Mastery Overhaul Concept - Path of The Summoner

OmniformOmniform Member Posts: 60
Path of the Summoner

Path of the Summoner is a concept idea for a fully overhauled mastery system which will give players more diverse options to change their gameplay and how they play their champions. We currently have only one real set up for high level end-game masteries and that is Suicide Masteries. You either have them or you don’t.

One of the major changes that I would like to see with masteries is to remove the entry barrier to a lot of the more useful masteries. A proper mastery set up costs a lot of units, especially Suicide Masteries. Removing this barrier of cores will give players more freedom to play how they want to.

The second major change would be the ability of saving mastery pages so you can change them on the go, especially if you’re trying to do content.

We currently have 59 mastery points but for this system we will need 60 mastery points.




- The Paths -

The main theme of this whole system is letting you choose how you play. There will be six paths based on the Classes that we have.

These are:

- Path of Mystic: Power Gain/Power Steal
- Path of Skill: Debuff Shrug/Debuff Duration
- Path of Mutant: Prowess Damage/Prowess Duration
- Path of Cosmic: Buff Duration/Buff Strengthening
- Path of Tech: Immunity Buffs/Power Drain
- Path of Science: Resistances/Utility Buffs

These Mastery Paths will be themed on their corresponding traits of the classes.




Paths consist of two types of masteries: Path Masteries and Infinity Masteries.

- Path Masteries -
Path Masteries consist of stat changes/increases/decreases/etc. An example of this would be:

Path of the Mystic

More Power To Me
Rank 1
- Every three hits you gain an extra 3% power on hit.

Rank 2
- Every three hits you gain an extra 6% power on hit.

Rank 3
- Every three hits you gain an extra 9% power on hit.

These masteries are small but worthwhile gameplay changes that might not look like much on first glance but could help in the long run.



- Infinity Masteries -

Infinity Masteries are the masteries you want to ultimately go for. These change gameplay drastically but due to the massive impact they will play, they will be disabled in competitive content such as Alliance War, Alliance Quest and Arena.

These masteries are also themed based on the Infinity Stones.

To choose one of the three Infinity Masteries on a Path you will need 29 mastery points in the tree that that Infinity Mastery belongs to. Only one Infinity Mastery on a Path can be active at once. This gives players the option to either max out two whole paths for Example: Mystic and Mutant. Players also have the option of maxing into one Path and spreading the rest out into other paths to get the stats they want.



Here is an example of the three Options for the Path of Mystic Infinity Mastery:

- Path of the Mystic -

Can’t Have Too Much Power

- After an SP3 you gain two bars of power over 6 seconds, if you are hit it will stop this power gain.


Your Power is My Power

- Every time you activate a special attack and it hits the defender will be inflicted with a stack of “Reverse Of Powers”. Once “Reverse Of Powers” has 5 Stacks inflicted on the defender, they will passively lose 5% of a bar of power every 1 second for the next 15 seconds and you will gain this amount of power.


Burns Doesn’t It?

- Every 10 seconds you will gain a “Burning Power” Buff. For the next 12 seconds your hits will Power Drain the defender for 2.5% of a bar of power per hit. This power that is drained is also inflicted onto the defender as damage.



This is all conceptual and of course there would need to be a lot of testing and balancing but this is my idea on how gameplay in the Contest can be meaningful with a overhauled Mastery System that Players can experiment with.
Sign In or Register to comment.