QoT minion build: The Unassailable Flower(safe & easy)
Updated Jan 26th, 2010 to reflect 1.2 patch changes. So if the posts below don't make sense, you aren't going crazy.
Synopsis: Keep your flower closed the entire match, stop dying damnit. You should know how to play the game competently, so general tactics are not discussed. There are already many posts on a variety of tactical subjects (shield use, lane control, assaulting structures, team play etc...)
Consider this build the baby step on your way to playing the harder QoT builds.
Skill path:
1) Summon Shamblers I
2) Bramble Shield I
3) Morale I
4) Shamblers II
5) Mulch I
6) Morale II
7) Summon Shamblers III
8) Bramble Shield II
9) Bramble Shield III
10) Mulch II
11) Shield IV
12) Morale III
13) Morale IV
14) Morale V
15) Mulch III
16) Morale VI
17) Entourage I
18) Entourage II
19) Entourage III
20) Tribute
OK listen,
1) You need shield as QoT if you want to be in the fight or you're going to get mangled. You will also need mulch later on for staying power. Shield + Mulch + Priest idol heals gives your enemies alot of damage to overcome.
2) We aren't taking any skills in open form. Although Ground Spikes' armor reduction is the greatest thing since sliced bread. We are concentrating on staying alive since this is a beginner build. Keep it simple. Stay closed and use shield, mulch and summon shamblers as necessary.
3) Please, stop buying Shamblers IV! There is no reason to put a point in here! Shamblers III still gives you 4 minions, at 2 per cast. If you lose 4 shamblers at once, you did something wrong. If you wait until all 4 shamblers are dead before recasting, you ARE doing something wrong. Casting 2 shamblers at a lower mana cost is sufficient and efificent for replacing your attrition. For example, you have a need to mulch, now you are down 1 shambler unless you resummon all 4 at a high mana cost.
4) Entourage is now much weaker than morale for overall minion buff, so it is only something to buy at the end of the build since there is nothing else too buy for your Shamblers.
About the build.
1) You'll notice a gap between shield I and shield II. It is there because you can't afford it mana wise. Inbetween here you will be summoning more minions than at the beginning and thus using more mana. Additionally, having shields, mulch and priest idol heals will get you through the tough scrapes.
2) Items:
2a) Queen is mana intensive. You should always have 2 mana items. That means Unbreakable Boots + Scaled Helm, Vlemish, Plenor, and/or Hungarling's.
2b) Minion Items: Minions have sufficient life due to morale. What they don't have is life regen. One of your items should be a minion regen item. The rest should be dedicated to damage output. Since shamblers are ranged, being able to dump tons of damage on enemy DGs keeps them safe. So another one of your items should be Hauberk of Life. It's cheap enough to be afforded. The others are expensive and not very good items considering what you pay. They are platemail of the Crusader, Theurgist Cap or Iron Walkers.
2c) As mentioned, shamblers have long range, and are also AOE. This means they do well with damage output upgrades. This leaves your other 2 items being Gladiator gloves and later Gloves of Fell-Darkur. Since Gloves of Fell-Darkur are expensive and will be your last item, you can pick something else for this slot until you can afford them. Whatever makes you happy, just remember to get Gloves of Fell-Darkur when you can afford them.
3c) Idols: You want all 3 idols. Priests for the heal and firepower, siege for the ranged firepower and minotaurs as fodder for things like distracting towers or running over mines. Buy the higher idols as you can afford them. Having 2 priests, 2 siege and 4 shamblers and +minion damage gives you massive concentrated firepower. DGs fighting with their creeps and minions are not in as much of an advantageous position as they usually are, since damage spills over to the creeps from Shamblers and closed QoT even though they are targeting the DG.
4) Favor item: You will want a + minion item. Preferably one with damage output (Ring of Divine Might) but whatever works for you. This will net you 100 damage for minions, and then on top of that add morale, and gloves, giving you considerable ranged/AoE DPS.
5) Shamblers at skill level 1: I know most QoT builds take shield 1st for the early flag control and chase kill potential, but you really don't want to be summoning shamblers in the field early on. Taking shamblers at level 1 and summoning by the health crystal at the start of the game will give you the mana later to power shield at level 2.
6) Mulch- Offensive mulch use can be useful versus other minions and creeps and melee attackers once you get mulch II and III. Just remember the damage is applied several seconds after the mulch, not at the same time as the heal which occurs instantly.