I've been exploring a QoT Minion build. It is based on the following principles:
- Reduce mana usage, only 1 mana helmet.
- Close form only. Form switching makes using mana too easy.
- Shamblers. If you have a QoT Minion build that doesn't use shamblers, you are probably better off using another demigod. Furthermore, if you aren't using your skill points on Summon Shambler, you are using them on skills that are going to be using up your already limited mana pool.
- Compost, Entourage, and Uproot are unwanted trash.
- Ground Spikes and Spike wave are out because they require you to be in open.
This leaves you with Morale, Summon Shambler, Mulch Shambler, and Bramble Shield. Bramble shield is a bit of a trap because it doesn't increase your DPS and just makes you a bigger fatter all you can eat buffet.
The build
- Summon Shambler 1
- Morale 1
- Save
- Summon Shambler 2 & Morale 2
- Either Mulch Shambler 1 or Bramble Shield 1
- Morale 3
- Summon Shambler 3
- Morale 4
- Save
- Summon Shambler 4 & Morale 5
- ??
- ??
- ??
- ??
- Morale 6
Level 5 requires making a choice between Mulch and Shield. They both give you approximately the same return of health per unit of mana. I'm tending toward shield 1 because it is proactive and can be used on allies. Don't consider it an important skill, but instead a cheap piece of ablative armor.
Levels 11-14 are up for grabs. I can see going up to Shield 2 & Mulch 3, but not in what order. I don't think Entourage or Compost are good enough.
Items
Favor Item: Ring of Divine Might
Starting Items: Monk 1, Totem of Revelation
Purchasing Order for Further Items:
DPS increase Items
- Siege Gunner Idol 1
- Minotaur Warrior Idol 1
- Gladiator Gloves
- Siege Gunner Idol 4
- Monk Idol 4
- Minotaur Idol 4
- Gloves of Fell-Darkur
Mana Items
- Scaled Helm (replace)
- Vlemish Faceguard
Survival, Health, and Armor Items (not very confident about these)
- Boots of Speed
- Hauberk of Life
- Unbreakable Boots
Consumables
- Flag Locks
- Teleport Scroll
- Sigil of Vitality
Notes on Game Start
- Switch to Closed Form
- Open your skill window and pick Summon Shambler.
- Summon Shambler
- Go to shop
- Buy monk idol 1
- Summon monk
- Buy Totem
- Summon Shambler
- STAY AT the CRYSTAL to regen mana
This will put you a little behind in getting to the flags, but not that much as long as you follow the above.
The Reasoning behind the choices
The QoT is squishy and slow. She can health stack, but this leaves her low on mana. Without mana she can't use her offensive skills, which aren't that good to begin with. So given this problem, one way to solve it is to... avoid combat with demigods. Currently the mindset on the forums and in game seems to rely on having superior anti-demigod builds which then defeat enemy demigods. There are alteratives (i.e., pushing) but these are less favored and really hard to impliment in PUG games. What I propose is to focus on a QoT built for pushing.
Pushing is the idea that with sufficient pressure on the lanes, towers can be removed, creeps can be farmed more effectively, and creeps will be used to attack the citadel. This strategy is somewhat offensive and defense. It is offensive because it is based on directly attacking the citadel using creeps (by destroying towers and capping portals). It is defensive, because whenever you are directly confronted by an enemy demigod, you retreat.
This buid focuses on Minions. At level 1 the QoT will have ~100 DPS. This is at the high end of DPS, more importantly, this is virtually mana free DPS. At level 15, her dps from minions alone, is ~650. This isn't trivial amounts of damage. However, the build Sacrifices almost all spike damage (Mulch Shambler gives you some). You also will have very little health, very, very little.
Play Style
Whenever you see a demigod run. If you are playing against the Demon Assassin consider another build. Your minions are your weapons. Your autoattack should only be used against creeps, if you are in autoattack range of another demigod, you are too close. You do not have the health to be near enemies, especially since they are faster and harder to kill than you.
What you do have, is an army of cheap, replaceable minions that can do damage whille far away from you. What you should be doing is capturing flags, holding lanes, and destroying towers. You and your minions will clear an enemy creep wave, and then follow your own creep wave up to a tower. Attack until your shielding creeps die, then retreat back to the flag to repeat the cycle. Your goal is to break into the enemy's base to take their gold flags and portal flags. If you can capture a portal flag, be ready to use a flag lock, and then run. If you flag lock an enemy portal (not a neutral one), your entire team will get the gold and xp for every wave of reinforcements that pass through it. The same is true for a gold flag, by capturing it you both decrease your enemies gold and increase your own gold. Even if the flag lock is barely worth the cost for you alone, you have to remember that your enemies lose that much gold PER teammates and your ENTIRE team gains that much gold. The free experience to your entire team for portal waves is just icing on the cake (consider how awesome it would be if you could double farm lanes the entire game for free!).
I've said you should run away from demigods, and this is mostly true. The QoT should run, however your minions should be targeted on them. Having a crowd of 100 DPS minions following you around really hurts. They can either stay and fight (gaining no gold) or go about their business (and take lots of damage). Your goal isn't spike damage, your goal is continual pressuring, ticking away at enemy life and resistance the entire game long. It isn't nearly as awesome as bat swarming in, biting, stunning, and nuking like Lord Erebus does, but it is just as annoying.
Your goals are to reduce enemy gold income and to remove towers directly threatening their citadel. The largest problem with dying to the enemy is giving them huge amounts of gold. By not dying yourself, and directly attacking your enemies gold supply, they have to resort to gaining gold by creeping. If you watch end game summaries, you'll notice that most of the time, the highly offensive anti-demigod builds, kill very few creeps. This translates to them not having very much gold, which means their offensive powers are also limited.
The weaknesses
You need gold. Tons of it. You have to buy idols, gloves, consumables, and armor. You will be locking flags and teleporting out very frequently. You aren't going to be able to afford to buy all the citadel upgrades that everyone excepts the QoT (mostly because they think this is the only good use for a QoT. They suck). That means you are going to need that Oak to contribute to the citadel instead of making himself an awesome assassin build using items.
You have no life. You really don't have any life. You won't have the Blood of the Fallen, that's 800 down. You won't have higher levels of shield, that's gone. You can buy armors, but you are already strapped for cash.
You are slow. The boots of speed will make you equal to most other demigods, as long as they don't buy speed items. You can upgrade, but that is going to cost gold again.
You have to rely on your teammates. You will never be good at killing other demigods. If your teammates aren't helping push or aren't aggressive anti-demigod builds themselves, you are in trouble. You are especially in trouble if your team starts feeding (but that's true regardless).