Dragon 370 - Invoker Preview

One of my players wants to play this class, and since we're at level 1 in that class I'm inclined to indulge them. They're going to take the summoning power, so I'm going to have to make a ruling on how summoning works. Without seeing exactly how the mechanic(keyword) works, this is the most sensible interpretation I can think of:

1. Summoning has a duration of until end of encounter
2. Summons have HP equal to your HP at full, and use your defenses.
3. When you move, your summon can also make a move action.
 

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Controllers are very underrated, as what they do isn't sexy and is easy to miss. It depends on how you look at things. Do you look at the damage of a single attack against a single enemies HP, or do you look at the damage of an attack that hits multiple targets against the total HP of the enemy party.
Except that in my experience, the enemy isn't willing to stand in a bunched up little combination. Usually they're spread around the battlefield, so you're lucky to get more than 2 in an attack.

I honestly think controllers should be king of the status effect, and the zone or persistent effect. The thing I love the most about controllers is pointing to an area of the map and saying 'You walk here, you're screwed'. Being able to keep that going round after round, or longer than just two rounds, is very awesome to me. Same with status effects.
 

I like the fluff of this one, but as many others, I was hoping for a new mechanic the class could call his own. Still, I do not find it necessary to enjoy the class. Just getting another class that uses Wis to attack is great, it opens up possibilities via multi-classing.



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.).
Ditto

BTW, did anyone else get the feeling that the favored soul was the 3e antecedent to the invoker? I certainly did.
Yep
I think a 3e version of the Invoker would likely be a Sorcerer that picks divine spells, and has access to a domain.
Well, I can't speak for anyone else, but I have always described the Favored Soul in 3.5 as a divine sorcerer - fairly close.
 

Except that in my experience, the enemy isn't willing to stand in a bunched up little combination. Usually they're spread around the battlefield, so you're lucky to get more than 2 in an attack.

I honestly think controllers should be king of the status effect, and the zone or persistent effect. The thing I love the most about controllers is pointing to an area of the map and saying 'You walk here, you're screwed'. Being able to keep that going round after round, or longer than just two rounds, is very awesome to me. Same with status effects.

I agree with you on status effects and zones, and in the hands of a smart player these are the most devastating Wizard powers. On the other hand...

Most of the time a burst 1 isn't going to hit more than two targets. Burst 2 is where you can start getting three targets reliably. That Blaster I spoke of uses Firey Burst and Blood Pulse regularly, and consistently manages to hit 3+ targets with their Burst 2 areas. The Paragon Feat War Wizard which makes attacks against allies -5 to the attack roll and half damage also goes a long way towards getting more enemies in blasts.
 

One of my players wants to play this class, and since we're at level 1 in that class I'm inclined to indulge them. They're going to take the summoning power, so I'm going to have to make a ruling on how summoning works. Without seeing exactly how the mechanic(keyword) works, this is the most sensible interpretation I can think of:

1. Summoning has a duration of until end of encounter
2. Summons have HP equal to your HP at full, and use your defenses.
3. When you move, your summon can also make a move action.
Honestly, I would use the Conjuration keyword. That's the keyword on the Cleric's various summoning effects.

#3 is good. It mirrors the Beast actions for Rangers.
 

But when it comes down to it, I think Controllers on par are just weaker. Looking at the various powers between controllers, they are on par relatively, but controllers compared to everyone else are kinda eh. I do think the Druid is more intriguing than the Invoker, but I like both more than the wizard.

I could not disagree more.

As someone who DMs a game that has nearly completed Heroic tier, I can say that anyone who says that Wizards (or Controllers in general) are underpowered needs some in-play experience with a well-built one.

The Wizard in this game is considered by all of the players to be the most powerful character in the campaign. Said Wiz is min-maxed, but then so are all of the other characters.

It is really funny to watch the Wizard in my game kick ten kinds of ass every week, then go onto online discussion boards where people are talking about how weak the class is.

People must immediately stop saying that Controllers are weak. WotC might hear you, think you are right, and buff them even further...
 

It is really funny to watch the Wizard in my game kick ten kinds of ass every week, then go onto online discussion boards where people are talking about how weak the class is.
That's what experiences are. Of the occasions we've had a wizard, he's been categorically subpar.

In my humble opinion, wizards don't do enough status effects, have enough vs. will attacks, nor persistent/sustained zone effects to really pull their weight. Area effects that do small damage just doesn't seem to do it.
 

Another frustrating thing about seeing these new classes: Few if none of the current implements are a good choice for them.

I was going to play a Druid in a game last week, and I was looking through the magical items for "What I wanted", and wow, there weren't a lot of staves that suited the Druid, mechanically. And we have no idea what Totems are. Same with Artificers who use Rods. Same with (now) Invokers using Staff or Rod. None of them seem keyed in to those classes' mechanics.

Also, no feats! Grr. :)

PHB2 can't get here soon enough.
 

Given that Int is a key skill, I'm seeing a lot of them opting out of chain and going for hide instead. Which then gives you the archetype of the hide-wearing holy man, leaning on a staff, and inflicting horrible divine wrath on his enemies. Overall I get a very Old Testament vibe from them. Even their implements are rod and staff (try putting "thy" before it).
 

I wonder if there's going to be a class in PHB 2 that has two attack stats like the Cleric, Paladin, Ranger and Warlock. All classes that have been released since PHB 1 have used a single stat for attack rolls: Swordmage(Int), Artificer(Int), Barbarian(Str), Bard(Cha), Druid(Wis), and now Invoker(Wis).
 

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