diana rework build


Not Crescent Strike. But I will say the goal here is to shift Diana from a burst mage, into more of a sustained damage dealer, so some tuning of her damage output (burst potential) would be expected. 40 / 55 / 70 / 85 / 100 (+ 30% AP)(+20% Bonus HP), Diana reveals and draws nearby enemies up to 225 units toward her location, applying Moonlight and slowing them for 3 seconds, Additionally for each enemy hit, Moonfall's cooldown is reduced by 3 seconds. If so please give them a vote or leave a comment. These are all just ideas that I think push her in the right direction. We'll assume you're ok with this, but you can opt-out if you wish. Bonuses: +9 Adaptive Force, +9 Adaptive Force, +15-90 HP (levels 1-18). Every time she casts a spell, her bonus attack speed is tripled for three seconds, allowing her to jump on a target and smash them down. Conqueror: Diana is going to use abilities chained together quite often to keep enemies at a distance while she farms or to secure takedowns. ACTIVE: Diana dashes to the target enemy, dealing magic damage and gaining attack speed for 6 seconds. This rune is going to see every ability and basic attack that deals damage to enemies generate stacks of Conqueror that will grant Diana adaptive force. I wrote this before, but i would love the idea of unlimited dashes - you hit 3 champs with q, and you can dash to every enemy champ which is marked.

This subreddit is dedicated to people who mainly play Diana! There are so many better options, and even a control mage can do a better job assassinating enemies than she can, and from a safe distance at that. Like who else is there? So anyways with that out of the way, here is what I propose. The bonus attack speed is only going to benefit Diana by increasing the number of basic attacks she can land once she has dashed in on an enemy. Diana's bread-and-butter ability. Due to Diana being a melee champion who dashes in on her enemies, combining abilities and basic attacks, this is going to see an impressive increase in damage output. Diana Rework. +9 Adaptive (5.4 AD or 9 AP) This would also give her more of an identity because there really aren't many AP bruisers.

As i stated in my first post, I'm not trying to give definitive number here for ratios and cooldowns, just trying to flesh out what I believe is wrong with Diana. A good kat is always scary but a good diana is even scarier.

and Riot has toned it down to reflect that, giving it lower base damage, but also a lower mana cost. Adjustments passive and overall tuning changes. Diana is receiving a major gameplay and visual update heading into Season 10, with the AP bruiser-assassin hybrid finally finding a home in League of Legends. Having this item is not only going to dramatically increase her damage due to the 75 bonus ability power and 10 percent cooldown reduction, but the armor supplied by the item as well as the passive ability to become invulnerable for 2.5 seconds is going to make engaging on groups of enemies much less risky. If you want to jump in and try the Diana rework for yourself, it’s now available on the PBE and is set to go live for Patch 9.24 on December 3. If the target is 400 range close to Diana she will dash through them. And recently a member of Riot’s general design team has shared the first information about the upcoming Diana Update. You also have the option to opt-out of these cookies. Riot Games spoke out about Seraphine, says to “try her out” first before making any judgment, Syndra: Most Mid Worlds 2020 Group Stage Selected Champion – Here Are Some Great Tips For Her, Champions that get amazing Buffs in the upcoming Patch 10.21, Seraphine’s Abilities Reveal – The Clone of Sona. Although she has been played in the jungle, Diana’s changes have made her burst damage and ability to finish enemies extremely simple in a one-on-one laning situation. If there is any way someone can pass this along to Riot, or if anyone at Riot see's this, PLEASE, seriously consider it. Presence of Mind: Using her abilities is going to quickly drain Diana’s mana and the last thing the player wants to worry about it running low on mana while pursuing a takedown. Not only will this reduce cooldown times by 20 percent, but it will also deal 15 percent of the champion’s ability power on-hit with basic attacks. I dunno, there's a lot of options there.

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