[quote who="Sacrificial_Soul" reply="5" id="2256626"]For me, this comes from the attack time lost when having to go from closed to shield myself, to open for attack boost and ground spike, and then back to closed because my shield has failed by that point. [/quote] I do not play her in this manner. Once I am in combat I try to avoid changing forms as much as possible. If i am going 1v1 with Sedna then I know beforehand that I am not going to outlast her. That's fine.
TDude
[quote who="bman654" reply="3" id="2256677"]You can see the death timer because your team "saw" the enemy DG die. All quantities are known so there is no reason not to do the math and display the timer. But you are asking to be able to see unknown quantities. If the enemy places a lock while in the fog of war and you walk up to it, why should you know how long it has left? You had no view on it when it was placed and so do not know. If you take away the abil
The issue with buffing troops too much is that anything that instantly kills small creeps becomes extremely powerful. Post Mortum, Fire Nova, and Heaven's Wrath all fall into this category. Granted, everyone has access to these in some form (through favor), it puts a serious premium on having them.
[quote quoting="post"]There probably wasn't anything I could do, considering nearly all of my team liked to wander off on their own.[/quote] You answered the question for yourself. A team that works together is going to beat individuals most of the time. I think one of the best options for your team would have been to go on offense. If 3 of the opponents are killing your base, gank the 4th solo player and then proceed to tearing down *their* towers. Don't let
[quote quoting="post"]-Decrease in hit and run dynamics since jumping in and out of battle with be less viable with longer cd [/quote] Um, wouldn't the nerf do the opposite? Everytime you do a hit and run and actually don't get hit you have caused damage that matters. If you hit and run now for a small amount of damage, they'll just heal it. The nerf makes harrassment a bigger part of the game.
I think she's a difficult character to play properly, but I do not think she needs any buffs. I play her most games that I play. I feel confident stacked up against any demi's. Her snare is definitely viable if you get good at using it.
[quote who="Frogboy" reply="1" id="2255346"]Heart of life has been moved to the artifact shop and its cooldown timer has been double. The effect has been increased. [/quote] Good change IMO. Still a good item, but double cooldown makes it far less powerful.
[quote who="maxxy" reply="4" id="2252827"]I don't know about you, but as an aggressive player I usually find myself running out of mana A LOT.[/quote] 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 fir
Pretty hilarious. Sounds boring for both sides. My guess is that it won't turn out to be a very good strategy in the long run.
Mulch tanking should allow you to get through this. If you're also level ten, grab Mulch 2 and everytime you get hit with a triple mine just hit Summon+Mulch. Let your ally do the bulk of the damage since you'll be forced to stay in closed the whole time. If the enemy Reg leaves you to go clear towers, you do the same. Angel Reg will decimate towers after you Ground Spike, much faster than the Mine Reg will do so. Make sure you wait until after the mines detona
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 buyin
[quote who="Obscenitor" reply="7" id="2250558"] AF uses mana. Plus "AA" builds almost always end up using MoB and Snipe as supporting skills, and if you are going to use AF, MoB, and Snipe you are going to tear through mana like you wouldnt believeNot to be terse, but you and I aren't talking about the same thing. On the third or fourth post someone mentioned a build in which they spend only one point in snipe (inexplicably since it's wasted late game) and use no other activa
I've come to enjoy playing Queen a lot. Several Queen builds/guides have sprung up, probably due to the fact that the character overall has a fairly indirect playstyle. Most players likely will think that my build and style are no good, as it is not specialized. I feel this is something forced upon the Queen, as out of all of the characters her "best" function is situational. She doesn't directly support other demi's as well as Sedna, sh
Seven seconds per kill. So if you max it out it takes about a minute to fully lose all the buffs.
I got this from the ScaryLogic forums where the author had datamined most of the characters' stats in version 1.0. After testing in game, his description of the mechanics were slightly off, but the stats held up. Compost helps Uproot a lot in making it more efficient. Technically, rank 1 Uproot and Rank 3 Compost is the most efficient damage per mana. I personally prefer two ranks in Uproot to keep the damage at a moderate level.
So, here's a chart for the bonuses. At rank 1 Compost, after the first 3 kills you are at Level 1 of the chart. Add your additional ranks in Compost to whatever your current temporary buff is to get your Level. So, for example, if you have rank 2 Compost and 6 things die then you'll be at Level 3 on the chart. Level 1 - Uproot Bonus Per Tick: 20 - Shamblers Dmg: 4 - Shamblers HP: 60 Level 2 - Uproot Bonus Per Tick: 40 - Shamblers Dmg: 6 - Shamblers HP: 120
Queen can do this with Mulch. Technically it's not what you're asking, but you can play a Queen build that sends Shamblers off into waves of creeps and the damage from Mulch will count as your kills for exp/gold even if you are across the map. I do this often while capping a flag that can't reach a wave.
Well, the reason i asked is because if the target's armor got low enough then auto-attacks might shoot through the roof. I agree that it's a pretty bad situation, but a bit of experimentation might make it feasible. Instead of trying to burst with double spike spells, burst with double ground spike and then 1 or 2 auto attacks. Buy the cheap damage gloves. Considering how well the negative armor from one Queen works on towers, i'd imagine two would be impressive even
If two QoT cast ground spikes, will the armor debuff stack on the target? That could make for some hefty negative armor possibilities.
While i agree with the overall principle, I don't think it's very important. The thing is, when you get to the point where you are 'unkillable' then you should be trying to win the game, i.e. destroying the Citadel. The flags don't really matter at the end, the reinforcements and towers don't do that much damage to you with those stats, and defending your citadel is a waste of time. There's no real reason to worry about killing demigods at the end game, just go for the win.<