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  1. - Top - End - #1
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Invoker Build advice

    Never played an Invoker before, so I'm looking for input on this.
    Yes, I know the stats are unusually high; that's the way this DM wants them, don't argue with it.

    Five other characters are pixie Skald, elf swordmage, warforged Barbarian, elf rogue, and probably a fighter.

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    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Avinur, level 3
    Half-Elf, Invoker
    Divine Covenant Option: Covenant of Wrath
    Versatile Expertise Option: Versatile Expertise (Staff/Rod)
    Half-Elf Power Selection Option: Knack for Success
    Forest Warden (Forest Warden Benefit) <-- to get Nature skill, which the party does not otherwise have
    Theme: Ghost of the Past <--- something better? Must fit a Lawful Good character--no Beguiler, for instance.

    FINAL ABILITY SCORES
    STR 14, CON 16, DEX 14, INT 16, WIS 21, CHA 14

    STARTING ABILITY SCORES
    STR 14, CON 14, DEX 14, INT 16, WIS 19, CHA 14 <--- could make it CON 16 (becomes 18 with racial) and INT 14

    AC: 18 Fort: 15 Ref: 15 Will: 17
    HP: 34 Surges: 9 Surge Value: 8

    TRAINED SKILLS
    Diplomacy +10, History +9, Nature +12, Perception +12, Religion +9

    UNTRAINED SKILLS
    Acrobatics +2, Arcana +4, Athletics +2, Bluff +3, Dungeoneering +6, Endurance +3, Heal +6, Insight +8, Intimidate +3, Stealth +2, Streetwise +3, Thievery +2

    POWERS
    Ghost of the Past Utility: Guidance of the Past
    Half-Elf Racial Power: Knack for Success
    Invoker Feature: Rebuke Undead
    Covenant of Wrath Power: Armor of Wrath
    Invoker Attack 1: Hand of Radiance
    Invoker Attack 1: Sun Strike <--- something better than this?
    Invoker Attack 1: Thunder of Judgment
    Invoker Attack 1: Brilliant Beacon
    Invoker Attack 1: Lightning's Revelation
    Invoker Utility 2: Divine Call

    FEATS
    Level 1: Ritual Caster <-- part of the class
    Level 1: Versatile Expertise (Rod, Staff)
    Level 2: Superior Implement Training (Accurate staff)

    ITEMS
    Ritual Book
    Hand of Fate
    Accurate staff of Ruin +1 x1
    Ritual: Comprehend Language
    ====== End ======
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  2. - Top - End - #2
    Troll in the Playground
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    Default Re: Invoker Build advice

    Staff expertise is far superior to Versatile Expertise. If it's an option, take it.
    Quote Originally Posted by Dimers View Post
    The second piece of advice is "don't build a hybrid", but hey, this is Tegu8788's game and he's kinda the High Priest of Hybridization, so you're cool there.
    Guide for starting 4E.

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  3. - Top - End - #3
    Titan in the Playground
     
    Dimers's Avatar

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    Default Re: Invoker Build advice

    Quote Originally Posted by Laserlight View Post
    Theme: Ghost of the Past <--- something better? Must fit a Lawful Good character--no Beguiler, for instance.
    Invoker Attack 1: Sun Strike <--- something better than this?
    The party has two mark-makers and no ranged specialist. I'd take mantle of the infidel rather than sun strike.

    Knight Hospitaler theme has a nice power for any non-defender with Wis or Cha, and it certainly doesn't conflict with the alignment! Their level 10 utility is pretty strong, too. Not as optimal as Ghost Of The Past though.

    EDIT: And yes, it's probably better to flip your Constitution and Intelligence. You've got two nice Con riders and you can make good use of the health benefit. Intelligence is nice for skills but the extra 1 point isn't crucial here.
    Last edited by Dimers; 2014-10-11 at 01:33 PM.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  4. - Top - End - #4
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: Invoker Build advice

    All changes applied -- thanks!
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: Invoker Build advice

    I reccomend Silent Malediction for your daily.

    That thing is just too powerful. A Close Blast 3 Stun at level 1.
    Quote Originally Posted by Dienekes View Post
    The Joker is supposed to be a nightmarish figure, the culmination of all things despicable and horrible about mankind. Of course he's a hipster.

  6. - Top - End - #6
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: Invoker Build advice

    Quote Originally Posted by GPuzzle View Post
    I reccomend Silent Malediction for your daily.

    That thing is just too powerful. A Close Blast 3 Stun at level 1.
    I thought about that, but it's Not Party Friendly, and dazes me as well. Beacon is Enemies Only and sustainable.
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  7. - Top - End - #7
    Ogre in the Playground
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    Default Re: Invoker Build advice

    Brilliant Beacon's pretty cool, though, I'll give you that. I really recommend Silent Malediction as your level 5 Daily. With both, it's fight-wrecking twice a day.

    Besides, Superior Will is mandatory for Invokers for a reason.
    Quote Originally Posted by Dienekes View Post
    The Joker is supposed to be a nightmarish figure, the culmination of all things despicable and horrible about mankind. Of course he's a hipster.

  8. - Top - End - #8
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: Invoker Build advice

    Quote Originally Posted by Dimers View Post
    The party has two mark-makers and no ranged specialist. I'd take mantle of the infidel rather than sun strike.
    One marker, as it turns out--the "fighter" is a slayer.

    And several of the players seem to be new to the game. In two fights, the rogue never used Sneak Attack. Only once did someone move to flank, and I'm pretty sure that was just because it happened to be the shortest path to the target. And don't ask me about the timing of their novas.
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  9. - Top - End - #9
    Titan in the Playground
     
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    Default Re: Invoker Build advice

    Quote Originally Posted by Laserlight View Post
    Several of the players seem to be new to the game. In two fights, the rogue never used Sneak Attack. Only once did someone move to flank, and I'm pretty sure that was just because it happened to be the shortest path to the target.
    Wwwoooooow. Mister Controller, you have got your work cut out for you. ... Maybe you should change your choices to things that suck, so you don't overshadow everybody.
    Avatar by Meltheim: Eveve, dwarven battlemind, 4e Dark Sun

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  10. - Top - End - #10
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: Invoker Build advice

    Quote Originally Posted by Dimers View Post
    Wwwoooooow. Mister Controller, you have got your work cut out for you. ... Maybe you should change your choices to things that suck, so you don't overshadow everybody.
    That is actually a concern--last night we had three strikers plus me, and I'm pretty sure I did half the total damage output.

    I may have to change to Warlord or something, partly so we have reliable heals (the skald player won't make every session) but also partly so I can shove people where I want them give them a little tactical guidance.
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  11. - Top - End - #11
    Ogre in the Playground
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    Default Re: Invoker Build advice

    I recommend Wizard|Warlord.

    Get some lazy powers, some repositioning stuff, the usual Wizard "hey you're useless now" powers and a few heals.

    I think it's pretty good.
    Quote Originally Posted by Dienekes View Post
    The Joker is supposed to be a nightmarish figure, the culmination of all things despicable and horrible about mankind. Of course he's a hipster.

  12. - Top - End - #12
    Dwarf in the Playground
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    Default Re: Invoker Build advice

    Quote Originally Posted by GPuzzle View Post
    I recommend Wizard|Warlord.

    Get some lazy powers, some repositioning stuff, the usual Wizard "hey you're useless now" powers and a few heals.

    I think it's pretty good.
    I created an epic level Invoker who combined dominating effects with Psychic Lock. Haven't played him, but he looks like a rather nasty character to go up against.

  13. - Top - End - #13
    Dwarf in the Playground
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    Default Re: Invoker Build advice

    Here's what I went with for my Dominating Psy-lock Invoker:

    Level 30 Human Invoker
    Convenant of Malediction
    Deity: The Path of Light
    Theme: Beguiler (for Concealment power)
    Background: Detective (can train Insight and Perception and +1 to them)
    PP: Keeper of the Nine
    ED: Destined Scion (+1 atk, +2 INT and WIS)
    Skill Trainings: History, Insight and Perception

    Powers:

    A-w: Hand of Radiance, Divine Bolts and Vanguard Lightning

    E: Thunder of Judgment (L1), Deadly Doubt (L13), Compel Action (L27)

    D: Forced Submission (L19), Eye of the Sun (L25), Word of the Gods (L29)

    U: Divine Call, Demand Justice, Word of Urgency, Insightful Repose, Shield of Justice

    Feats: Staff Expertise, Accurate staff, Ritual Caster, Battlewise, Mark of Storm (for CA), Weapon Focus - Staff, Power of Skill, Superior Fortitude, Resounding Thunder, Thunder's Rumble, staff of Channeled Invocations, Psychic Lock, Superior Will, Invoker Defense, Divine Mastery, Superior Initiative, epic Resurgence, Invoked Devastation, Reaching Invocation, Devastating Invocation.

    Equipment:

    Epic Headband of Intellect, +6 Amulet of Elegy, +6 Rock Hide Battle Harness, Epic Diamond Cincture, Epic Boots of Quickness, Ring of Guarded Will, Star Opal Ring, +6 Earthroot Accurate Staff, +6 Accurate Staff of Ruin, +5 Siberys Shard of the Mage.

    I know the build could be better, but the main focus is on Dominating effects and giving penalties to saving throws to escape domination. admittedly it could use some work, primarily on the feats, but still...

  14. - Top - End - #14
    Ogre in the Playground
     
    Laserlight's Avatar

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    Default Re: Invoker Build advice

    I'd be interested in seeing builds for Warlord/Wizard and Cleric/Invoker -- either hybrid or multiclass. I'd prefer ClerVoker but I've fooled around in CharBuilder a bit and haven't put together something that will make the noobs look as good as a Warlord with Direct the Strike, Lead the Attack and so forth.

    Background will probably be Forest Warden since not one of the other characters has Nature.
    Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."

    Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.

  15. - Top - End - #15
    Bugbear in the Playground
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    Default Re: Invoker Build advice

    Wolfstone- just a note- dominating Invoker can always be done better as a Deva than anything else in Epic (Soul of the World ED, Tiefling as one of the races, Royal Command of Asmodeus, Word of Bewilderment at 23 and retaining Silent Malediction as a daily).

  16. - Top - End - #16
    Dwarf in the Playground
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    Default Re: Invoker Build advice

    Quote Originally Posted by masteraleph View Post
    Wolfstone- just a note- dominating Invoker can always be done better as a Deva than anything else in Epic (Soul of the World ED, Tiefling as one of the races, Royal Command of Asmodeus, Word of Bewilderment at 23 and retaining Silent Malediction as a daily).
    Made the suggested changes. Which other class and race would you recommend for Soul of the World?

  17. - Top - End - #17
    Bugbear in the Playground
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    Default Re: Invoker Build advice

    Since you're a non-Flame-of-Hope Invoker, it doesn't matter that much. Elf or Human have nice racial utilities to improve accuracy, or Mul if you want to guarantee that you can shake off the condition from Word of Bewilderment or Silent Malediction (or an even more severe condition, if you get hit by one). Alternatively, if you have more feat space you want to play around with, Shadar-Kai have some feats that boost your attacks when you've used their racial power.

    By way of explanation- Flame of Hope's F16 grants damage to enemies and temp HPs to allies within 5 when you spend Second Wind; Flame of Hope Invokers love poaching a Dwarf's racial ability to SW as a minor. And melee classes would love Genasi, for elemental tricks, but that doesn't work for non-melee attacks.

  18. - Top - End - #18
    Dwarf in the Playground
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    Default Re: Invoker Build advice

    Quote Originally Posted by masteraleph View Post
    Since you're a non-Flame-of-Hope Invoker, it doesn't matter that much. Elf or Human have nice racial utilities to improve accuracy, or Mul if you want to guarantee that you can shake off the condition from Word of Bewilderment or Silent Malediction (or an even more severe condition, if you get hit by one). Alternatively, if you have more feat space you want to play around with, Shadar-Kai have some feats that boost your attacks when you've used their racial power.

    By way of explanation- Flame of Hope's F16 grants damage to enemies and temp HPs to allies within 5 when you spend Second Wind; Flame of Hope Invokers love poaching a Dwarf's racial ability to SW as a minor. And melee classes would love Genasi, for elemental tricks, but that doesn't work for non-melee attacks.
    Okay. I'm considering Wizard as the SotW secondary class as I have INT as my second strong stat and they are implement users as well.

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