**Mastery Loadouts**
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Idea: New Masteries

BahamutBahamut Posts: 2,307 ★★★★
Kabam has said multiple times that they have no intention of increasing the summoner level cap, the main reason being that they don’t want to give people 10+ additional mastery points. It would allow people to get pretty much every useful mastery in the game.

At the same time, the masteries have been mostly unchanged since they were first introduced. Everyone Uncollected or higher is using one of the same 3 or 4 mastery setups.

The easiest way to change both of these is to add more masteries to the game.
I mean... there are 14 masteries “Coming Soon” in there anyway.
People would finally be able to get passed LV60, and it could spice up the meta.

I’ve got a few random ideas for a few masteries.

( ) = Number varies depending on the mastery level. For each of these masteries, we’ll assume they’re maxed out.


Offense:


Lightweight Armor.

Unlock requirements:
20 Points or more in Offense.

Cores required:
1 Carbonadium Core to unlock.
2 Stoney Cores per level.

Effects:

Champions suffer from -(800) Armor rating reduction, but they gain +(30)% offensive Power Gain.

Berserker.

Unlock requirements:
15 points or more in Offense.
1 point or more in Glass Cannon.

Cores required:
1 Carbonadium Core to unlock.

Effects:
Champions gain +(100)% attack rating, however they suffer from -(50)% ability accuracy reduction.

Last One Standing.

Unlock requirements:
25 Points in Offense.

Cores required:
2 Carbonadium Cores to unlock.
1 Carbonadium Core per level.

Effects:
Champions gain +(25)% attack rating for each KO’ed champion on their team (Has no effect on Alliance War defense).

Body Blow.

Unlock requirements:
5 or more 5* Skill class champions.

Cores required:
10 Skill Cores to unlock.
Progressively increasing amounts of Skill Cores to level up.

Effects:
Whenever a Skill class champion lands a critical hit, they have a 60% chance to cause a passive Concussion effect, reducing the opponent’s ability accuracy by (85)% for 7 seconds. This effect does not stack.

Revolution.

Unlock Requirements:
5 or more 5* Mutant class champions.

Cores required:
10 Mutant Cores to unlock.
Progressively increasing amounts of Mutant Cores to level up.

Effects:
Mutant champions begin each fight with a passive Prowess effect, granting them +(50)% special attack damage for each KO’ed Mutant champion on their team (Has no effect on Alliance War defense).


Defense:


Precognition.

Unlock requirements:
20 points in Defense.

Cores required:
2 Carbonadium Cores to unlock.
1 Carbonadium Core per level.

Effects:
Champions have a (20)% chance to evade incoming unblockable attacks.

Tough It Out.

Unlock requirements:
25 points or more in Defense.

Cores required:
3 Carbonadium Cores to unlock.
1 Carbonadium Core and 2 Stoney Cores per level.

Effects:
Champions take less damage from damage over time debuffs. Damage reduction is equal to (100)% of their missing HP.

Protective Field.

Unlock requirements:
20 points or more in Defense.

Cores required:
2 Carbonadium Cores to unlock.
3 Stoney Cores per level.

Effects:
Champions begin each fight with (5) passive Protective Field effects. Whenever your champion would be struck with a guaranteed critical hit, they have a (100)% chance to Auto-Block the attack at the cost of 1 Protective Field effect. This does not trigger the Parry mastery.

Reinforced Armor.

Unlock requirements:
5 or more 5* Tech class champions.

Cores required:
10 Tech Cores to unlock.
Progressively increasing amounts of Tech Cores to level up.

Effects:
Tech class champions gain +(500) block proficiency for each active Armor Up effect, and well-timed blocks deal (50)% of the avoided damage to the opponent as direct damage.

Genetic Experimentation.

Unlock requirements:
5 or more 5* Science class champions.

Cores required:
10 Science Cores to unlock.
Progressively increasing amounts of Science Cores to level up.

Effects:
Passive effects caused by Science class champions have +(25)% duration.


Utility:


Adrenaline Rush.

Unlock requirements:
20 points or more in Utility.

Cores required:
3 Carbonadium Cores to unlock.
1 Carbonadium Core per level.

Effects:
Once per fight after dropping below 20% HP, champions have a 200% chance to gain an Adrenaline Rush passive, granting them +(35)% attack rating, +(50)% power gain, and +(50)% ability accuracy for 20 seconds. After Adrenaline Rush wears off, champions suffer from -60% attack rating, power gain, and ability accuracy permanently.

Masquerade.

Unlock requirements:
25 points or more in Utility.
1 point or more in Dexterity.

Cores required:
3 Carbonadium Cores to unlock.
1 Carbonadium Core per level.

Effects:
Successfully avoiding a special attack with the Dexterity mastery grants champions a passive Illusion effect, causing all incoming attacks to miss for (1.5) seconds.

Adaptability.

Unlock requirements:
5 or more 5* Cosmic class champions.

Cores required:
10 Cosmic Cores to unlock.
Progressively increasing amounts of Cosmic Cores to level up.

Effects:
Incoming debuffs against Cosmic champions have -(9)% duration for each active buff.

Life Siphon.

Unlock requirements:
5 or more 5* Mystic class champions.

Cores required:
10 Mystic Cores to unlock.
Progressively increasing amounts of Mystic Cores to level up.

Effects:
Whenever a Mystic class champion nullifies a buff on the opponent, they regenerate (1.5)% of their maximum HP instantly.

ISO Overdose.

Unlock requirements:
5 or more 6* champions.

Core required:
10 Carbonadium Cores to unlock.

Effects:
The following champions begin each fight with a permanent passive ISO Overdose charge:
Karnak.
Falcon.
Deadpool X-Force.
Magneto.
Iron Man.
Iron Patriot.
Joe Fixit.
Abomination.
Groot.
Venompool.
Juggernaut.
Thor (Jane Foster).
ISO Overdose grants +120% attack rating, +35% buff duration and potency, and +50% debuff potency.
If a champion on this list is reworked, they will be removed and replaced with another champion of the same class.
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