What do you guys think are the most worthless masteries in the game? I want to come up with a potential list for Riot to look at so they could fix said masteries to make them more viable. That way we don't always wind up with the same exact builds for different roles.
Havoc (+1.5% total damage): negligible amount of damage early game when bonus damage makes the most difference for early kills. Late game it's even more worthless.
Honor Guard (+1.5% total damage prevented): there's another thread about how bad this one is.
Mercenary (+8 gold per champ kill or assist): 8 bonus gold? Really? Assuming you're an AD carry who pulls off 10 kills in a game, that's only 80 bonus gold total. What a waste.
Sage (+40 bonus exp on kills or assists): Similar to Mercenary. Given how far down the tree these are, they seem to be a waste of a point each compared to other masteries this far down.
Wealth (+40 starting gold for 2 ranks): two mastery points for 40 gold. Two mastery points for 40 gold. Two....mastery....points....for ONE HEALING OR MANA POTION. What is this tomfoolery!?
The two anti-turret masteries: +10 damage to turrets and -10 defense on turrets. I tried making a "Pusher" page devoted to bringing down turrets quickly with both of these, but I find that late game, any champ I'd use in the Pusher role (Trynd, Yi, WW) could bring down turrets just fine just as fast. These seem pointless.
Any others you guys find underwhelming, please post and discuss!