Offense
Total Masteries:
21
Total Points:
49
T1
Brute Strength 4/4 – increases damage by 1/2/3/4
Sorcery 4/4 – increases ability power by 2/4/6/8
Demolish 2/2 – You deal 5/10 extra damage to turrets
T2
Alacrity 4/4 – reduces cooldowns by 0.5/1/1.5/2% and increases attack speed by 0.75/1.5/2.25/3%
Sunder 4/4 – you gain 2/4/6/8 Armor Penetration
Offense Synergy 1/1 - for each summoner spell on cooldown, you gain 2 Attack Damage and 4 Ability Power
Blast 4/4 – you gain 2/4/6/8 Magic Penetration
T3
Deadliness 4/4 – you gain 0.75/1.5/2.25/3% critical chance
Imbued Attacks 3/3 – 1.33/2.67/4% of your AP is added to your attack damage
Killer Instinct 1/1 – You deal 4% more damage to targets with less than 20% health
Superior Technique 3/3 - You deal 2/4/6% more damage to targets with more than 100 armor/magic resist
T4
Lethality 3/3 – You deal 2.5/5/7.5% more critical damage.
Empowered Aura 3/3 - Magical damage dealt % increased by 4/8/12% of your Critical Chance (Note - Mostly for Ashe i think)
Berserker’s Call 1/1 – While below 25% health, you gain 10 Attack Damage and 20 Ability Power.
Offensive Mastery 1/1
Your Exhaust spell cripples the target, causing -10 armor and magic resist.
Your Ignite spell lasts 1 second longer.
Your Ghost spell lasts 2 seconds longer.
Your Flash spell cools down 20% faster.
T5
Extra Sting 1/1 - Increases all damage you deal by 3 (including periodic effects)
Absorbtion 3/3 – You steal 1/2/3% health on dealing damage.
Archmage’s Savvy 1/1 – +4 Ability Power at level 18
Seasoned Cunning 1/1 - +3% Attack Speed at level 18
T6
Havoc 1/1 – Increases your total damage dealt by 4%.
Fervor 1/1 - All allied champions deal 1 extra damage.
Defense
Total Masteries:
20
Total Points:
48
T1
Hardiness 4/4 – Increases your armor by 2.5/5/7.5/10
Resistance 4/4 – Increases your magic resist by 2.5/5/7.5/10
Reflect 2/2 – You reflect 2/4 magic damage to minions that attack you.
T2
Evasion 4/4 – Increases dodge chance by 0.5/1/1.5/2%
Ardor 3/3 – Increases your attack damage by 1.5/3/4.5% of your armor.
Defense Synergy 1/1 - For each summoner spell on cooldown, you gain 4 Armor and Magic Resist
Diamond Strength 2/2 - Reduces damage taken by 1/2
T3
Veteran’s Scars 4/4 – increases your health by 15/30/45/60
Nimbleness 1/1 – On dodge, gain 10% move speed for 4 sec.
Focus 3/3 - increases healing and regeneration by 3.33/6.66/10%
Duelist 3/3 - Reduces damage taken from champions by 1/2/3%, and increases damage dealt to champions by 1/2/3%
T4
Faith 3/3 – Increases your AP by 3/6/9% of your magic resist.
Feast 4/4 - You regain 2/4/6/8 Health whenever you kill a unit.
Last Stand 1/1 – While below 25% health, you gain 25 armor and magic resist.
Defensive Mastery 1/1
Your Heal spell restores 10 Health per level more.
Your Revive spell can be used as a 5 second Chronoshift while alive. (Alternative: after casting Revive, you gain 75% move speed for 30 seconds, dispelled on damage or teleport)
Your Cleanse skill increases to 90% debuff reduction.
Your Fortify skill causes turrets to deal 50% splash damage and deal 50% more damage.
Your Rally skill also increases Magic Resist and Armor by 20.
T5
Tenacity 3/3 – Reduces all damage taken by 1.33/2.66/4%.
Master's Mark 2/2 - Gives +32/64 Health at level 18
Lesser Crush 1/1 – 10% chance on hitting a minion to increase damage dealt by 100.
T6
Strength of Body 1/1 – Reduces disable duration by 10%.
Regeneration 1/1 - All allied champions gain 1 Hp5, and you gain 1 extra Hp5.
Utility
Total Masteries:
20
Total Points:
48
T1
Good Hands 4/4 – Reduces death time by 3/6/9/12%. Whenever you respawn, you gain 100/200/300/400 health for 1 minute.
Expanded Mind 4/4 – Increases your mana by 10/20/30/40, plus 1/2/3/4 per level.
Inspiration 2/2 - Whenever you kill or assist a champion kill, you gain 30/60 Health and 15/30 Mana
T2
Awareness 4/4 – Increases experience gained by 1.25/2.5/3.75/5%
Clarity 4/4 - Increases your Mp5 by 1/2/3/4
Symbiosis 1/1 – Monster buffs last 25% longer
Utility Synergy 1/1 - For each summoner spell on cooldown, you gain 2% cooldown reduction and 1% movement speed
T3
Strength of Spirit 3/3 - Increases your Attack Damage by 0.15/0.3/0.45% of your maximum Mana
Greed 1/1 – You gain 1.5 additional gold whenever you kill a minion.
Quickness 4/4 – increases Move Speed by 1/2/3/4%
Resistant Skin 3/3 - resists damage from AoE spells by 2/4/6%
T4
Wizardry 3/3 – Increases your Ability Power by 0.2/0.4/0.6% of your maximum Health
Intelligence 4/4 – Reduces cooldowns by 1/2/3/4%.
Run Like Hell 1/1 – While below 25% health, you gain 8% movement speed
Utility Mastery 1/1 – Buffs your utility summoner spells
Your Smite skill instantly kills Rally flags or Promoted units, and grants +5 gold when used.
Your Promote spell grants all gold earned by the minions to you
Your Clairvoyance spell lasts 5 seconds longer
Your Teleport skill takes 2 seconds less to cast
Your Clarity spell reduces the cooldown of all champion abilities by 2 seconds
T5
Presence of the Master 3/3 – Reduces summoner spell cooldowns by 6/12/18%.
Surefooted 2/2 - While under the effects of a Slow debuff, you gain 10/20% Move Speed. (Is it multiplicative? Additive would suck)
Rabbit Hole 1/1 – Reduces the cast time of your Recall spell by 1.5 sec
T6
Wealth 1/1 – You start with 60 extra gold, and earn an additional 1 gold per 10 seconds
Fecundity 1/1 - All allied champions have 1 Mp5
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The validicy of these masteries haven't been confirmed but they remain accurate to Larias claims, and they appear plausible.
Listen, if this is true it opens up so many possibilities it's crazy. I've highlighted the strongest of them, and some of them can change the course of a game.
Lets start with the offensive tree:
Most notably is the Tier 4 Offensive Mastery which gives 20% faster cooldown on flash, and 1 second longer duration on ignite. This makes Ignite a very very good spell to have. For the next tier, we have a self mini-malady that actually works with Dots/Poisons? Or a passive lifesteal 3% that works with spells? Sold. Nothing else truly stands out in the tree, though everything is definitely going to make you much stronger as a caster than before.
Defensive tree:
Tier 3 Veteran Scars and Nimbleness are a direct copy of their old one, both are very solid masteries. But let's take a look at the next tier. Feast giving you up to 8 hp for a kill. For a glasscannon this is amazing. Now for the best part - Revive can work as Zilean's Chronoshift with the Defensive Mastery. Coupled with Good hands in the utility mastery tree, it could change games(if it works). Cleanse might actually be worth taking with this mastery, and rally get's even stronger.
Utility tree:
My favorite. Already at tier 1 we're seeing a gamechanging mastery, Inspiration. For someone getting 15-20 kills in a game it adds up to 900-1200 hp 450/600 mana. This value needs to be toned down 2 or 3 times LOL. At tier 2 we've got our old favorites, Meditation and Utility Mastery renamed and slightly toned down. Still awesome as ever, and maybe the latter one actually works now. Tier 3 greed gives us 1.5 gold for each minionkill. This is amazing for great lasthitters and farmers like ashe, cm, sivir and tristana. Couple with feast for ultimate farm/lanestaying potential.
Next tier we have Run Like Hell, which is the best of the 'below 25% hp' since most people tend to flee when that low. For a 1 point, this is a wonder. Now for the fun part. Smite INSTANTLY kills a rally or Promote unit. LOL. Imagine that, having a rally while your enemy doesn't could turn the tide of a teamfight, or stop a push. Teleport is super fast now, making it a great tool to make everyone mini-TF's. Clarity once popped lowers your cooldowns by 2 seconds. Imagine that on someone like Ryze. I'm pretty sure it would be all he needed to make an IMMEDIATE second round of his spells right off the bat.
Tier 5 we have our old Pressense of the master made into a 3 point skill, but at a 3% higher value. No need to question this, it's awesome, just requires a bit more investment. Surefooted lowers the effect of slows on you by a decent amount. It doesn't say if it's multiplicative(it better be, otherwise it's useless) but I'm asuming that it is.
Final tier. Old greed mastery with a 60 gold bonus at lvl 1. This changes alot. It means that you can bring 2 more potions to the lane which can potentially win you the lane. Fecundity. 1 mana/5 for the entire team. 5/5 to everyone if everyone runs utility. 9/5 if they pick clarity too. At lvl 1. Allows for insane spell spam early on.
All in all i think that this could be very very interesting if these are really the new masteries. I doubt that we will see them this patch, but perhaps in the near future? Either way they have balance issues that needs to be adressed as well.