Interesting guide, I don't play QoT but it's guys like you who annoy the crap outta me in game. Well done
tl;dr
But, from what I skimmed over, I would say your build is lacking. In concept it is good but I would recommend the following:
At lvl 1 get bramble shield... beyond that, prioritize ground spikes over everything else. This will be your main damage dealing/farming skill and is basically like the "Pounce" of Sedna. Without it being the highest level possible at all times you are going to be running away a lot.
The decision between mulch and spike wave is a hard one. I would not always put my skill points in both. If I find myself running away a lot while being facemelted by a UB, I will definitely go mulch. If my team has a strong tank that has issues running after annoying glass cannons ala TB/Regulus then I will go spike wave.
I do NOT recommend going beyond spike wave 1 (unless it is late game) because this is a serious mana hogging skill.
For favor, I would recommend Cloak of Night (general favor). The warp ability makes you more mobile, being able to run away or chase after a demigod. It has saved my ass many times. Factor in the +mana per second and you have a very strong favor item early game with the scaled helm (this does not scale well but hey, the warp is great). No point in getting +speed items for Queen. If I find myself needing to flee a lot then:
a ) I am probably not playing QoT properly because I don't hang around my teammates who need to save my ass.
b ) I stack health instead and warp if I need to run away.
Other than that, seems like a good informative guide. GG.
Besides at level 1 and 2, Ground Spikes is maxed. You must have missed that part in your skimming... Ground Spikes is the single biggest reason to play Queen at all. However, Rank 1 is terrible. Low damage/debuff and costs as much mana as Rank 2.
As to Bramble at level 1 vs level 2: I find the Shamblers helpful for creeping and harrassing at the start and being able to summon them by the cyrstal saves mana. No one ever dies at level 1 or 2, so buying bramble at level 1 is totally meaningless. If you can't survive without it at level 1, you're being too aggressive.
I specified that I stack health. I even take Blood of the Fallen...
As to a decision between Mulch and Wave, I don't see any reason to have to decide between them. They are both extremely good in the right situations, but neither is good all the time. I feel it's important to have both to be ready to use either.
Also, I go beyond Spike Wave 1 at level 11... That *is* late game. There's no mana problem by that point. Having more snare and range is worth the mana.
What I was saying is that I usually don't stack health as QoT unless I find myself fighting for survival most of the time. This is not my general build... it is kinda versatile. I still recommend Cloak of Night instead of Blood of the fallen. Try it out. Queen should not be buying lots of items beyond Scaled Helm/Vlemish/Plenor and perhaps HoL (if she needs it). Her forté is that she can upgrade the citadel very, very fast.
Regarding Bramble Shield at level 1, it is debatable. Shield has a very strong morale affect. It makes enemy DG's run away when they see someone with it. This can be useful when wanted to capture specific flags in the beginning. I find it seems to work. It also works great against ranged nukers (Reg/TB) at level 1 if you are trying to fight over a flag against them. They will run when they find out they can't kill you. And yes, I play aggressive QoT... hehe...
Regarding Mulch/Wave, I don't always take both. I'd rather max shield/ground spikes asap as these are the bread and butter of the QoT. If I find myself getting harassed alot I will go mulch, otherwise I will go spike wave.
I don't know about you, but as an aggressive player I usually find myself running out of mana A LOT.
You say this right after saying you don't have to buy many items and that you upgrade shield fast. I find that using shield is the fastest way to run out of mana, and really isn't what the queen does best. The shield should be used situationally. It's best to use it when fighting caster. Throw it up to stop a fireball/snipe/spit. The shield drops fast against auto attacks because it doesn't include armor, so you're not getting very good returns per mana. Rank 1 is all that's really necessary for the early parts of the game.
Rank 1 of Mulch is not very good for mana efficiency either, and i rarely use it. It's a desparation move. Rank 2 is however extremely mana efficient. The cost does not go up as you increase in ranks. Rank 3 is technically broken in it's efficiency for damage/healing per mana, but the clumsiness of it seems to balance out.
I think the big thing is just how much people use Shield. Some players spam the heck out of it, and they need mana. That's why they play Queen. I just don't see that as being a good tactic in team games with good players on both sides. Shielding at the right time to prevent a key spell from affecting a target is amazing, but otherwise I feel trying to get into positions to use Ground Spikes with an ally is the way to setup for wins with Queen.
Here is a question for you..
The mulch ability simply states 'Allied Shambler'.
What if there are two QoT's in the group? Can they Mulch each others minions?
I just wish mulch would be in open form and uproot in closed form...
That build works? I have totally given up on dueling with QoT and dedicated her to Siege and Support.
I use a similar build to this. I'm thinking of trying a new build where I drop shield completely out or only have 1 rank in it. Instead I'd focus those extra skill points into shambler related skills.
I used to try Mulch too. Then I realized I spent more skill points getting it to work than any other ability. With only Summon Shambler 1, you pay the full cost for each mulch, which very clearly rivals the cost for bramble shield, only works on you, and takes an additional skill point to use.
The build is technically still the build i use if i play Queen, but only up to around 10 or 11. This build still works in 3s with the right teammates, but it has to win early. The teammates have to be able to make use of Ground Spikes extensively. However, if the Queen team can't push to the citadel and spike it out around level 10 or 11, then it usually isn't going to be a win. Surprisingly, this is the only build i've found that it seems worth having a tower rook on my team for.
I rarely play Queen anymore in 3s, and never in 2s. In any non-siege focused team, Oak is better at playing a similar support role.
You cannot mulch another players shamblers
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