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2dota2

File: 1434017563951.jpg (89.79 KB, 752x1063, 752:1063, _dota2__invoker_by_kazu67-….jpg)

 No.3017

How can I learn how to play as Invoker?

I know all of his instance combinations and what each spell does, but my greatest problem is trying to figure out which spells are the best to use in certain situations. How can I improve on this?

 No.3019

bots, bots and more bots.

tip: theyre braindead idiots when you use the wex/tornado invoker. mostly because, as AI dictates, when they run out of mana and have been disabled for whatever reason, and despite them being able to fight back with auto-attacks, they will always ALWAYS try to run away when hit with the combo.

ps, this is just for beginner level combo stringing practice.


 No.3020

>>3019

I was tempted to say "And don't suggest bots", but if that's the only way to learn, then I'll keep trying.

I've played 300+ bot matches and I understand them too well to actually be able to learn anything while playing with them. I don't want to get into the habit of doing the same thing over and over again to stomp in bot matches when it won't help me in pubs.


 No.3023

Start with the basic combos. Forged Spirit/Coldsnap/Sunstrike, and Tornado+EMP. Later in the game you can use Meteor+Deafening Blast.

If you're playing QW Invoker you can use Ghost Walk to scout people.

Once you get the hang of these basics try doing shit like Tornado>EMP>Meteor>Deafening Blast.

And try to remember to add in Ice Walls into everything. Like Coldsnap>Ice Wall + pound with you and spirits, then finish with Sunstrike.

The idea is to take the basics and get super used to them, then start actively adding more spells on top of your combos until it becomes muscle memory.


 No.3035

Play Invoker as a support in your first matches.Play him as a Wex-Exort build,with good DPS.Use Tornado and Alacrity as your 2 main spells.Tornado for initiation/escape and Alacrity to cast on your most fed carry or even on yourself.After you play a few matches like this,you can try other combinations.


 No.3036

>>3035

Am I to assume this guy would be putting a value point in quas?


 No.3037

>>3036

Sorry,didn't understand that.Are you talking about me or about OP?


 No.3039

>>3037

I don't know how you can cast tornado without quas. That's all.


 No.3041


 No.3049

>>3039

Even one point in Quas will disable the enemy for 0.8 seconds,which is enough for a carry to position for combat.


 No.3185

>>3017

Tornado, EMP, Meteor, Blast, Cold Snap, aa

If their not dead at that point than you fucking suck.


 No.3488

Because no one linked it:

http://www.invokergame.com/

Just knowing what the combos are doesn't help you if you can't quickly switch from one spell to the next on the fly. It needs to be muscle memory, or close to.

Past that, basics: Forge spirits melt armor and can tank towers (and don't rush 4E/4Q for two spirits, that's what noobs do). Cold snap for stuns, especially chasing. EMPnado is your setup. Remember that what effects what, don't use a meatball with one level in exort and max Wex (wex is range, exort is damage). QQWalk is your panic button. Alacrity yourself if you're going right click invoker, otherwise just put it on your spookiest ally (think of it as ogre magi's bloodlust) it also can be cast on siege creeps for some additional conditional utility. Ice Wall's damage is shit, but the slow can be badass; only use Ice Wall if you have a lot of quas for the slow, if you're exort-based it won't slow them for shit and will be a waste of mana. Sun strike's relatively straightforward, but one interesting thing people miss: It's your only spell (other than alacrity) that isn't blocked by BKB. Even the forge spirits' armor melting is blocked by BKB, but sun strike ain't.


 No.3502

File: 1437366341062.png (200.09 KB, 1009x653, 1009:653, in-toker.png)

OP here

Big thanks to everyone who gave me advice. I got Invoker in All Random today and was able to play ALMOST decently. I maxed Quas followed by Wex and didn't level Exort until Quas and Wex were both maxed out, to give me a chance to get a feel of the hero before diving into 10 different spells, since I've had no sufficient practice with the hero. I was able to push well, have great presence in teamfights, and defend all three lanes at once after buying Octarine.


 No.3524

>>3502

One point in exort wouldn't do you harm just to pick up deafening blast. It's only one more spell to get the hang of, sets up your combos nicely, and you get max knockback/disarm from wex and quas. If you get it at first level you get extra damage to last hit with, plus the chance of an early sunstrike kill (then forget it because its damage will be piss when you max quas/wex).


 No.3525

>>3524

Deafening Blast was the one ability I missed all match. When's the best time to get a point in your third instance? After maxing your first one?


 No.3537

>>3525

depends what kind of invoker you're playing. qw often not until you max w. eq usually ~level 10 so you have the spells at least. ew isn't played much, and i think you get a value quas point very early when you'd do that anyway.


 No.3547

>>3525

Depends what spells you're using. Look at the wiki to get an idea of what instances effect which aspects of your spells. As a rule of thumb: Q = distance, E = damage, W = duration. Not always accurate, but enough to get an idea.




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