 10 per game. I’m hoping we never get to that point.

In the mean time, I’m really digging the six-ban system. Despite its length, it gives us a way to deal with a much larger set of OP champions, and I will never see that as a bad thing.

Mastery posts are inbound tomorrow

I know, I know. Mastery posts were supposed to be posted last night. Unfortunately that power outage and subsequent power supply failure really hamstringed my ability to get into League of Legends for a little comparison and discussion. But fear not! I’ve spent today gathering my thoughts and putting together what was originally a very long post about the masteries and has since turned into three separate posts, one for each tree.

How are you guys liking the new masteries? At first I was overwhelmed, mostly because it seemed like there were so many good options for so many different builds. Granted, masteries don’t do a lot with each individual point, but drop 30 points in those bad boys and they actually make a serious contribution. After my initial shock, I started to find some builds that worked for me, though some were a little limited in scope.

I think the new Summoner spells help a lot. It’s nice to have a couple more viable options to support some different playstyles. I’ve already rocked a game with Teemo using Surge. I’ve also relied on Cleanse while playing Tryndamere. This patch has done more to get me interested in playing LoL than any patch in recent memory.

What do you think so far? I’ll have my full impressions in 3 separate posts tomorrow.

No FG Monday (obviously)

FG LoL Mondays

My apologies this is coming so late, folks. I thought I might possibly be able to do FG LoL Monday tonight but my power utility provider had other plans. After an impromptu and mistaken service cancellation without warning, I spent my day waiting for my power to be restored. Once power was restored I tried to switch on my desktop and…silence. No whoosh. No beeping. No Millennium-Falcon-hyperdrive-wub-wub-wub. Nothing.

So tomorrow I’ll be hunting down a new power supply and hoping my motherboard isn’t totally fried. Fingers crossed!

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