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Maybe I am just a massive pussy, but I think I wouldn't want Nashors Tooth on Jungle Diana at all.
I bet if you were to replace the Nashors in your build path with a Iceborn Gauntlent your RQauto probably hits just as hard as if you have Nashors tooth, then you can just tank a lot more with W shield. The sheen is real nice as a component, and armor in general is just good. The extra mana and CDR is real nice because then you can just RQauto like 10 times in gritty ass fights (because lets be honest, any fight against Maokai / Poppy / Alistar / Voli / Swain etc will be gritty and scrappy as fuck).
Iceborn is also like 1k gold cheaper than Nashors, if my memory serves. For your assassination damage to be the same with sheen as with Nashors, 2 Sheen procs must be equal to 1.9[total kit AP ratio] * 80 AP or 152 extra auto attack damage, or 76 base AD. So your assassination with either item is identical at level 9 (when Diana gets 76 base AD). And that is just with Sheen.
Then I'd prolly continue to like Abyssal then start building Rylais or armor pen depending on the game. You probably just straight up assassinate carries with the same efficacy and with your extra CDR / armor you now have like 1.5k more eHP, and you also have some mad utility.
Echoes > Sorcs > Gauntlet > Abyssal > Components (game prolly over?)
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The Mage rework and putting CDR on Zhonya's and Abyssal really doesn't help Jungle Diana in many ways. It's way too easy to CDR cap and waste gold. For the jungle assassin, I'd want Lichbane and Zhonya's; Iceborn over Lichbane if behind maybe. TBH, I think the item rework is as important if not more than the Champion updates.
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I think it depends what you running on your masteries too.
Like, with Thunderlords, I'd want some more tankiness, but if you went like 12/0/18 with SoA then you can prolly get away with lichbane.
Not sure what you'd want. I'm a bruiser player, thats my comfort zone. I'd go SoA & Iceborn.
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Nashors isn't great on Diana unless you're doing TP split push style. Lichbane gives her more in most scenarios.
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On May 25 2016 17:09 Gahlo wrote:Show nested quote +On May 25 2016 16:24 Kinie wrote:On May 25 2016 07:56 Gahlo wrote: Anybody else still play Diana jungle? Been playing her a bit more recently and she's felt thoroughly meh. The main thing with her is she has two main breakpoints on if you can snowball or not. First breakpoint is when you hit 6. Hit 6 asap, find the lane you can gank, have enough MP for a full combo (W-Q-R-E-R-Q) go and gank it. Blow flash, get a kill, whatever, just make sure you show up and just do a shit ton of damage. Second breakpoint is when you finish Runic Echoes. Find a lane, gank in it, look to get at least 1 kill, probably 2, because you'll Runic Echoes once on the leap-in, and probably get it to go off again with the last spell you cast. She's actually a pretty damn good split pushing jungler if you get either LB or Nashors. Personally I get Nashors whenever I can, usually second. Anything after that - including Zhonyas - is situational. I've sometimes gone green jungle item over blue if it's a thing that's known where I'll be split pushing one lane while my team does stuff on the opposite side of the map. This gets her lane farm and pressure on the map, and you generally can 1v1 most people due to her burst damage. My go-to build is Runic - Nashors - Abyssal - Zhonyas - Ryleis with either M.Pen or MR boots. Have you tried out Protobelt on her? When building Nashor's, do you go Stinger or Codex first?
I haven't built Protobelt on her but I can see it being useful, if you can mash the buttons fast enough to go W-Q-R-Proto-R and do like 1500 damage in 1.5s or something like that.
Personally I get Stinger first because I want it for clearing the jungle faster via her AA passive. But I've gotten Codex first when I know I'm the only source of AP damage on the team.
Mind you most of the time I do play Diana jungle it's with my friends so they know what I'm going to do or be capable of doing going into it, in a pug game it probably would be better to get LB over Nashors. Note that I don't run CDR runes or go Thunderlords usually (I do 0/12/18 with Grasp of the Undying in most cases), but I do go 12/18/0 when I look to be the AP assassin Diana and just 100-0 people from the jungle.
I feel that the main benefit to Nashors is the 20% CDR on the item as thanks to the Mage rework it's super easy to get 40% CDR just from items for her (LB + Abyssal + Zhonyas is 30%, runes could give her the last 10%, or you go Nashors + LB + Zhonyas and get 40% right there).
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Protobelt might be a bit awkward sometimes when you are already on your target. If you use your belt then to dash you can dash too far and miss the target.
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Best use is probably to set up a dash/W, but missing and going to far when you still have a dash isn't a huge issue. You can also use it after you land the Q slow in order to get to your W faster.
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Nashtor's seem pretty good if you're against a team where you can get multiple autos in for that sweet sweet free 80% ratio and huge base damage from her passive.
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wtf got changed in 6.10 to swain
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They buffed the hell out of Catalyst.
Gave him a higher slow, rearranged his damage to his slow from his Dot. The damage also used to ramp with levels in the dot from 8% increased damage to 28%, they made it so his dot his now a flat 20% increased damage. So you get way more utility in lane, and do more damage in lane. You now max Q instead of the E, and get all the same damage as before with utility now added in.
You are also now maxing your slow on the lazer bird, so you can land roots easier.
And they buffed his mana regen on his passive, and his ult also regens more now.
They also buffed his R so instead of 3 birds every second, you get 1 bird every 0.2 seconds, so you do more damage in an AoE. Increased your waveclear and teamfight efficacy. It was a "QoL" buff. And give his R a higher ratio.
So.. everything. They buffed everything. LOL.
It is a slight nerf to his shitting on melee, like he could do probably 75% of his damage with just his E before, and even if you outplayed the lazer bird and the snare, you still took most of the damage. Now he has to land his huge instant skillshots to dick you.
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he actually does less damage than previous once you are forced to max E, but it's not enough to be relevant compared to his buffs.
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On May 26 2016 11:45 iCanada wrote: They buffed the hell out of Catalyst.
Gave him a higher slow, rearranged his damage to his slow from his Dot. The damage also used to ramp with levels in the dot from 8% increased damage to 28%, they made it so his dot his now a flat 20% increased damage. So you get way more utility in lane, and do more damage in lane. You now max Q instead of the E, and get all the same damage as before with utility now added in.
You are also now maxing your slow on the lazer bird, so you can land roots easier.
And they buffed his mana regen on his passive, and his ult also regens more now.
They also buffed his R so instead of 3 birds every second, you get 1 bird every 0.2 seconds, so you do more damage in an AoE. Increased your waveclear and teamfight efficacy. It was a "QoL" buff. And give his R a higher ratio.
So.. everything. They buffed everything. LOL.
It is a slight nerf to his shitting on melee, like he could do probably 75% of his damage with just his E before, and even if you outplayed the lazer bird and the snare, you still took most of the damage. Now he has to land his huge instant skillshots to dick you. Don't forget that they made the healing on his ult no longer tied to the damage it does so he can soak all that goodness in even from tanks.
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On May 26 2016 12:07 Slusher wrote: he actually does less damage than previous once you are forced to max E, but it's not enough to be relevant compared to his buffs.
It also technically nerfs your shredding utility in that your overall damage amp (as in even your ADC does more damage to the target tormented) is slightly less at the end of the day
He doesn't snowball out of control as much as before (he used to be able to turn being 2/1/1 with a 10 creep advantage into 10/1/1 by A-moving middle), but he is significantly better in general than he used to be. More consistent, higher utility in general.
Definitely much stronger. Weaker in some areas, but way stronger.
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Q actually creates an area you can't move into even once you went out now, compared to before where breaking Q's tether meant you were free to turn back in. It's stronger zoning against melees.
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Both feel really bad on the melees end regardless. I'd rather be zoned for 4 seconds than just lose trades I can't not take. Just holding E before as swain zoned you hella hard, imo. But I think I've always got my teeth kicked in vs swain more than most players, so maybe I just bad.
Does Death's Dance lifesteal work with Kindred / Bloodrazer / BotRK life shred?
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Yo teut, what about armpen reds on Garen?
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On May 26 2016 18:37 iCanada wrote: Both feel really bad on the melees end regardless. I'd rather be zoned for 4 seconds than just lose trades I can't not take. Just holding E before as swain zoned you hella hard, imo. But I think I've always got my teeth kicked in vs swain more than most players, so maybe I just bad.
Does Death's Dance lifesteal work with Kindred / Bloodrazer / BotRK life shred? As a melee, I've found him less annoying than Yasuo, tbh. But the whole "randomly dash and you can't be retaliated upon till you've hit everything/moved away in case you accidentally dodge" and Q spammable harass that works like a ranged auto but doesn't draw minion aggro tilts me. I'm pretty sure if I farmed decently I'd crush him in duels with Jax or Irelia after a few levels but levels 1-3 are pretty cancerous.
Speaking of Jax duels, won lane (lost game) against an Olaf yesterday, he had warlord's mastery and rushed cutlass, while I had Phage, and when we were both level 6 and fought he almost killed me. Even with my passive fully stacked, his + warlord's at low HP bought him a good two seconds each time, and had it been enough to refund his E cd he'd have won. Think I'll avoid fighting Olaf directly when they go for a better build next time I play that match-up, I expected my better item to pull through. He didn't really move to pick up minimum distance Qs either.
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On May 26 2016 20:40 Alaric wrote:Show nested quote +On May 26 2016 18:37 iCanada wrote: Both feel really bad on the melees end regardless. I'd rather be zoned for 4 seconds than just lose trades I can't not take. Just holding E before as swain zoned you hella hard, imo. But I think I've always got my teeth kicked in vs swain more than most players, so maybe I just bad.
Does Death's Dance lifesteal work with Kindred / Bloodrazer / BotRK life shred? As a melee, I've found him less annoying than Yasuo, tbh. But the whole "randomly dash and you can't be retaliated upon till you've hit everything/moved away in case you accidentally dodge" and Q spammable harass that works like a ranged auto but doesn't draw minion aggro tilts me. I'm pretty sure if I farmed decently I'd crush him in duels with Jax or Irelia after a few levels but levels 1-3 are pretty cancerous. Speaking of Jax duels, won lane (lost game) against an Olaf yesterday, he had warlord's mastery and rushed cutlass, while I had Phage, and when we were both level 6 and fought he almost killed me. Even with my passive fully stacked, his + warlord's at low HP bought him a good two seconds each time, and had it been enough to refund his E cd he'd have won. Think I'll avoid fighting Olaf directly when they go for a better build next time I play that match-up, I expected my better item to pull through. He didn't really move to pick up minimum distance Qs either.
Walord olaf sucks. Fervor is even stronger and tbh I think olaf is hidden op this patch. He is just not easy to get into, but once you are good at landing axes he'S a killing machine in lane.
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how do people stick to one/two roles?| I seems to bounce around every role constantly so I never improve at anything.
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