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[Hero] Invoker - Page 16

Forum Index > Dota 2 Strategy
Post a Reply
Prev 1 14 15 16 17 18 25 Next All
Rodrak
Profile Joined October 2013
United States165 Posts
April 26 2015 12:02 GMT
#301
What's your Manta timing? Because I feel that the hero itself is wasting a Pos 1 spot. So i'm asking the Manta timing because I can't really imagine a team where their pos 1 doesn't get a Carry Item until 30 minutes.
ahswtini
Profile Blog Joined June 2008
Northern Ireland22208 Posts
April 26 2015 12:21 GMT
#302
implying manta is a carry item?
"As I've said, balance isn't about strategies or counters, it's about probability and statistics." - paralleluniverse
hariooo
Profile Joined October 2013
Canada2830 Posts
April 26 2015 18:04 GMT
#303
On April 26 2015 21:21 ahswtini wrote:
implying manta is a carry item?


well only carries buy it
nojok
Profile Joined May 2011
France15845 Posts
April 26 2015 18:40 GMT
#304
On April 26 2015 16:34 bardtown wrote:
Been playing 1 position invoker recently. More or less standard but I really go all out on the split push instead of building aghanims or similar. So:

Midas,
Necro 1,
Travels,
Necro 3,
Manta,
AC,
Hex

I think this is possibly the best rat hero/build in the entire game. Like prophet but your summons actually do damage, you have invisibility without buying a shadow blade and you have a lot more utility especially in defending your base. You can drop your combo, do a lot of damage and clear a creep wave, then tp to a sidelane and split push really fast. I like to drop my spirits/manta all the time, and save my necrobook for a fight/tower. They need to use a big hero to stop spirits/necrobook. If some support tries to stop this push they can die to the summons/sunstrike.

I'm really having fun with this.

It was played quite a bit in progames 3 or 4 patches ago, when heroes were overall slower, but they usually went for forecestaff or dagger after necrobooks and then hex/BKB. You never want BKB on any hero, but you just can't skip it more often than not. It was still focused on grouping with your team to take early towers thanks to necro+forged, ask a drow pick if you want to end the game really fast :p
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
bardtown
Profile Joined June 2011
England2313 Posts
Last Edited: 2015-04-26 21:31:18
April 26 2015 21:29 GMT
#305
I've had a lot of messy games so far, so the timing has mostly been after 30 mins. Once you have travels and book3 your farm accelerates a LOT though. You tend to be farming 2 lanes at once or one lane and jungle, taking towers and taking roshan with just a little help. Also, it's invoker, so manta is not core to his ability to fight and you're usually in a good position to stall and get kills regardless of slow progression.

My GPM is usually about 550 at the end of a game. Not amazing, but I'm winning against trolls and snipers with much higher GPM anyway, and I'm sure I can get higher if I have some better early games.

On April 27 2015 03:40 nojok wrote:
Show nested quote +
On April 26 2015 16:34 bardtown wrote:
Been playing 1 position invoker recently. More or less standard but I really go all out on the split push instead of building aghanims or similar. So:

Midas,
Necro 1,
Travels,
Necro 3,
Manta,
AC,
Hex

I think this is possibly the best rat hero/build in the entire game. Like prophet but your summons actually do damage, you have invisibility without buying a shadow blade and you have a lot more utility especially in defending your base. You can drop your combo, do a lot of damage and clear a creep wave, then tp to a sidelane and split push really fast. I like to drop my spirits/manta all the time, and save my necrobook for a fight/tower. They need to use a big hero to stop spirits/necrobook. If some support tries to stop this push they can die to the summons/sunstrike.

I'm really having fun with this.

It was played quite a bit in progames 3 or 4 patches ago, when heroes were overall slower, but they usually went for forecestaff or dagger after necrobooks and then hex/BKB. You never want BKB on any hero, but you just can't skip it more often than not. It was still focused on grouping with your team to take early towers thanks to necro+forged, ask a drow pick if you want to end the game really fast :p


But ratting is so much more fun :D and I don't need the BKB because I don't need to stay on the lane once spirits and manta illusions are down. Dagger could definitely be useful but I don't think it's necessary if you're careful about where you tp.
ahw
Profile Blog Joined April 2011
Canada1099 Posts
Last Edited: 2015-04-26 22:47:29
April 26 2015 22:47 GMT
#306
Ac helps rat on ranged int heroes more than manta. I'd suggest avoiding manta when possible. Deso/ac would probably be better.
bardtown
Profile Joined June 2011
England2313 Posts
April 27 2015 01:16 GMT
#307
Well people tend to pick some sort of silence hero when they see invoker, and it's usually a case of dropping minions and getting out of sight, like if you were playing tinker.
nojok
Profile Joined May 2011
France15845 Posts
April 27 2015 04:04 GMT
#308
On April 27 2015 06:29 bardtown wrote:
Show nested quote +
On April 27 2015 03:40 nojok wrote:
On April 26 2015 16:34 bardtown wrote:
Been playing 1 position invoker recently. More or less standard but I really go all out on the split push instead of building aghanims or similar. So:

Midas,
Necro 1,
Travels,
Necro 3,
Manta,
AC,
Hex

I think this is possibly the best rat hero/build in the entire game. Like prophet but your summons actually do damage, you have invisibility without buying a shadow blade and you have a lot more utility especially in defending your base. You can drop your combo, do a lot of damage and clear a creep wave, then tp to a sidelane and split push really fast. I like to drop my spirits/manta all the time, and save my necrobook for a fight/tower. They need to use a big hero to stop spirits/necrobook. If some support tries to stop this push they can die to the summons/sunstrike.

I'm really having fun with this.

It was played quite a bit in progames 3 or 4 patches ago, when heroes were overall slower, but they usually went for forecestaff or dagger after necrobooks and then hex/BKB. You never want BKB on any hero, but you just can't skip it more often than not. It was still focused on grouping with your team to take early towers thanks to necro+forged, ask a drow pick if you want to end the game really fast :p


But ratting is so much more fun :D and I don't need the BKB because I don't need to stay on the lane once spirits and manta illusions are down. Dagger could definitely be useful but I don't think it's necessary if you're careful about where you tp.

It was in a rat way, pressuring one side lane very deep all the time. But now that people all run at 450+ ms, summons are just less scary. The whole point of those BoT are also to abuse the space created to join your team to outnumber them in fights elsewhere/take roshan while threatening towers. I don't think you can afford to skip fights entirely on any hero.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
April 27 2015 06:55 GMT
#309
I never liked when players go for a fixed build/style. Every time my ally picks prophet and says I will split push this game, I know its a crap prophet that doesn't adapt and that I have loss the game from the start.
ViZe
Profile Joined January 2011
United States1513 Posts
April 27 2015 07:28 GMT
#310
idk if anyone has touched on this since it's worked this way for a while but because urn is pure damage now it triggers cold snap. at first thought it doesn't seem that good but both have such a long range and the stuns trigger as quickly as possible because of the continuous damage that you could actually use it to initiate on solo heroes without using tornado
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
Last Edited: 2015-04-27 07:39:33
April 27 2015 07:38 GMT
#311
On April 27 2015 16:28 ViZe wrote:
idk if anyone has touched on this since it's worked this way for a while but because urn is pure damage now it triggers cold snap. at first thought it doesn't seem that good but both have such a long range and the stuns trigger as quickly as possible because of the continuous damage that you could actually use it to initiate on solo heroes without using tornado


Urn works on snap again?!?!? Time to start getting it again.
bardtown
Profile Joined June 2011
England2313 Posts
Last Edited: 2015-04-27 09:14:05
April 27 2015 08:12 GMT
#312
On April 27 2015 15:55 DucK- wrote:
I never liked when players go for a fixed build/style. Every time my ally picks prophet and says I will split push this game, I know its a crap prophet that doesn't adapt and that I have loss the game from the start.


Probably your attitude killing the game as opposed to the prophet :p. A lot of heroes have only one way to play. Invoker has many many, but you should have a plan from the start as to which route you will take, and if somebody has worked out their own build that they like and know how to play then your chances of winning should be going up not down.

Urn seems like a great item if you're playing offlane or something. I guess mid too, seeing as you're not going to pick up a bottle.

Edit: As for manta. It probably is a bit of a gimmick. I like to be able to drop 6 units and gtfo. There are situations where this probably would be the best item choice: they have silences and not much aoe perhaps. Generally though AC may well be the better item.
ViZe
Profile Joined January 2011
United States1513 Posts
April 27 2015 17:12 GMT
#313
On April 27 2015 17:12 bardtown wrote:
Show nested quote +
On April 27 2015 15:55 DucK- wrote:
I never liked when players go for a fixed build/style. Every time my ally picks prophet and says I will split push this game, I know its a crap prophet that doesn't adapt and that I have loss the game from the start.


Probably your attitude killing the game as opposed to the prophet :p. A lot of heroes have only one way to play. Invoker has many many, but you should have a plan from the start as to which route you will take, and if somebody has worked out their own build that they like and know how to play then your chances of winning should be going up not down.

Urn seems like a great item if you're playing offlane or something. I guess mid too, seeing as you're not going to pick up a bottle.

Edit: As for manta. It probably is a bit of a gimmick. I like to be able to drop 6 units and gtfo. There are situations where this probably would be the best item choice: they have silences and not much aoe perhaps. Generally though AC may well be the better item.


If you like just dropping shit and running away mjolnir is probably worth considering. Pop necro, put the buff on the necro warrior or a creep and run it out in front of the wave. It actually does a ton of damage. Sure it does less damage to towers than manta but it pushes a lot faster. It's not particularly good overall on invoker but neither is manta lol
Fwizzz
Profile Joined May 2012
Philippines4420 Posts
June 16 2015 14:09 GMT
#314
so guys which do you think should prioritize more? Octarine or aghs?
Fencar
Profile Blog Joined August 2011
United States2694 Posts
June 16 2015 22:06 GMT
#315
Octarine is better for the more drawn out fights because of the lifesteal and reduced cooldown on your spells, (although imo the lifesteal is negligible because you'll be throwing out most of your damage at the beginning of a fight in most circumstances) but if fights hinge on you having as much impact as possible in the first few seconds of a fight, aghs is probably the item of choice.

Octarine is also 1600 gold more expensive than aghs, so keep that in mind as well.

At least, this is how I see it by looking at the stats of the two items. I haven't tried octarine core first over aghs.
This is my signature. There are many like it, but this one is mine.
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
Last Edited: 2015-06-17 04:45:33
June 17 2015 04:45 GMT
#316
Oct core is better in general. Agha if you wanna do fanciful refresher combos.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
June 17 2015 04:53 GMT
#317
I don't think it's better "in general" if it gives X benefits while aghs gives Y benefits.
This is my signature. There are many like it, but this one is mine.
goody153
Profile Blog Joined April 2013
44236 Posts
June 17 2015 06:52 GMT
#318
or buy both

aghs + octarine + refresher is the dream !
this is a quote
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
June 17 2015 10:01 GMT
#319
On June 17 2015 13:53 Fencar wrote:
I don't think it's better "in general" if it gives X benefits while aghs gives Y benefits.


Considering that by the time you acquire core or agha invoke should be at rank 4, the gain from agha over core is simply 1+ second quicker CD on invoke. There's really not much point insisting on landing a 4 spell combo when you don't have refresher. Meanwhile core allows you to use your 9spells more often as well. So I would say core is better in general.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
June 17 2015 19:50 GMT
#320
I mean if you have nine spells then aghs lets you cast more of them earlier in a teamfight, which can be more useful than 25% cd reduction on everything, at least in some scenarios.

And again the fact that octarine costs 1600 gold more can be a problem, even if octarine is preferred in many situations.
This is my signature. There are many like it, but this one is mine.
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