On invoker, when do you put a point into the tertiary orb? Level 4? Depend on Q/W or Q/E? Trying to learn the hero.
Posted Jul 21, 2016, 7:19 PM UTC
Posted Jul 21, 2016, 7:19 PM UTC
For Exort invoker, you prioritize E > 4 points in Q, then you skill E > W >Q (the reason for 4 pints in Q is that you want two spirits).
I don't play QW so someone else can answer
This is how I've been playing but I feel like I've been aching for alacrity in early skirmishes what with his abysmal attack speed and such.
you generally dont want to be at these ''early skirmishes''. You want to stay away from fights and contribute via sunstrike. Until you get a couple of items (and by then you will have points into Wex) you just dodge fights simply because you are weak af without farm/levels
I can never hit my sunstrikes. Even when I time them right it's like the enemy is psychic and knows exactly where I cast it.
Combo it with stuns or chokepoints. Put it by the tower they have to retreat around or on those trees that they have to pass through. Or stack with people and when they stun have them yell sunstrike as they cast it.
Or do what I do with my friend, pick void/invoker and no matter how badly I'm playing I can still land my spells when the enemy are chrono'd
you miss every sunstrike you dont use. Just keep using it whenever you feel like you can get the kill. Eventually you will start to learn players basic movements to dodge sunstrikes and abuse it. Also if you are in a lower bracket, you cant predict what they do, so its prob harder to hit SS in lower skilled games since they are so random.
Many invokers go Midas and it helps with the attack speed issue.
In the 'early skirmishes' you want your double forge spirits because just the two of them are stronger than most heroes. Couple it with cold snap and sunstrike, and people will be running from you as long as you bring the same amount of people or even more.
I have a very weird way of skilling invoker, but at least for me what works best as Q/W is to skill exort first. As soon as you load into the game you invoke sunstrike and blast the enemy fountain, so as to get some intel on item builds and perhaps laning strategy. The +9 damage is enough to make up for invoker's abysmal right click damage during the laning phase and you give yourself the ability to invoke alacrity, which will further improve your last hitting ability. After exort lvl 1 I skill Q/W while grabbing some more points in exort whenever I feel like I need to improve forge spirits or meteor damage.
It's situational and depends who you're against mid. Typically, I wont take the non-primary orb until level 9, but sometimes as QE I'll take an early W for alacrity (allows you to hit harder and improves harass vs. some heroes). QW I'll almost never get E until 9.
Why is level 8 so important for QW? For QE, I see that level 8 allows double Forge Spirits, but I do not see a similar power spike for QW.
The primary skills you'll be using as a QW voker scale with Q (cold snap gets some solid value, for instance). Once you get 4 in Q, however, the value drops some in that you've skilled high enough for double forge spirits. Additionally, as the game progresses you'll want to be using other skills that benefit from higher exort. I think this is the rationale for maxing W then E before Q even as QW.
1500 wq games and 500 eq games here.
For eq, level 9 or 10. For WQ, also 10.
Why level 10 for QW?
I play Invoker based on some old w33 videos (old being 6.86/6.87).
Basically I start off E -> W -> Q for my first 3 levels. I initially level up E for the extra last hit damage, and W on level 2 so I get Alacrity for even better last hit/harass damage. I then do Q for health regen/cold snap.
Afterwards I alternate between Q and E until they're both 4. Put a point into Invoke, then max out E. Once E is maxed out I work towards maxing out W. Max out Invoke by level 16, however.
Max out Q and then do your stats.
Well, the third point gets you from 4 to 9 available spells, so, unless you are strictly going to use those spells (QW invoker, for example, can do well just with snap, tornado, EMP and ghost walk), you will want it fairly soon. Personally i like to have all three orbs available before the first ult upgrade. You never know when you will need a ghost walk on an exort build, for example, and for me it's worth it to sacrifice a bit of damage (or a bit earlier double elementals), for a more than double array of spells to use.
Exort usually wants 4 points in both Q and E as soon as possible, and then they get one point in W soon after. However, sometimes Alacrity is more useful than a faster double Forge, and sometimes Ghost Walk can save Invoker from a gank.
Edit: With the last nerf to Alacrity, I do not know when QE Invoker should get one point in W before level 9.
Even with the nerf as QE I usually go with wex at 2 and quas at 3/4 just for alacrity. I think alacrity is still pretty good for helping to secure last hits/create lane control if fast cold snap isn't required. I do this because I feel like early forged isn't too strong and you do get pretty good value out of alacrity since you will be focusing exort. It does delay double forge by 1 level but also gives access to ghost walk in a pinch, so take that as you will. If you are getting harassed hard and need more quas then maybe skip alacrity.
I feel in higher brackets GHost Walk early is less important because everyone remembers dust, but in low lvl you can get away with an early Wex level since people often forget to bring detection.
This is definitely true, but I think there are rare but legitimate times where supports may not bring detection when ganking a QE Invoker early on. QE Invokers generally do not have any points in W until level 9, so supports may not bring detection when ganking, say, a level 5 Invoker. But this is only at 4-5k, so I'm not sure how common this is.
I hate not knowing what lvl i need to start bringing dust vs invoker. Seems so random to me, since i dont play the hero. Any tips?
EDIT: double forge spirits = dont need dust, thats all i know
I just always bring dust, I find it worth just in case. Better to be stuck with -180 gold and be able to ensure the kill than have him get away if say he JUST levels up when I arrive.