User blog comment:JBox2D/Diana Rework/@comment-25003900-20141015160519

Well personally as a huge fan of Diana as she currently is I'm not quite sure how I feel about this change.

I will say that I rather like the idea of the dash becoming a regular ability, rather than her ultimate. It makes her jungle a little more relevant, considering that in her current state she's more or less useless until level 6 in terms of ganking.

The idea of her moving towards a more top centric champion I find I'm rather fond of simply due to the fact that mid lane is dominated by powerful bursty mages and assassins. Diana is relatively out of favor due to the fact that she can't 100-0 as efficiently as pretty much any other popular midlaner unless she's already far ahead. Again lacking her main bursting ability until 6 causes this to be a very difficult thing to accomplish.

If you're going to take all damage away from lunar rush when lacking moonlight I think it should be able to be used on ANY unit. So you could get yourself a bit of escaping mobility due to the fact that top lane is so stretched out, and she lacks any manner of escape shy of flashing. As a point of reference Katarina's shunpo can be used on anything, it does damage, and provides a damage reduction. An alternative is to provide the dash with a bit of damage, but not it's full strength, then give it enhanced damage if the target has moonlight

I also fear that the ultimate damage may be too easy to avoid and thus should be applied in reverse direction. All that sticking power won't count for anything if your ultimate doesn't land because they walked behind you and out of the circle. The moon theme is important to Diana as a character, but I almost feel as though it's detrimental to the effect of her ultimate. I'm not quite sure how to remedy this problem to be honest.

The chain burst that I'd use to all in an someone would be as follows Q (355) > E (263) > AA (291) > R (341) > W (395) > AA (291) > E (263) > AA/MSB Proc (789) This totals 2988 total damage, This doesn't factor in Runes, Masteries, Liandry's Passive, or enemy resistances. My typical build for this kind of bruiser would likely rely on defensive masteries largely to get the bonuses to armor and MR, I'd try to have health on items, as well as making sure that each item had some AP as well. Sorc Shoes seem like a must for the Magic Pen, adding in a Liandry's because it's a beautiful item for this kit, Rylai's synergizes with the Kit as well as Liandry's, IBG for the Spellblade passive, some armor, mana, a touch of AP, with an AOE slow. Then I'd make certain to have a Nashor's Tooth, AP and the attack speed is more or less a must due to her passive. Add in the round out being Abyssal Scepter, she's melee so whoever she's fighting will have the debuff applied, it also has AP and MR. This gives you 310 AP total, a modicum of tankiness, decent synergy with the shield from W. At 18 you get roughly 115 bonus shielding per champion hit up to a maximum bonus of 575 from the health alone if you hit all 5 champions. Possibility of the shield to hit 1273 if maybe your mid lane Orianna gets a lucky ultimate, that makes you nearly unkillable for the forseeable future. You at least get to win that teamfight.

After the math in that lengthy paragraph there (My apologies), I'd definitely support this kit rework. You'd see Diana come back as a reliable pick who isn't largely irrelevant pre-6. She might need a bit of balancing if this happened, but all in all I like it. Initially I didn't think I would. Also I don't recall if Diana's passive replaced her damage on her main target or adds to it, but if it does replace it all that means is the burst is 102 damage less, still brutal though.