Hey guys.
If you see something you disagree with or have some ideas I missed pls let me know.
English is not my first language so have mercy with me.
First up I will start from a general page for masteries and go into further specialising depending on what things you want from them.
So lets start...
Basics:
I used 40/59 points (P) here.
Offense (22 P):

All mastery with 1/x are stepping stones for the following:
5/5 Precision and Cruelty should be a no-brainer. You need that for damage for almost every champ.
Side info:
• Dont ever put more points into pierce than 1/3. It has less than a 1% critdamage increase (spare Ps at the end are even better in Greater Strenght)
• Courage is very good. I put only 1/3 points into it for now but will come back to it if we have spare points at the end (3/3 suggested if you do content that you need a lot of revives like LoL, AOL, V1, Act 6 etc).
Glass Cannon is just super awesome. 7,2% is a lot of damage for 3 points. And since you hit more than you get hit (well at least I hope so) its worth 100% of the time.
Dispair is a strong utility for 3 points and helps vs all kinds of regenerations in the game when you have a champ with debuffs.
You can argue that Dispair is more situational and I kinda agree (perfect for champs like HT, CapIW and Void)
But even a bleed here and there might help vs that annoying GreenGoblin reg.
Defense (10 P):

All mastery with 1/x are stepping stones for the following:
4/4 in Block Proficiency is a must.
Taking less damage on blocks and parry are 100% needed.
3/3 in Recovery is very nice for every reg in the game.
You can take the 4 points out of Salve and Recovery if you really need them somewhere else but I dont recommend it.
Utility (8 P):

Parry 3/3 is core. You can argue that 1/3 is enough but in "end game" content enemys hit very hard and you dont want to take more damage than needed (looking at you Cull)
Dexterity 1/3 is core as well or you cant evade that projectiles.
Stupefy 3/3 is suggested bc in AW (when enemies run limber) you are thankful for every milisec that parry lasts and in general it might be the difference between starting the next combo or not.
Limber just sucks. Never put points into that aside when you really need to annoy enemy attackers in War or do AOL.
And with that we have the basic trees done. From here on the specialising part will begin. We have 19 Ps to spare.
The are 2 paths that you can choose now:
Do I want to go for suicides (Recoil, Double Edge and Liquid Courage)
OR not.
That will change your playstyle a lot. Some champ use them very well (Ghost, Corvus, Omega, CMM, Magik etc) and some will become very bad with them or will only be able to do 1-3 fights (Void, Carnage, VtD etc)
Keep in mind that Liquid Courage reduces your healing by 30% bc its a Poison effect.
1. You want Suicides:
You need the willpower mastery for that and ofc the suicides.


We need 15 P to unlock Willpower so go for the Greater Vitality (nice to counter some of the - HP% from Glass Cannon) or Pysical Resistance. Makes very little difference. Can also go for Stand Your Ground to gain a bit of utility.
And the Offense tree.

As you can see we have 4 spare points. Things that make sense imo are:
Go for 4 Ps into Petrify/Pacify (Utility tree). Its a nice bonus.
Or go for 4 Ps in Coagulate/Courage (Offense tree)
Since you will lose health when fighting with suicides you will end up a lot below 50% which makes Courage useful.
Coagulate helps you with the damage in the first 16 sec from Double Edge so your champs that are not bleed & poison immune take less damage:
DE = 1,25% damage for 16 sec
LC = 0,6% damage
1,85% -(0,7 × 2 × 1,15 × 0,7)=0,723%
0,723% × 16 sec = 11,6% HP lost
Coagulate 1/3 = 9,6% HP lost
Coagulate 2/3 = 7,6% HP lost
Coagulate 3/3 = 5,7% HP lost
Only DE = 1,25% - 0,805% =
0,445% x 16 sec = 7,1% HP lost
Coagulate 1/3 = 5,1% HP lost
Coagulate 2/3 = 3,1% HP lost
Coagulate 3/3 = 1,1% HP lost
Side info:
• Omega Red becomes bleed immune with 1/3 Coagulate except if he fights a node with " + ×% more bleed damage".
• Nick F has a synergy with Antman/Quake that lets you turn the bleed from Double Egde into a heal at the start of every fight. That makes a lot of suicide unfriendly champs suicide friendly.
2. You dont want Suicides:
Now we have 3 main points to look at:
• Willpower (Defense)
• Mystic Dispersion short MD (Utility)
• Deep Wounds/Assassin (Offense)
As you know we have 19 Ps to spend.
Willpower costs 8 Ps
MD (4/5) costs 7 Ps
Deep Wounds and Assassin each 5 =10 Ps
From these 4 mastery only 2 are general: Assassin and Willpower.
Imo Willpower is very strong and everyone should have it. I know some ppl dont value it too much but it becomes useful in so many matchups from early game to end game.
Assassin on the other hand is nice to have but not to useful imo. Yes you can burst the last 18% with a nice SP2/3 but I dont run it more than 1/5.
But here it comes to personal perf.
Do you use a lot of mystic champs like Doom, Magik, Voodoo, Calire, SS then MD is what you should go for.
Do you use a lot of bleeders that benefit from Deep Wounds like Nick F, Carnage, Venom, Domino, SS etc then go for that.
Lets say you dont need MD and go for the other 3 and have spare points. You can always put them into Courage or Petrify/Pacify.
This is an example if you dont want Willpower:


This are my mastery for over half a year now and I love them.



Keep in mind that I use this "half suicide" build with only Double Edge and Deep Wounds for champs like Omega Ghost Nick F CMM Domino Venom and HOPEFULLY Corvus and Thing in the future.
Hope this guide can help someone.