QoT Bramble Shield/Endgame

I play QoT alot and I have no hassle with how she plays, actually I find her playstyle very interesting and enjoyable. However I have noticed that if you play Multiplayer and get to end game levels her Bramble shield becomes quite useless against well played DGs.  4 normal hits from an assassin specced Oak and it is down let alone Reg or UB and while I know alot of players hate bramble shield it is the only thing that really keeps a QoT up, hence why you will not see any serious build without it. I just feel at endgame QoT needs something to keep her up, whatever that may be. What do other players think or reccomendations?

 

p.s. I know about the shamblers/mulching but forcing bramble shields with shamblers just to stay up for a reasonable time seems a bit rediculous.

1,701 views 10 replies
Reply #1 Top

I don't understand. She is a caster-type class. Why do you want her to start tanking? I think the shield is for survivability so you can run away at a given moment. I have seen QoT players seriously abuse this. And anyway, we are talking End game... DGs hit harder. What do you expect? :)

If you want some ideas, just take all available +%speed items and use the shield when in danger. You can also mix it in with the Orb of Defiance, Wand of Speed or Heart of Life.

Reply #2 Top

if you've made it to the late game without buying a good piece of +armor gear there's really nothing you can do. there's a noticeably switch over point where regular attack damage becomes the most dangerous thing, this point is usually around level 12 or 13, and also depends on equipment. you've got to be up to like 40% or more on your armor mitigation to even think about surviving at this stage. 

 

and for what its worth, Mulch Shambler heals a gigantic amount of health. its not nearly as good as bramble shield during the early and midgame but its much better during the late game because it heals more and its healing health directly which means its scaling with your armor level. consider starting to put some points into mulch around level 10 or 11. 

Reply #3 Top

Another reason why I like Sedna more, her heal doubles as on AoE dmg at later levels :D

Reply #4 Top

Her Aoe reudcing armor is very fitting for end game where DPS from regular hits do more than skills.

Reply #5 Top

It's equavalent to +1550 health..  It's not useless.  That's still like +40% more.

Plus you have mulch, or spike wave.

Reply #6 Top

With a 7 sec CD it can never be useless :P

Reply #7 Top


I play QoT alot and I have no hassle with how she plays, actually I find her playstyle very interesting and enjoyable. However I have noticed that if you play Multiplayer and get to end game levels her Bramble shield becomes quite useless against well played DGs.  4 normal hits from an assassin specced Oak and it is down let alone Reg or UB and while I know alot of players hate bramble shield it is the only thing that really keeps a QoT up, hence why you will not see any serious build without it. I just feel at endgame QoT needs something to keep her up, whatever that may be. What do other players think or reccomendations?

 

p.s. I know about the shamblers/mulching but forcing bramble shields with shamblers just to stay up for a reasonable time seems a bit rediculous.

End of quote

The key issue is that spells do not scale with the relative dps of heroes at end who stack +damage or +attack rate stats. Shield is really powerful early on, especially w/ items for mana regen to go with it. However, when my Regulus has Ashkandor and a few other +damage/+attack rate items it makes your shield weaker as we go b/c the damage reduction is the same.

This goes for A LOT of hero spells.

For instance, mines have a fixed amount of damage. Stacking +health w/ some form of healing regen makes them less powerful. On the other hand, if I just go angel +insane damage buffs it will keep up w/ your plus health.

Right now balance is still pretty good but with these things in mind some things will need to be tweaked. There needs to be away of allowing spells to scale with the game and right now a lot of the times their isn't.

Reply #8 Top

I agree that spells not scaling is kind of annoying.  Of the things I would have hoped them to fix from your DotA/AoS maps, this was one of them.  The increase wouldn't have to be much but some spells should scale in damage, especially against enemy Demigods.  Personally I would have spells targetting DG's doing a % of max health + a set amount of damage which can then go up.

Reply #9 Top

It's the same for all DG's, further into the game everyone gets better items, more health, more armor etc. and abilities have less effect.  Minions are particularly useless at endgame.

 

However... I dont think scaling would be very good though, when you start scaling spells things become alot more difficult to balance.  As it is the game is pretty balanced, and ends up coming down (aside from the players skill) to the amount of gold you made and the items you buy.

Reply #10 Top

Quoting ganKing, reply 8
I agree that spells not scaling is kind of annoying.  Of the things I would have hoped them to fix from your DotA/AoS maps, this was one of them.  The increase wouldn't have to be much but some spells should scale in damage, especially against enemy Demigods.  Personally I would have spells targetting DG's doing a % of max health + a set amount of damage which can then go up.
End of ganKing's quote

Bulwark is the only item that reduces them.. but consider when people have 66% armour + the bulwark reduction. Suddenly auto attack sucks and skills are good. The first few artifacts give melee the advantage but when you start getting all the health and armour ones a TB can really hurt you in comparison. Won a match because QoT and rook don't scale  very well when you're shooting fireballs for 1350 and shatter comboing them for large amounts.