Here it is, the most “pure” controller we’ve yet to see in D&D to date. Built to “triple S” –Slide, Stun, Stop — the invoker gets a lot of powers that let him make everything just so for him and his allies.
While they certainly out-control wizards, they have very little of the wizard’s striker tendencies. There aren’t ways to really punish enemies (though I try in one of the builds), so it’s best to keep your focus on one of the triple S abilities mentioned above when selecting your powers.
Without further adieu, the builds:
The Obvious Build
Kerem, Deva Invoker/Flame of Hope
Not much to see here…Kerem engages in triple S, and should be a stock invoker that gets you where you need to be.
The Interesting Build
Damakos, Tiefling Invoker/Turathian Highborn
Retribution. TK focuses a bit more on the damage side of things. Using his infernal wrath and some well-chosen feats, he can deliver damage to any foe who has the temerity to dare strike him. Of special note here is that I use the Turathian Highborn class to round out the concept, and get a little more juice out of the apparent mismatch of race and class. I’m finding in general this is a strong option when you want to play a race that is not necessarily built for a class. Pick the racial paragon class and then play to what your character can do well.
Four Powers
Here are some of my favorite powers for the Invoker class
- At-Will: Grasping Shards –burst 1, range 10, slow creatures until next turn? Heck yeah. Oh, and at-will? Double yes. Make this your first power. Solid crowd control.
- Encounter: Thunder of Judgement — target one to three creatures without fear of hitting your buddies, and daze whoever you hit. Solid, but did it have to target fortitude? Blech, but I’d still pick this up.
- Utility:Angelic Visage –always nice to have a panic button. Get an interrupt debuff to your enemies attack and then push them 3 squares.
- Daily: Fourfold Invocation of Doom — cool name? Check. Auto-daze (even on a miss)? Check. burst 10, targeting only enemies? OK, stop talking, I’m taking this right now.
Invokers have become a favorite of mine. Three of the divine classes released so far have, in fact, which is pretty impressive. (The paladin’s the only one that isn’t a favorite — I just don’t like the way they play.)
Any thoughts on how the post arcane power wizard stacks up to an invoker for controlling?
@scott Paladins are, from what I’ve seen, one of the most complex classes to play. Once a player learns what you can/can’t/should/shouldn’t do, it becomes a very cool class. Our paladin is pretty critical to our group.
I think my favorite divine class is the cleric.
@Freezer I’ve got absolutely no hard data on this, but my impressions are that, while the wizard has definitely gotten more raw control, or “triple S” as I’m calling it, the invoker still wins on that front. The reason? It’s easier to place spells. The invoker gets to do awesome stuff with very little fear of hurting his compatriots with the majority of the list, so he can make effective moves without having to set them up first. As the field shifts around, it becomes harder and harder for the wizard to work without collateral damage.
On the upside, I think the wizard is clearly the most damaging controller. With new feats like Dual Implements and the power that let you do more damage when you hit multiple targets (can’t remember the name right now), the wizard can inflict a lot of pain on the battlefield.
Hi gamefiend,
Andrew here from iplay4e. Thought I’d let you know that if you change “jPint” to “fullpage” in your iframe URLs (and adjust their size), you can also embed the non-mobile view of the character.
Looks like you would need div#mainColumn to have a width of 1060px, and the iframe should be wide enough to match that, and about 650px tall.
I mucked about with a css debugger and it looks pretty nice…
Cheers,
Andrew