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defense tree masterys
DEFENSE
Tier 1 : Summoner's Resolve : Cleanse : Increases duration of disable reduction by 1s Heal : passivley increases health by 5/lvl Smite : Grants 10 bonus gold on use Barrier : Increases shield amount by 20 Perseverance : Grants up to 2+ Health Regen/5 based on missing health. /4/6 Durability : +27 Health at level 18 (1.5 Health/lvl) / +54 (3/lvl) / +81 (3/lvl) / +108 (6/lvl) Tough Skin : Reduces damage taken from monsters by 1 / 2 Tier 2 : Hardiness : +2 Armor / +3.5 / +5 Resistance : +2 MR / +3.5 / +5 Bladed Armor : Deals 6 damage to any enemy monster that attacks you Tier 3 : Unyeilding : Reduces damage taken from champions by 1 / 2 Relentless : Reduces the efficness of slows by 7.5% / 15% Veteran's Scars : +30 Health Safeguard : Reduces damage taken from turrets by 5% Tier 4 : Block : Reduces damage taken from champion basic attacks by 3 Renacious : Reduces CC by 5% (stacks mutiplicatvely with Tenacity)/10%/15% Juggenaut : Increases your maximum Health by 1.5%/2.75%/4% Tier 5 : Defender : Grants 1 Armor and 1 MR for each nearby enemy champion Legendary Armor : Increases bonus Armor and MR by 1.25%/2.5%/3.75%/5% Good Hands : Reduces time spent dead by 10% Reinforced Armor : Reduces damage taken from critical stikes by 5%/10% Tier 6 : Honor Gard : Reduces damage taken from all sources by 3% No more mov spd and cdr , most of the tanks are tank/mages those masterys were incredible strong on tanks, and cdr was balanced cause used to scale by lvl, lot of the new masterys are useless like unyielding,safeguard , defender , good hands and honor guard. Tanks need mov spd in the defense tree with so many champs with escapes, ganking will be a pain for champs with no gap closers |
Why do they suck? Which masteries do you miss? Which ones were better? Please me more constructive because this post doesn't help anyone.
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