Some suggestions on masteries:
You get 50 armor from
Zhonya's Hourglass. That means
Enchanted Armor
gives you 2.5 extra armor after you complete Zhonya's.
For jungle you would be better off with
Tough Skin
for the same two points.
For lane you could go
Block
to reduce damage from autoattack trades against ranged champions or perhaps
Recovery
against melee champs that you feel you can bully.
You aren't building any mana so
Strength of Spirit
isn't doing you any good.
Alchemist
would be a much better investment.
You get 50 armor from


For jungle you would be better off with

For lane you could go


You aren't building any mana so


VexRoth, you are awesome. I had no idea Enchanted Armor was giving me so little, since Percentages look so pretty. I went with
Spell Weaving
and
Blade Weaving
since it fits my aggressive dueling style with jungle
Diana. I didn't get alchemist because I usually only get 1-2 potions per game (2 for jg and 1 for rushing ludens because of
Amplifying Tome Costing 435G). You just made me a much better assassin! :D




Also, just won two more games in a row, carrying my team pretty well. Triple kills and quadra kills are rare for me, but not anymore with this build;
Diana is so hard to duel against, especially for
Vi, since i can just come and nuke her while she's killing a creep. After the enemy jungle is underleveled, the rest of the team can push without surprise effective ganks from the enemy.


ThePreserver wrote:
VexRoth, you are awesome. I had no idea Enchanted Armor was giving me so little, since Percentages look so pretty. I went with
Spell Weaving
and
Blade Weaving
since it fits my aggressive dueling style with jungle
Diana. I didn't get alchemist because I usually only get 1-2 potions per game (2 for jg and 1 for rushing ludens because of
Amplifying Tome Costing 435G). You just made me a much better assassin! :D




Glad I could help. :-)
Happy assassinating!
I tried out the build you suggested above and a couple of alternatives.
For Masteries the 24-0-6 route seems to work fine at least against bots.
Runes: 9 Magic Pen, 9 Armor, 6 Flat AP + 3 sCDR, 3 Flat AP Quints
Armor Seals are a slight improvement for your first clear over sHealth Reg.
The Flat AP Quints are a minus for you first clear compared to the 2 Spell Vamp + 1 LS Quint in you build. However they pay dividends on you 2nd clear.
With that Rune and Mastery setup + the items I'll suggest +
Crest of Insight you'll have 40% CDR at 18th level.
I don't like the
Luden's Tempest rush. It doesn't provide enough single target burst and it needs to be charged to get the burst. I would put Luden's Echo last or 2nd to last in the build depending on what you are needing.
Stalker's Blade + Enchantment: Magus are still the item to rush. The 80AP + 20% CDR are just too choice. By the time you get those items + boots you should be level 6 and ready to do some serious ganking as opposed to just opportunistic ganks on enemies that are way pushed up.
At that point you have a choice and the choice is between
Lich Bane and
Zhonya's Hourglass. If your lanes are winning and the enemy lanes are hugging turrets go Zhonya's for turret diving. If your lanes are losing and pushed to their turrets then Lich Bane or just
Sheen if that is all you have the money for at the time for the single target burst.
The other reason I like to get a Sheen somewhere in there quickly is that the extra mana it provides really helps to defray Diana's rather high mana costs.
For boots I would go
Sorcerer's Shoes for the magic pen.
5th item
Void Staff and 6th item
Luden's Tempest or
Abyssal Mask or
Guardian Angel.
So my final build would look something like this (yolo damage + some extra wave clear and catch potential).
For Masteries the 24-0-6 route seems to work fine at least against bots.
Runes: 9 Magic Pen, 9 Armor, 6 Flat AP + 3 sCDR, 3 Flat AP Quints
Armor Seals are a slight improvement for your first clear over sHealth Reg.
The Flat AP Quints are a minus for you first clear compared to the 2 Spell Vamp + 1 LS Quint in you build. However they pay dividends on you 2nd clear.
With that Rune and Mastery setup + the items I'll suggest +

I don't like the


At that point you have a choice and the choice is between



The other reason I like to get a Sheen somewhere in there quickly is that the extra mana it provides really helps to defray Diana's rather high mana costs.
For boots I would go

5th item




So my final build would look something like this (yolo damage + some extra wave clear and catch potential).
Stalker's Blade + Enchantment: Magus
Sorcerer's Shoes - Homeguard
Lich Bane
Zhonya's Hourglass
Void Staff
Luden's Tempest
Did one more test running 25-2-3 Masteries ( 2 points in
Tough Skin
and 1 point in
Butcher
) and that made a significant difference in the damage I took during my initial jungle clear. I was able to pick up four jungle camps rather than three. Krugs, Red, Blue, Wolves.
Trying to decide on
Luden's Tempest vs
Rabadon's Deathcap on
Diana. Slight inclination toward Luden's due to the additional utility. You should already pretty much delete squishes by the time you pick up void staff, so Deathcap is kind of gratuitous.


Trying to decide on



Few notes (mid lane specific):
Core build for Diana is Abyssal+Hourglass. You really need these core items to dive the enemy. You CANNOT delay these items in any serious and somewhat competitive match because you WILL die when you R in.
Secondly, I'd always go 21/9/0 because it makes staying healthy in lane significantly easier.
Runes are also kinda poor, I think I run:
Marks: Flat AS
Seals: Scaling HP / flat Armour depending on matchup
Glyphs: Scaling AP / flat magic resist, again depending on matchup
Quints: Flat AP
For jungle its essentially the same, slightly modified 21/9/0 masteries to fit jungling a little bit better and flat armour in seals being the only difference.
Core build for Diana is Abyssal+Hourglass. You really need these core items to dive the enemy. You CANNOT delay these items in any serious and somewhat competitive match because you WILL die when you R in.
Secondly, I'd always go 21/9/0 because it makes staying healthy in lane significantly easier.
Runes are also kinda poor, I think I run:
Marks: Flat AS
Seals: Scaling HP / flat Armour depending on matchup
Glyphs: Scaling AP / flat magic resist, again depending on matchup
Quints: Flat AP
For jungle its essentially the same, slightly modified 21/9/0 masteries to fit jungling a little bit better and flat armour in seals being the only difference.
Can confirm that Atk Spd marks are better for your first jungle clear than Mag Pen marks. But I think you can get away with using either for jungle. For lane you want to use the threat of a
Moonsilver Blade empowered auto attack to win trades and zone your opponent, plus better last hitting so I agree with Vynertje that Atk Spd marks are the way to go for lane.

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