Queen of ThornsThe Thorned Rose
Table of Contents
[A] Status | Change Log
Need to do: Base Stats at levels 10, 15, 20, Organize Skills by Alpha
[Changes]
4/16/09 - Finished Queen of Thorn Abilities, added Base Stats
4/17/09 - Added Build "Bramble Burst" by Cerulean Shaman
4/19/09 - Updated "Bramble Burst" with an alternate playstyle and Favor Item choices. Fixed Abilities and added Morale.
4/21/09 - Violent Siege added
[1] Introduction
Greetings, greetings. You're probably here because you have some interest in Queen of Thorns, though you're probably wondering what you'll find. Well, you're in the right place as Queen of Thorns is currently my favorite demigod and thus induced me to write form of resource for the community. You'll find plenty of info here and not just mine as I'll gladly accept feed back and input from the community so we can make this a wonderful resource. They'll even recieve credit!
I want to shy away from the term "guide", as that indicates telling you how Queeny should be played. Instead, I'll use the term "Handbook", a collection of information to help you master this stubborn mistress. Feel free to disagree, correct, or advise, I'm open minded and not so full of myself to think I am the only voice of Queeny.
As usual, this is a work in progress. I will update it over time as needed and fix any errors as needed. Feel free to pm builds, corrections, thoughts, or info. Also feel free to repost my guide as you please, you don't even need to give me credit (though it would be the nice thing to do!).
[2] Queen of Thorn Lore
.:The Tale of Thorns:.
The faeries of the forest were invisible to men, but were as plain as the sun to small creatures and growing things. The faeries did not rule the forest, but they influenced it in countless ways to help maintain a perfect, delicate balance. By asking nicely, they earned the obedience of all things that grew or moved.
Then a red-haired faerie was born, and she was different from the others. She seemed heavier, more substantial than her sisters. As she grew older, she found that when she walked in the field, her feet crushed the grass while other fairies lilted along without moving a single blade. After several attempts at helping things to grow ended in disaster, she was finally assigned to insect duty -- the durable carapaces of centipedes and ladybugs withstood her harsh treatment, and for her part she seemed to have a special affection for things that skittered and stung.
One day, she happened across a man in the forest. She was surprised to discover that the man could see her. She also learned that she exerted great influence over the man, and that her nakedness somehow contributed to his agitation. Finally losing control of himself, he seized her. She had little time to resist, since the color quickly went out of his face and he dropped to the ground, dead. She felt his life force flowing inside her like some drug, and was exhilarated. She now saw that she had special gifts.
The red-haired faerie was flushed with the possibilities. No faerie had ever thought to make demands of the forest-dwellers, and she was suddenly angered by her sisters' naivete and condescension. Thenceforth, she never moved through the forest on her own feet, riding instead upon a rose-chariot that stood upon the backs of four great beetles. In another break with faerie tradition, she gave herself a name: The Queen of Thorns.
As more searchers came to the forest in larger, better-armed groups, the Queen of Thorns commanded the elm trees to uproot themselves and savage the attackers. This they did, even though by these exertions they brought about their own deaths, for they could not get their roots back into the ground.
Coming upon the piles of dead men and trees, her sisters saw that a monster had grown in their midst. They gave her a choice: she could take her own life or leave the forest forever.
Wishing them all long winters, the Queen rode her insect-chariot away, leaving a crushed swath of fallen flowers in her wake.
[3] Base Status
Health | 1450 (+2.37 HP per Second) (+12.37 HP per Second Closed)
Mana | 936 (+2.93 Mana Per Second) (+4.39 Mana Per Second Closed)Armor | 330 (11.7% migitation) While in Closed Form: 363 (12.7% migitation)
Weapon Damage | 128-142 (84 DPS)
Attack Speed | 1.4s
Range | 15yd
Movement Speed | 6.0
[4] Abilities
[Close]
Queen of Thorns sinks into her flower, granting her new abilities as well as enhanced Armor, Mana regeneration, Health regeneration, and splash damage.
[Open]
Queen of Thorns comes out of her flower, granting her new abilities.
[Summon Shambler]
Queen of Thorns summons X Shamblers from her thorns to protect her. She may have X Shamblers active. Shamblers are ranged attackers that damage any units in the path of their attack.
0 yard range, 0.5 second cast, 5 second cool down.Mana Cost Per Rank [ 450/625/625/975 ] Rank 1 - [Summon 1 Shambler, 2 Max]Rank 2 - [Summon 2 Shambler, 2 Max]
Rank 3 - [Summon 2 Shambler, 4 Max]Rank 4 - [Summon 4 Shambler, 4 Max]
[Mulch Shambler]
Queen of Thorns absorbs an allied Shambler, killing it and restoring X Health.
5000 yard range, 0.1 second cast, 7 second cool down.Mana Cost Per Rank [ 280/250/250] Rank 1 - [Heals for 750 and does 250 aoe damage]Rank 2 - [Heals for 1500 and does 500 aoe damage]
Rank 3 - [Heals for 2250 and does 750 aoe damage]
[Uproot]
Queen of Thorns sends her vines deep beneath the earth to destroy target structure's foundation, dealing X damage over X seconds.
20 yard range, 0.5 second cast, 15 second cool down.Mana Cost Per Rank [ 425/585/745/905 ] Rank 1 - [500 damage to Structure over 10 seconds]Rank 2 - [1000 damage to Structure over 10 seconds]
Rank 3 - [1500 damage to Structure over 10 seconds]Rank 4 - [2000 damage to Structure over 10 seconds]
[Ground Spikes]
Queen of Thorns radiates a forest of spikes around her, dealing X damage.
0 yard range (damages around her), 0.5 second cast, 7 second cool down.Mana Cost Per Rank [ 500/500/675/750 ] Rank 1 - [Deals 250 Damage and reduces Armor by 375 for 5 seconds]Rank 2 - [Deals 500 Damage and reduces Armor by 750 for 5 seconds]
Rank 3 - [Deals 675 Damage and reduces Armor by 1125 for 5 seconds]Rank 4 - [Deals 750 Damage and reduces Armor by 1500 for 5 seconds]
[Tribute]
So powerful is the worship that Queen of Thorns holds that her servants pay her tribute.
0 yard range, 0.0 second cast, 0 second cool down.Mana Cost Per Rank [ 000/000/000/000 ] [Passive Ability]
+ 4 Gold for Army
[Compost]
Shambler Weapon Damage and Health is increased for every 3 foes that falls around Queen of Thorns. Uproot damage is also increased. This ability maxes at 9 kills and the effect diminishes over time.
0 yard range, 0.0 second cast, 0 second cool down.Mana Cost Per Rank [ 000/000/000/00 ] [Passive Ability]
[Spike Wave]
Queen of Thorns sends out a powerful wave of spikes, dealing X damage to anyone skewered and reducing their movement speed by X%.
20 yard range, 0.4 second cast, 10 second cool down.Mana Cost Per Rank [ 750/1000/1250 ] Rank 1 - [350 Damage, 15 yd, 15% Slow for 5 seconds]Rank 2 - [500 Damage, 25 yd, 20% Slow for 5 seconds]
Rank 3 - [650 Damage, 30 yd, 25% Slow for 5 seconds, 15 second cool down]
[Bramble Shield]
Queen of Thorns forms a shield around an allied unit, absorbing X damage. Only one absorption effect may be active at a time.
20 yard range, 0.0 second cast, 7 second cool down.Mana Cost Per Rank [ 400/560/720/840 ] Rank 1 - [Absorbs 700 Damage]Rank 2 - [Absorbs 950 Damage]
Rank 3 - [Absorbs 1200 Damage]Rank 4 - [Absorbs 1450 Damage]
[Entourage]
Increases Shambler Health by X% and damage by X.
0 yard range, 0.0 second cast, 0 second cool down.Mana Cost Per Rank [ 000/000/000/00 ] [Passive Ability]Rank 1 - [Increases Shambler Health by 250 and Weapon Damage by 10]Rank 2 - [Increases Shambler Health by 500 and Weapon Damage by 20]
Rank 3 - [Increases Shambler Health by 750 and Weapon Damage by 30]
[Goddess of Thorns]
The power of the Queen of Thorns floods through her very being, increasing the strength of her other abilities.
0 yard range, 0.0 second cast, 0 second cool down.Mana Cost Per Rank [ 000/000/000/00 ] [Passive Ability]Bramble Shield also grants a Thorn Shield to her and her army that deals 35 damage back to attackers for 20 seconds.
Ground Thorns grants Queen of Thorns a 15% damage reduction buff for 10 seconds.
[Violent Siege]
Queen of Thorns uproots debris around the Uprooted structure as well, causing 100 damage a second to any enemies around it as long as it is affected by Uproot.
[Morale]
Each level of Morale adds these stats permently to Queen of Thorns.
+ 50 Minion Heallth
+.5 Hp Per Second
+2% Minion Attack Speed
+ 50 Minion Armor
+ 4 Minion Damage
[5] Queen of Thorn Builds
Bramble Burst
Author: Cerulean Shaman
[Description]
This is my personal build for Queen of Thorns. It focuses mostly on defense and support in various ways. You won't be killing demigods likely unless it's while helping another demigod, but you won't die and you'll usually gain xp and gold faster than others. At the end of a game you become a centerstone object, a powerfull offensive pusher or a destructive defense.
[Skill Progression]
The skills you will be focusing on are Bramble Shield, Ground Spikes, Mulch Shambler, Summon Shambler, Spike Wave, and Goddess of Thorns.
Normally I would put a level by level progression but I've found it's very limited to do so for this build, so instead I will explain the choices.
I almost always get this first. It keeps you alive against assassin's and is a great support tool. If I see a lot of generals, I tend to get ground spikes first which we'll be more effective. Generals don't have much damage output at the start and a good chunk of it bay be their minions anyways, ground spike makes those extra units far less useful and will let you have the xp advantage early on.
Your creamy move. This move will destroy waves of creeps and set up any demigods to be mauled by rook or unclean beast with the reduction to armor. If you have a rook or unclean beast, hang with them as they'll benifit the most from your ground spikes and bramble shield. This move should be paired up with bramble shield as they are your two most important abilities. Eventually they will lead to Goddess of Thorns when they both cap at end game.
You will only get Shambler to the second rank so you can keep two around you at all times to Mulch. More isn't needed, they're going to be weak since you're not going to focus on them. They're tiny aoe damage but mostly they're walking potions.
You'll max it eventually, though the first rank will be fine for most of the game. That's enough to heal most of your health if your shield gets popped. You need to keep yourself from getting mauled, this + bramble makes that a lot easier.
You won't get this until mid to end game, usually when you cap both Bramble Shield and Ground spikes but aren't high enough to get godess of thorns (around level 11 or so I believe). Start putting points into it rather than putting more points into Summon Shambler. This wastes a lot of mana but will be a great tool end game.
[Godess of Thorns]
Lovely abilitiy. Passively adds a damage effect to your bramble shield and gives you a -15% damage buff when you use ground spikes, the more important of the two buffs.
[Alternate Form]
A good variation to this build is to replace Mulch and Shamblers with Uproot, then putting a point into Spike Wave whenever you can't put one into Uproot, Bramble Shield, or Ground Spikes. You lose staying power, yes, but you gain even more massive pushing power. My suggestion? If you're not fearful of the other team, say there aren't a lot of Regulus or Unclean Beasts or Rooks, or if your team works well together and knows how to defend each other, go for it.
By level three you should have a good idea if you will need more staying power or if it's all right to be a more powerful pusher. This third point thus should go into Uproot or Shambler, depending on that.
[Items]
Review this Link to see what items do: [Link]
[Thoughts Behind Item Choices]
Basically you want to have a decently big mana pool, between 3k-4k~ and then have the Heart of Life, which might as well be called the Heart of Thorns as useful as it is for her. The rest of the items focus mostly on movement speed and +HP\HP Per Second.
The reasoning is simple. With a bigger mana pool it takes longer to run out as you spam your abilities, meaning less trips to the crystal. Heart of Life acts like a mobile crystal, making it a wonderful tool for this build. It's costly, but you want it asap. Movement speed and +HP\HP Per Second will keep you alive. The more hp you have the more time you give yourself to Mulch or Bramble again. You won't have a ton of items, however. Don't forget you will mostly be support, as this build relies mostly on abilities there's no real need for many items as they won't help much. That's a good thing, as you can be the main bank for citadel upgrades.
[Starting Kit]
1 Scroll of Teleporting
Scaled Helm
[Optional] Combat Health Potion (Only if you feel you need it or if you got Ground Spikes first, with a bit of skill and some brambles you should be fine early on)
[Optional] Monk Idol (If you feel like you need it, I just skip 'em and get clerics a bit later.)
[Idols]
Focus mostly on the priests. It's a toss up if you want to use the others, you won't be killing demigods unless you're backing up another demigod or get lucky so I stick with only priests and slowly upgrade them over time. You likely won't get one right away, but it should be one of the first items you try to get even if it's just the basic ones.
[Favor Item]
Completly up to taste. Even I switch depending on the enemy team, though I usually dance between the Warstaff or the Swift Anklet. If you don't know what to pick, you can't go wrong with movement speed. No one really can.
[Mid Game]Note: Most games actually end at this state and don't progress long enough to get Level 15+ and enough gold for "Late Game"
Plenor Battlecrown
Boots of Speed
Banded Armor or Nimoth Chest Armor \ Hauberk of Life (Not much difference in what you want stat wise, if you can toss the 250G go Hauberk)
Nature's Reckoning \ Warlord's Punisher (Only if money flow is good and somehow others are helping you with citadel upgrades. Helps with aoe.)
Heart of Life (Only if you can reach it without trouble or sacrificing citadel upgrades, typically a late game item but it's so.. delicious)
[Late Game]
Note: Late game is easiest for you to play, QoT and this build benifit a lot from maxed abilities. Items still aren't that useful, but here are some that will bolster the build by adding yet another free aoe or keep you spamming aoe's longer, be it through keeping you alive or giving you more mana.
Heart of Life, Heart of Life, Heart of Life, Heart of Life!
Desperate Boots \ Journeyman Treads
Hungarling's Crown
Groffling Warplate [Artifact]
Cloak of Flames [Artifact]
Bulwark of the Ages [Artifact]
All Father's Ring [Artifact]
[Gameplay]
At the very start, watch for other demigods. If you can get a lane alone, do so. Avoid fighting other demigods. If you bought an idol, use it to harass without abandon. Stay in bulb form and keep bramble shield on. Don't risk feeding the enemy team, if you're low on mana and less than 75% hp go back and freshen up, using your scroll if needed. Once you get Ground Spikes, use it. Bramble yourself, pop out of bulb form, Ground Spikes, then go back in. You will destroy creeps easily and gain a lot of xp and gold fairly fast. You can put a lot of hurt to the minions/idols of other generals as well.
If you see someone using the idol trick, go with a buddy (another aoeing would be best) and harass them. Have your buddy go first and then rush in, aoe, then pull back. Bramble your buddy as well. You just want to bit by bit kill the extra idols. Make sure you have the tip of your aoe cover their minions, no need to be right next to them.
Over the next levels get Summon Shambler to Rank 2 as soon as possible then forget about it. Get the first rank of Mulch Shamble and alternate between Bramble Shield and Ground Spike until you're forced to upgrade Mulch. Which do upgrade first is up to you, depending on the fight. If you have a ton of generals against you, upgrading Ground Spikes first might be best. If your entire team are melee Demigod (Erebus, Rook, Unclean Beast) Bramble shield will be of great use to them. It's up to you to decide. When you can't upgrade Mulch, Bramble, or Ground Spike (at level 11 I believe) start putting free points into Spike Wave and use it like Ground Spike. Bramble Shield, pop out of bulb, Ground Spike and then Spike wave, then sink back in. Rebramble as needed and mulch when you are hurt.
You will progress slowly with items, much slower than other demigod, but you don't really need any badly besides a higher max mana count and Heart of Life. Use your cash to upgrade the citadel. Focus mostly on tower hp and regen. Early on, it's annoying as without constant effort a tower will regen back up. If you're doing a decent job and your team isn't failing, you should easily be able to push back any creep swarms with your aoe. Upgraded enough and before towers are already fairly damage, tower upgrades can really delay a game in your favor.
Mostly though, you're going to upgrade the first level of gold and then get all the creature type upgrades when you get a chance. I'd suggest priests asap, then angels and catapults together if at all possible. With you pushing, your creeps should reach towers without much damage. Aoe the creeps that will eventually come and make sure the tower is in your aoe as you'll damage it as well. Very effective way of taking out towers.
Near the end buffing tower damage can help a lot as well, especially if you're currently losing as they'll help you aoe. Don't underestimate your aoe ability, it's shines the best in defense. We won a game simply because the other team couldn't get any creep swarms in our base. I simply aoed them down all too fast, giving myself xp and gold. My continued efforts to buff the citadel payed off well here and when they finally started to catch up it was far too late. My ally demigods kept their ganking attempts at bay and using me as a tank (bramble + mulch} allowed quite a few kills. You are the center of the turtle effort, made all the more easier if more aoe using Demigod are in your group. Once you kill a decent portion of their team or push them back, your amassed swarm (created by several portals worth of creeps held up at your base by enemy minor creeps) will be a powerful hammer.
You can continue to keep their creeps dead and damage many towers at the same time by spamming aoe's as usual. We actually won a game like this that we were losing at the start. Never give up until the very bitter end as long as your team isn't made up of idiots.
Well, that's my build and playstyle for Queen of Thorns. If anyone else has a build they want up or wants to comment on this build, by all means go ahead.
[Alternate Playstyle]
Choosing uproot and getting spikewave doesn't change much. Rather, the changes will allow you to be a much more agressive pusher. You can use uproot out of a tower's attack range. Abuse that. Towers will fall very early if no one comes to stop you. Spike wave will allow you to push even more strongly earlier.
Keep to the original plan and keep in mind you don't have the same staying power, but don't be afraid to rush towers down and to keep enemy creeps spawning.
[6] Idols
An Idol is a unique item that can be bought at the shop inside the base and they can only be used by generals. You can purchase up to three idols: one melee, one range, and one magic\healer. In order to purchase a different idol you must sell the previous one.
[Melee Idols] Minotaur Berserker - 350 gold. 200 Mana, 30 second cool down.Use: Summons 2 Minotaur Berserker Minotaur Captain - 850 gold.250 mana, 30 second cool down.Use: Summons 2 Minotaur CaptainMinotaur Royal Guard - 1350 gold.300 mana, 30 second cool down.Use: Summons 2 Minotaur Royal GuardMinotaur King - 1850 gold.350 mana, 30 second cool down.Use: Summons 2 Minotaur King [Ranged Idols]Siege Archer - 550 gold200 mana, 30 second cool down.Use: Summons 2 Siege ArchersSiege Gunner - 1050 gold250 mana, 30 second cool down.Use: Summons 2 Siege GunnersSiege Cannoneer - 1550 gold300 mana, 30 second cool down.Use: Summons 2 Siege CannoneerSiege Demolisher - 2050 gold350 mana, 30 second cool down.Use: Summons 2 Siege Demolisher [Magic\Healer Idols]Monk - 900 gold200 mana, 30 second cool down.Use: Summons 2 Monks.Cleric - 1500 gold250 mana, 30 second cool down.Use: Summons 2 Clerics.High Priest - 2100 gold300 mana, 30 second cool down.Use: Summons 2 High Priests.Bishop - 2700 gold350 mana, 30 second cool down.Use: Summons 2 Bishops.[7] Links
Vampire Lord Guide By ViridShaman: http://forums.demigodthegame.com/346497[8] Credits
ViridShaman - Idol information, felt it was redundant to write it over again so I asked to use it.
may i be the first to say
First
-- looking forwards to its completion.. i have played a few MP games as a near bulb only player, shield spamming my allies, my minions, hell even the creeps if it would give us more time.
i found it to be a very nice support build, especially when mulch starts to heal for good numbers
It's not complete yet, I'll finish it once I get off work in two hours. I'm also planning on tossing up two builds that seem to be very effective with her, one of which I personally use now (bit different from my previous bulb build).
It works so damn well. I've recently stopped getting entourage or compost and instead putting points into Ground Spikes and eventually getting Goddess of Thorns (Which is amazing by the way.) Don't underestimate creeping as heros can hardly take out a base by themselves with other Demigods hounding them. Even with just ground spikes you can completly destroy attacking forces, I held off that final end game unit spam wave after wave while my team pushed the demigods back and then capped their spawn flags. We eventually won, it was an intense game. Shielding allies also makes up for not really going for Demigods yourself, the shield absorbs so much damage that you might as well have been there.
My max shield let my rook kill two demigods alone.
I also love adding creep upgrades (such as angels) as soon as possible, helps so much.
I'll post up my build tomorrow when I get into work. If anyone wants to add their build feel free to post it, along with any comments. I know she's not popular, probably the least popular Demigod, but I love the little arrogant life sucker.
Come on ladies and gentlemen. I know Queeny isn't the most popular of Demigods by far, but she isn't that cruel of a mistress! Well, she'll kill you for pretty much any reason.. Ahem..
Let's get some discussions and other builds up for her, let's not let them favor flavor demigods have their way! She's a good Demigod, trust me, she just requires a tad bit of a unique mind.
Well, I'll share my build. Eventually I might make an actual thread about it, but a post will suffice for now.
I start off with Bramble Shield and the Boots of Speed. These keep me alive and allow me to be greedy about kills. As soon as I have 4000 gold I get the Heart of life. If you have extra money getting more move speed isn't a bad idea.
I usually get Uproot or Compost next... but I don't think Compost boosts your standard damage, so Uproot is usually a better choice.
I focus on those three abilities until I can get Spike Wave. The Ground Spikes aren't bad, but I prefer Spikewave for the slow effect.
Depending on how the match is going I might buy Ranged Idols, Healer Idols, or I might save and get the Rage Belt from the artifact shop. The Rage Belt is costly, but it reinforces your support role and it gives you, and your allies that are in range, a massive damage boost. Of course, like any good player I like to spend money on my Citadel. At minimum I make sure that my structures are regenerating health.
Even after maxing those four abilities you will still have some leftover points to spend wherever you want. I usually stay away from Shamblers. They aren't terrible, but generally they cost so much energy and aren't worth it.
I suppose if you aren't up for pushing, you could always take Ground Spikes instead of Uproot and Compost. I prefer to be able to take down towers.
I'm loving my Erebus and Regulus builds atm.. Erebus is just so damn fast (7.9 attainable instantly!) its just godlike.. however i WILL try to spend an evenin gof games with the queeny again, see what i can do.
Whilst we have locked horns regarding the usefulness of idols, i would agree that the QoT is largely underrated.
Interesting build Dai, been wanting to do something with uproot but haven't had much luck so far. Maybe dropping shamblers and mulch all together might work . I'll try it out, you've inspired me.
I don't think idols are uselss Blakely, I just don't think they're useful for my build as they don't support what the build tries to do.
EDIT: I tried it out and it worked far better than I hoped. I replaced shambles and mulch with uproot then thorn wave. It's very effective, you can gank towers really early. You lose a lot of lasting power, however, so I wouldn't say it's replaced my build completly. But pretty much by level three (bramble and then ground thorn come first) I have a good idea about how the heroes will progress. If I fear a ton of sniper reg or Rooks, I'll stick with shamblers. Otherwise, I'll go with a pushing build with uproot.
my build as far as skills go
ground spikes
bramble shield
up root
spike wave, i max all ground spikes bramble first get goddess of thorns then work on up root, after that ill get 1 point into shambler and 2 into mulch just for the extra heals
As fars as items id go i get
Plenor Battlecrown (1500 gold)
Boots of Speed (1000 gold)
Vinling Helmet (3300 gold)
Nimoth Chest Armor (1500 gold)
Unbreakable Boots (1500 gold)
with a Diamond Pendant (1250 favor) as the favor item
this build is amazing for pushing / killing demi gods although its very mana intensive,
Strong notes.
Lots of damage from spike wave and ground spikes
Armor / speed reduction
Shield ability for yourself and teammates
Rapage of towers via uproot
That's pretty much what I do when I drop shamblers\mulch, though I end not getting them in the end like you do. It's a good balance though. Get a Heart of Life for your build, it's a portable health crystal and will reduce the need for mana items. You just need 3k+ max mana so you can max the usefulness of Heart of Life.
It's an amazing pusher and it sets up other demigod to be mauled by allies, made worse if they're UB or Rook who autoattack for most of their damage and thus benifit the most from - armor.
by chance do you have much problem with rook? everyone seems to act like hes so hard to kill yet i have hardly a issue killing him, toss up bramble slow him and ground spike at will with the diamon pendant and if possible a shrine that gives skill cooldown bonuse hes lucky if he hits me
Generally I find him easy to deal with, but you have to avoid his Hammer Slam attack... However, if he is a tower building Rook then he can be a bit of a challenge.
Most rook players are new, wait until you get a good rook player. QoT is probably the worst demigod to kill another demigod with. You say "slow" him like it's easy, but QoT has no stuns or any real kill moves and terrible dps on her normal attack.
There are different ways Rook can bypass our bubbles. Hammer spamming can get you to run out of range, only to have him cancel it and get a few hits off for free. The good 'ol boulder + hammer combo still hurts like hell, and a speed build Rook can keep up with you. His shoulder upgrades are amazing and don't require effort from him.
I don't know who the heck you guys are playing, maybe the night crew are just better on average, but most games I play are full of good players more often than not. Rook is no where as popular as I expected him to be, but when I do see him usually he's either bottom or top of the charts in games full of nothing but Erebus, UB, and oaks.
This game is amazingly balanced, which is why I get annoyed when someone can offhandly basically say there's no point in playing Rook. Based with 90% of the QoT's I see, I could say the same about QoT. The thing is, I actually know better and since I am actually pretty good with her I know it's just a lack of skill that will be fixed by time.
im not sure, i have been finishing about 5 to 8 ish kills and 1-2 deaths if any at all,
and i dont let rook get close to me im awalys runing back and forth.
i see mostly erebus and ub who is probly the hardest person to deal with as far as im concerned, i hardly ever see oak and hes really not that bad to kill as long as you watch out for his immune/damage buff
i guess its the quailty of players i play agaisnt or the fact that ive been lucky in pantheon mode and play with some outstanding players
I played some games using the build suggested. It works, but Mulch feels pretty bad all in all. It can save you, but the points spent there would work better elsewhere. It's lots of point wasted for self heals when you're not getting hit, and imo you'd just be better off keeping pressure on other DGs using offensive skills than having a good self heal. Often I found the shamblers dead when I needed them, but that's mostly just that I didn't micro them much.
After I switched to using idols and getting all buffs for shamblers, it's hard to go back. Hate using only closed form, though. Survivability is worse for having to spend gold on idols, but no need for Heart of Life, as mana isn't that big problem. Also, basically no way to chase down heroes, can take on them with minions (rather, run away and let minions whittle him down as he chases..), but can't finish anything. I had pretty much the same problem with OPs build. Queen is great at assisting others though, Bramble Shield is wonderful, and if you have clerics you can help others stay in action that much better. And with minions or with spells, Queen can deal good damage, and let others finish it off.
Erebus and UB have been the hardest do deal with for me too. With Erebus though, I think it's mostly I've faced some good players, the DG itself isn't that OP. Mostly the problem is that they are good at preventing escape and chasing down, while the Queens strength is at attacking with minions and from range, with shield protecting you even from ranged attackers, then retreating when you're about to start losing health.
I've given up minions, I just can't bring myself to use them. Occassionally idols are nice, but usually I prefer to put my money towards other gear.
Does anyone have advice on fighting Regulus? I can put up an even fight against everyone else, but a player controlled Regulus usually mops the floor in maps. The mine build is particularly nasty as it insta-gibs my shield and leaves me a half health.
Keemossi - I'll update my Build in a bit, thanks for reminding me. I only use mulch if there's heavy hitters like Reg on the field. The shamblers themselves aren't too useful but they are basically free pots. I used to play the closed only build you have, but I've since learned it isn't very effective as it offers your team little other than shield.
If I feel I can do without mulch, I'll almost always get uproot and thus spike wave earlier as a result.
Daikaze - I have as well, I don't think minions are that hot without dumping cash for the best ones. For QoT, I think that money is better off helping others through Citadel upgrades or buying items for other demigod to help them feed.
I do use the priests though, they help keep me alive that second longer.
As for Reg, he's probably our worst foe. It's hard to do much against him, mines can destroy us and as most QoT builds don't call for movement speed his will likely be better. It's too easy for him to chase and then finish us with snipe. He's probably our hardest fight and most good Regs know that.
My advice is to use this against him if he seems to be going for you. Set up ganks, hitting him with ground spikes after a UB or Rook gets ahold of him = bye bye for rook. Otherwise, try to avoid him whenever possible.
His mines can be annoying, but you should only ever fall for it once. Afterwards, stay behind your creeps and let them trigger them. If it seems like he's leading you, drop a ward or two. Most people don't use wards, but they're actually pretty useful to keep tabs on the map. If there's a mine Reg, then they are musts. At 50 gold a pop, it's not like it's going to break your bank.
the best way to handle Regulus is minions. he can mine them, but that saps his mana and renders him nearly harmless. his autoattack damage is high but he still won't be able to make much progress through Bramble Shield without burst damage from his spells.
if he ignores your minions and comes after you all you have to do is focus on living long enough to see your guys pound his face. Regulus has no defensive skills at all and below average health/armor. he'll get taken out in short order by minions if he tries to just run past them.
all of this stops working after level 15 though, unfortunately. Impedance Bolt is just an outright trump. it will make you run out of mana a long time before he does and thus you won't be able to summon, mulch, or shield and will surely die to his much higher regular attack damage.
Anyone know if life/mana steal is working through our shield? Sometimes I get the impression that it is working even when it's absorbed by the shield.
QoT is by far my favourite Demigod. Can't quite place why though.
Personally, I've never been a fan of using the shamblers. They just seem to take up a skill I could sink into maxing out my bramble shield/ground spikes so I can get Godess of Thorns. Other than that, I go for Uproot. However, after reading this I'm not sure compost does what I thought it did, which is healing me when I kill things. If it's not, I'd probably switch that out for Spike Wave and maybe a point or two into shamblers if I can afford it.
Mind you, this is all coming from someone who fails horribly at playing DG...
Compost doesn't heal anything. it provides a scaling passive buff to your Uproot and Shamblers based on how many things you've killed.
you should try the Shamblers. you might be pleasantly surprised how good it is to have even just 2 of them around, which only requires 1 skill point.
Shamblers aren't bad, they don't do a large amount of damage but they are ranged and attack multiple creeps at once. Their best use is still as potions though, in my humble opinion.
And yes, bramble shield is likely our best, and most despised, ability. So spam it good and often!
That's creepy. It's pretty much exactly how I play her...
Just one thing for me to add: I keep her shamblers in the base. Munch Shambler has a 5000 range and they die pretty fast. I prefer to spend the mana before the fight and hide the shamblers and use them when needed. When new ones are made, I send them back to base instantly.
But man, it's like you were looking over my shoulder, lol.
Well I've been trying out this build, I was a little skeptical at first because you never really see QoT that often, and she's one of the least played in this epoch. Now that I've tried it out I haven't lost a single game where I had another human player. She's such a great support class, not to mention she has great survivability once she gets the Mulch Shamblers ability.
Anyway I strongly urge players to give QoT a try, I know at first UB was my favorite DG but now I can't stop playing as the Queen.
That's the spirit! She's actually quite fun to play, though sadly most people stay away from her for some reason. Not surprising I suppose, as people love power! Always the dps classes that are the most popular in an mmorpg. People like being strong, not making others stronger.
Oh well, I'm glad you are at least enjoying her.
I've been running a similar build, but I go exclusively the offensive AoE spells and the bramble shield up until level 10(this will upgrade all of these as quickly as possibly). From levels 11-13 I've been getting whatever I feel I need. I find myself using these abilities so much that I'd rather skimp on upgrades for some levels so I can get them up faster. It doesn't make much sense to get just level 1 in something like uproot(speaking of which, does anyone else find uproot to be a little on the pathetic side?).
I also just tried a closed form build where I focused on summoning upgraded shamblers, but I found I was pursuing more lines than I could consistently upgrade as soon as I got the chance to and that mulch just wasn't doing enough when used as a bomb.
Ye, Uproot is lacking, UB's spit is basically just as good for destroying towers, and it works on demigods too. With Compost Uproot can do very decent damage though, and it has better range than spit. But Uproot isn't usually the first priority, or even second, and by the time it's realistic to take Uproot towers can be pretty much taken down without it. Also, Compost is not worth taking for Uproot alone, and builds that go for shamblers tend to be tight on points to begin with, like Doggiedoodle said.
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