Dragon 370 - Invoker Preview

So the Invoker's a Controller? How do these invocations or spells or however they are called affect the battlefield?

Prayers ;) Divine Controller

As far as level 1 encounters, one pushes targets, one helps allies AC, one ranged immobilizes, one targets up to 3 and dazes them.

The most exciting/new part of the whole thing I think has to be with the different fluff (Invokers are more friendly to gods that aren't theirs and don't use holy symbols as they channel the gods energy but can use staffs/rods/nothing) and the Summon Angel of Fire (Daily 1), my guess is more summons will come as dailies.

Of the other 3 dailies, one targets a single guy with some nasty ongoing damage and the other two are pretty nice close bursts. Compare to his at-wills which are all ranged of some sort.

I was kind of bummed that he doesn't get extra power choices (druid's extra at-will, wizard's extra daily). Cause with that, it'd be hard as heck for me not to choose the summon just to play with it anytime soon. I guess I could retrain as I level to try out the others.
 

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What's the archtype they are trying to fill here?
Honestly, I'd think the cloistered cleric/archivist, with a book in one hand, pointing his implement and summoning a flamestrike.

Except this guy gets armor (just like the cleric).

He's basically a cleric that doesn't heal, and instead gets more boom.

That's rather disappointing.
 

I notice that the Angel summoning doesn't actually have an AC or HP. It's more like a Flaming Sphere that can do OAs.

I didn't even catch that! A bummer, really... other than flavor of saying there's a giant fire angel fighting on your behalf, how is summoning any different than what could be done with a sustained zone or something of that effect?

So far, the invoker doesn't seem nearly as cool as the Wizard or Druid. My player that favors divine characters previously likely will see this as just a potential multiclass. I wonder if the Sorcerer will have a similar reaction.

Or perhaps I'm just missing the big key to the whole thing! :-D
 

So the Invoker's a Controller? How do these invocations or spells or however they are called affect the battlefield?
They have a 3rd level encounter "Binding Invocation of Chains" that's close burst 10 and, on a miss, can make enemies slowed until the end of the invoker's next turn. On a hit, it makes enemies slowed (save ends).

They also have some denial abilities, such as doing damage if someone makes an OA, taking damage if the move, immobilization etc. In addition, there are a lot of push effects. They also have a fair number of

Chainmail? Damn. That actually is a shame. But it seems Divine characters always are about The Armor.
I didn't notice that at first, but I think it's neat. Given their good Int, preserving invokers may opt for lighter armor, but, unlike wizards, who get good AC via high Int, I think it's okay for invokers to get *some* way to get decent AC.

I notice Channel Divinity doesn't say out loud "Hey, you. You have to pick ONe of these encounter abilities to use in an encounter". Also, Preserver's Rebuke doesn't scale with level.
Well, it augments attack, which is always nice. It's like Furious Smash in that way.

Something else that occurs to me. This class isn't as... well, it doesn't have any real "Wow" that the Druid and Wizard does. The druid has flexibility and finesse, the Wizard has cantrips and choice of dailies. This is rather vanilla, as class designs go.
It is pretty straightforward, but the impression I get from the class is that they think they are the bee's knees, and that's pretty much what I was hoping for from a divine controller :) .
 

The class's encounter powers are very intriguing. Astral terror does a measly 1d6+wis, but it's a close burst 3 - that's going to hit most people on the battlefield, and push them 2. That is a nice little effect, especially in a pinch or ambush.

As I said above, Thunder of Judgment is sweet. Target up to 3 enemies (or target one for extra damage), daze them all, and push extra if you are of the Con build.

Offering of injustice is a very curious power. It reminds me of the opposite of the Dark Pact warlock; instead of a monster deciding to do damage to itself to end an effect, this allows a monster to not attack in exchange for getting temp HP. Although the temp HP are measly compared to the damage the monster is going to take for not wailing on folks.
 

He's basically a cleric that doesn't heal, and instead gets more boom.

That's rather disappointing.

I'd have to agree. The whole thing just feels a bit..."meh." Sure, they seem to be good at controlling, but this class would definitely benefit from just a bit more fluff to give us an idea what they're all about.

But really, I felt the same way about the Wizard. Maybe Controllers just don't lend themselves to having that certain something. (shrug)
 

I'm intrigued by the class. I do wish we got a definition of the "Summoning" keyword, which would probably illuminate a lot of the mechanics behind that daily. I have a feeling it kind of works like the "Beast" keyword (i.e. it counts as an ally, it has a generic set of stats, etc.).

BTW, did anyone else get the feeling that the favored soul was the 3e antecedent to the invoker? I certainly did.
 

Well, it augments attack, which is always nice. It's like Furious Smash in that way.
True, but the Paladin's divine strength augments an attack too. I'm just saying, the cleric and paladin have channel divinity, and both have the "Use one of these in an encounter" stipulation.

The more I look, the more I want as many At-Wills as possible. They are like the Druid class; so many are very good, but also are only situational.
 


I also notice something. Two powers (one At-Will, one Encounter) have a stipulation that "If a bloodied allie is adjacent/in the area", a benefit is gained.

This is a nice trick to handle "grind", or encourage players to hold onto their encounter powers for the middle of the fight.
 

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