Ezreal masteries

#1fuzzyslippers2Posted 10/2/2010 10:40:45 AM
I used to do 21/0/9 but with the manamune nerf I'm trying to get by without it.

Think 9/0/21 is my best option? Or stick with Offense?
#2Blazin_TwilightPosted 10/2/2010 10:47:12 AM
Stick with offense. The utility tree doesn't give much to Ezreal in comparison.
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#3Grand_CardinalPosted 10/2/2010 10:50:47 AM
I go 21-0-9 on Ezreal because I think the utility tree is much more useful than 5% more damage. You get every useful thing in Offense by putting 9 points in it.
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#4Hiryuu_Posted 10/2/2010 10:50:48 AM
Try a 11/0/19 mastery set. Something like this.
http://leaguecraft.com/masteries/3001400030000000000000000000003140032030300

You mainly want the 3 points in armor penetration out of the Offense tree. The points beyond that aren't that useful for Ez.
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#5Aero_15Posted 10/2/2010 11:04:54 AM
I go 21-0-9 on Ezreal because I think the utility tree is much more useful than 5% more damage. You get every useful thing in Offense by putting 9 points in it

What? You mean 9/0/21, right?

Anyway, I agree, the Utility tree is by far the best tree, although I'm seeing myself going down the defense tree every time I play a melee character.

With Ezreal, I'd say going down the utility tree is far more helpful than +5% extra damage, which is, arguably, one of the few useful things on the offensive tree, aside from Archaic Knowledge (15% magic pen).
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#6infected1989Posted 10/2/2010 11:38:01 AM
I find the defensive tree pretty useless and I play tank... less damage from minions? 60 hp? Attackrate/AP? (wtf is this doing in defense?) and 4% less damage... you can get the top few with 9 points just fine, and I find that less cooldown on ghost/flash, higher base movement speed and a little cdr benefit me a lot more. Taking 4% less damage per hit would hardly ever keep me alive, being able to use flash like... 40-50 seconds sooner would.
#7Aero_15Posted 10/2/2010 12:16:19 PM
Except that you don't want to run away, you want to stay and fight as long as possible. And yes, Ardor is sort of weird considering tanks are usually the ones who go down the defensive tree.
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#8infected1989Posted 10/2/2010 12:27:43 PM
Don't forget flash is amazing for initiating and ganking. And it makes going off on your own backdooring safer. And I personally do like "running" from a fight if I'm falling below 1k HP, but that's because Rammus is good at chasing and picking off people or letting DBC cool down and then going back in, making that 1k HP last quite a while.


Also, 60 hp for any tank is useless IMO. Even at lv1 it's barely 10% extra HP. By lv10-12 you already have around 2k HP with basic items. Going ghost/cleanse would make it worth going down the def tree but post nerf cleanse is just not as good as flash.
#9Aero_15Posted 10/2/2010 12:31:44 PM
Ghost + Smite if I'm jungling, or Ghost + Clairvoyance if I'm not. Really, tanks don't need the second summoner spell, might as well be useful to the team.
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