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Evoker, Invoker's counterpart

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Forum » Hero & Item Ideas » Evoker, Invoker's counterpart 4 posts - page 1 of 1
Permalink | Quote | PM | +Rep by euquila » December 16, 2016 5:55pm | Report
Hey guys,

I had this idea I wanted to share (I'm sure I'm not the first to think of this)

Basically I feel that Invoker's Quas/Wex/Exort mechanic is so unique that it deserves another hero in the game who has 10 spells. Enter Evoker !

The main difference is that Evoker 'evokes' the orbs. They don't stay lingering above his head like they do for Invoker. As such, Evoker cannot queue up his spells; he must evoke them as he wants to cast them.

The spells I came up is more of a boilerplate than anything to demonstrate what is possible.
Anyways, please have a look :

https://www.reddit.com/r/DotA2/comments/5hu0xa/hero_suggestion_evoker_invokers_counterpart/?ref=share&ref_source=link

euquila



Posts: 2
Permalink | Quote | PM | +Rep by The Magnus Magus » February 11, 2017 11:30pm | Report
I hate to break it to you, but I hate this idea. Some of the spells are really nice (glaciate, for example) but the whole point of invoker is that he is unique.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche

My hero and item ideas!

The Magnus Magus


Notable (5)
Posts: 104
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Permalink | Quote | PM | +Rep by euquila » February 15, 2017 4:36am | Report
Thanks for the feedback.

I agree, having the 3 orbs is a big rip off. I will see if I can come up with an original hero and flavor that has more than 4 spells (which is my real goal).

euquila



Posts: 2
Permalink | Quote | PM | +Rep by The Magnus Magus » February 19, 2017 6:04pm | Report
Yeah. You can always just have 6 basic spells, which is kind of boring. Some other ideas have been to use the highest stat as a way of changing the spells available, sort of like troll. These are my favorite kind of ideas though. One possible way of doing it would be to have him summon minions.
Eg: ERZAN, the necromancer

Q - Summon Spirit, cd 75, 0 mana
W - Summon Skull Lord, cd 75, 0 mana
E - Summon Wight, cd 75, 0 mana
D - Inborn but can be leveled once, I have no idea what this is called, passive
R - Energetic Overload, cd 80, 300 mana

D - Allows the necromancer to create 1/2 minions. Can only be leveled at level 6.

R - For 10/25/40 seconds all the necromancer's units act as if they were 1 level higher. (Aghs gives this spell a cooldown equal to (its duration - 2) so mana is the only factor)

Now for the units. Each one has 5 levels (but can be leveled up to level 4 on the main hero). The first level gives the ability to summon it, but then levels 2-5 give them more abilities. At max level, the necromancer can choose from 9(12) spells. However, each summoned unit's spells uses mana from the necromancer, so to use them all he will need a huge mana pool (and good micro abilities).

Sorry if this kind of ruins the idea of coming up with your own hero, but that's why I didn't write any of the summoned units spells. I don't care if you use this idea btw, as even if we both make a hero on it it is likely they will be very different, and I probably won't use it anyway.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche

My hero and item ideas!

The Magnus Magus


Notable (5)
Posts: 104
View My Blog

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