The Art of the Covenant: A Guide to Invokers (By Cazzeo)

Veep

First Post
Builds and Tactics

Below are but a few examples of the types of builds you can make with Invokers.
 
 
The Dominator (Deva Malediction Invoker/Divine Oracle/Soul of the World)
About this Build
[sblock]
The idea of this build is to maximize the chances of encounter power domination.  With Divine Oracle, we roll two dice on all our attacks vs. Will.  If we miss, we’re dazed, but most of our powers daze or stun us anyway.  By using Holy Symbol Expertise, we do not grant combat advantage while dazed/stunned.  At the beginning of our turn, we get a saving throw from Superior Will, which we make at a huge bonus due to Dispater’s Iron Discipline.

By choosing Soul of the World as our epic destiny, we gain access to Tiefling feats, the most important of which is Royal Command of Asmodeus.  This turns all our stuns into dominates.  With Invoked Devastation, our Word of Bewilderment is a close burst 6 that dominates and debuffs -2 to next attack due to Psychic Lock.  We can get this power back, or Compel Action, by critting or spending an action point.

In heroic tier, Crushing Doom allows us one free round where the monsters pretty much do nothing (resist 4-5 to whole party for a round in heroic tier is huge).  This later gets turned into Cascading Doom at epic, allowing us to give vulnerability to all targets.  In addition, all our powers grant a saving throw every round due to Symbol of Sacrifice.

The defenses of this build need to be strong to stand in the middle of a bunch of monsters (all our attacks are close blasts; Visions of Blood is our main at-will due to double rolls and Psychic Lock.  The build has solid defenses, with all 3 epic defense feats, Superior Will, an Aversion Staff for more defenses, and Invoker Defense to boost AC if we hit something close.  (And we pretty much never grant combat advantage).

If allowed, Templar from Dark Sun improves this build quite a bit.  Take Mantle of Might, Fearsome Command, and Fettering Glare.
[/sblock]

Deva Malediction Invoker/Divine Oracle/Soul of the World
[sblock]
Stats
L1: Wis 18 Int 18 Con 12 Str 12 Dex 10 Cha 8
L30: Wis 28 Int 28 Con 14 Str 14 Dex 12 Cha 10

Defenses
AC: 10+15+11hide+9int = 45 (Level+15)
Fort: 10+15+6enh+2item+2con+1inv+3imp+4epic = 43 (Level+13)
Ref: 10+15+6enh+9int+1inv+3imp+4epic= 48 (Level+18)
Will: 10+15+6enh+9wis+1inv+3imp+1sup+4epic = 49 (Level+19)
+2 to AC if you hit something within 3 squares w/invoker power - Invoker Defense
+2 to all defenses if they suffer from one of your effects - Aversion Staff

Soul of the World Choices
Tiefling, Elf, Wizard

Powers
AW: Visions of Blood, Hand of Radiance
Enc1: Astral Terror
Daily1: Silent Malediction
Util2: Miraculous Fortune
Enc3: Word of Ruin
Daily5: Searing Orb
Util6: Demand Justice
Enc7: Tide of the First Storm
Daily9: Fourfold Invocation of Doom
Util10: Word of Urgency
Enc13: Brilliant Revelation (replaces Astral Terror)
Daily15: Wall of Blades (replaces Searing Orb)
Util16: Pennant of Heaven’s Armies
Enc17: Word of Pain (replaces Word of Ruin)
Daily19: Summon Angel of Light (replace Fourfold Invocation of Doom)
Util22: Invoke Heroism
Enc23: Word of Bewilderment (dominates) (replaces Tide of the First Storm)
Daily25: Prismatic Spray (Wizard) (replaces Wall of Blades)
Enc27: Compel Action (replaces Brilliant Revelation)
Daily29: Visions of Wrath (Wizard) (replaces Summon Angel of Light)

Feats
L1: Crushing Doom (retrain to Cascading Doom at 24)
L2: Divine Healer
L4: Holy Symbol Expertise
L6: Superior Implement (Accurate Holy Symbol)
L8: Battle Intuition
L10: Invoker Defense
L11: Psychic Lock
L12: Improved Defenses
L14: Superior Will
L16: Resilient Focus (retrain to Dispater’s Iron Discipline at 22)
L18: Improved Initiative (retrain to Superior Initiative at 21)
L20: Superior Reflexes (retrain to Divine Mastery at 23)
L21: Invoked Devastation
L22: Royal Command of Asmodeus
L24: Epic Resurgence
L26: Epic Fortitude
L28: Epic Reflex
L30: Epic Will

Items
Accurate Symbol of Sacrifice +6, Aversion Staff +1, Battle Harness +6, Torc of Power Preservation +6, Diamond Cincture (Paragon), Headband of Intellect (Paragon), Resplendent Gloves (Epic), Zephyr Boots, Ring of Free Time, Greater Ring of Invisibility, Dice of Auspicious Fortune, Curse Eye Tattoo, Avandra’s Boon of Escape
[/sblock] 
The Chessmaster (Githzerai Preservation Invoker/Flame of Hope/Avangion)
About this Build
[sblock]
The idea of this build is to be as ally-friendly as possible.  On all our divine encounter/daily powers, we slide two allies 2 squares (due to Covenant Shifting and Broadened Manifestation).  Combine with allies with Agile Opportunist for extra basic attacks.  In addition, the build sports many encounter-long effects, such as summons, conjurations, debuffing/buffing zones, etc.  Our Preserver’s Rebuke grants an extra basic attack also.

When we spend an action point, all allies get +Int to hit against our targets.  Although one could argue for Fourfold Invocation of Doom type of powers, I think that we should just stick to the best powers (a bonus against 3 targets should be readily achievable and be worth plenty to the rest of the group).

The build also maximizes radiant crit-fishing.  Hand of Radiance is fully buffed, debuffs Reflex by 2, and crits on a 19-20.  Crits are highly effective due to Punishing Radiance, Devastating Invocation, and Epic Resurgence.  At 24, all our powers are radiant due to Avangion.
[/sblock]

Githzerai Preservation Invoker/Flame of Hope/Avangion
[sblock]
Stats
L1: Wis 18 Int 18 Con 12 Str 12 Dex 10 Cha 8
L30: Wis 28 Int 28 Con 14 Str 14 Dex 12 Cha 10

Powers
AW: Hand of Radiance, Visions of Blood
Enc1: Thunder of Judgment
Daily1: Brilliant Beacon
Util2: Wall of Light (retrain to Divine Call at 13)
Enc3: Astral Terror
Daily5: Searing Orb
Util6: Demand Justice
Enc7: Tide of the First Storm
Daily9: Cerulean Flames
Util10: Word of Urgency
Enc13: Brilliant Revelation (replaces Astral Terror) (retrain to Winds of Celestia at 23)
Daily15: Wall of Blades (replaces Searing Orb)
Util16: Pennant of Heaven’s Armies
Enc17: Glyph of Radiance (replaces Astral Terror)
Daily19: Summon Angel of Light (replaces Brilliant Beacon)
Util22: Invoke Heroism
Enc23: Storm of Celestia (replaces Tide of the First Storm)
Daily25: Eye of the Sun (replaces Cerulean Flames)
Enc27: Compel Action (replaces Brilliant Revelation)
Daily29: Word of the Gods (replaces Wall of Blades)

Feats
L1: Staff Expertise
L2: Arcane Initiate (Beguiling Strands)
L4: Battlewise
L6: Superior Implement Training (Accurate Staff)
L8: Covenant Shifting
L10: Implement Focus (retrain to Silvery Glow at 24)
L11: Power of the Moon
L12: Broadened Manifestation
L14: Hidden Sniper
L16: Improved Defenses
L18: Preserver’s Fury (retrain to Devastating Critical at 22)
L20: Improved Initiative (retrain to Invoker Implement Expertise at 21)
L21: Invoked Devastation
L22: Preserver’s Command
L24: Punishing Radiance
L26: Epic Resurgence
L28: Divine Mastery
L30: Epic Fortitude

Items
Accurate Staff of Ruin +6, Orb of Nimble Thoughts +1, Battle Harness Hide +6, Cloak of Distortion +6, Executioner’s Bracers (Epic), Boots of Speed, Gauntlets of Blood (Epic), Casque of Tactics (Heroic), Diamond Cincture (Paragon), Ring of the Radiant Storm, Shadow Band, Siberys Shard of the Mage (Epic), Curse Eye Tattoo, Dice of Auspicious Fortune
[/sblock] 
The Stormbringer (Half-Elf Wrath Invoker/Lyrandar Wind-Rider/Destined Scion)
About this Build
[sblock]
This is a classic Wrath Stormvoker, with an area burst 3 Vanguard’s Lightning and Divine Bolts as a ranged basic attack with +5 to hit (Eagle Eye Goggles plus Lyrandar Wind-Rider plus Destined Scion) and +Con to damage.  Both of them slide due to Mark of Storm.  Note that this build requires worship of multiple deities to work (Avandra also, for Avandra’s Covenant, which grants a saving throw on your encounter/dailies if needed).

The build is fully crit-enabled, and even trained in Intimidate for Dreadful Invocation.  In addition, we get Devastating Invocation and Epic Resurgence on a crit.  The build makes full use of Resounding Thunder and takes massive thunder zones/bursts whenever possible, culminating in Storm of Celestia.
[/sblock]

Half-Elf Wrath Invoker/Lyrandar Wind-Rider/Destined Scion
[sblock]
Stats
L1: Wis 18 Con 18 Str 12 Int 12 Dex 10 Cha 8
L30: Wis 28 Con 28 Str 14 Int 14 Dex 12 Cha 10

Half-Elf Option
Knack for Success

Powers
AW: Divine Bolts, Vanguard’s Lightning
Enc1: Thunder of Judgment
Daily1: Silent Malediction
Util2: Divine Call
Enc3: Lightning’s Revelation
Daily5: Searing Orb
Util6: Demand Justice
Enc7: Rain of Blood
Daily9: Hail of Thunderous Battle
Util10: Angelic Messenger
Enc13: Deadly Doubt (replaces Thunder of Judgment)
Daily15: Storm of Punishment (replaces Searing Orb)
Util16: Word of Refuge
Enc17: Brilliant Revelation (replace Lightning’s Revelation) (retrain to Rain of Blood at 21)
Daily19: God Hammer (replaces Hail of Thunderous Battle)
Util22: Invoke Heroism
Enc23: Storm of Celestia (replace Deadly Doubt)
Daily25: Invoke the Fallen (replaces God Hammer)
Enc27: Compel Action (replaces Rain of Blood)
Daily29: Word of the Gods (replaces Storm of Punishment)

Feats
L1: Mark of Storm
L2: Staff Expertise
L4: Superior Implement Training (Accurate Staff)
L6: Implement Focus (Staff)
L8: Power of Storm
L10: Power of Skill
L11: Resounding Thunder
L12: Battlewise
L14: Avandra’s Covenant
L16: Improved Defenses
L18: Improved Initiative (retrain to Superior Initiative at 23)
L20: something, retrain to Invoker Implement Expertise at 21
L21: Invoked Devastation
L22: Devastating Invocation
L24: Dreadful Invocation
L26: Epic Resurgence
L28: Divine Mastery
L30: Epic Fortitude

Items
Accurate Staff of Ruin +6, Time Link Chain +6, Cloak of Distortion +6, Executioner’s Bracers (Epic), Zephyr Boots, Gauntlets of Blood (Epic), Eagle Eye Goggles (Epic), Diamond Cincture (Paragon), Ring of the Radiant Storm, Shadow Band, Siberys Shard of the Mage (Epic), Curse Eye Tattoo, Dice of Auspicious Fortune
[/sblock] 
Headspin (Half-Elf Cleric|Wrath Invoker/Divine Oracle/Destined Scion)
Headspin
[sblock]
Headspin
Race: Half-elf
Class: Cleric|Invoker
Paragon Path: Divine Oracle
Epic Destiny: Destined Scion
Background: Missing Master
Theme: Seer

Hybrid Invoker Choice: Reflex
Hybrid Cleric Choice: Battle Cleric's Lore (assuming this is legal)
Dilettante Choice: Eldritch Strike (Con)
Destined Scion Choices: Wisdom, Constitution

Skills
Heal +29, Insight +34, Perception +32 (roll twice), Endurance +29

Speed: 5
Initiative:+38 (+15 level +8 superior +9 wisdom +6 item)

Ability Scores
L30: Str 15, Con 28, Dex 12, Int 13, Wis 28, Cha 10
L1: Str 13, Con 18, Dex 10, Int 11, Wis 18, Cha 8

Defenses
HP: 155, Surge Value: 37, Surges per Day: 15
AC: 49 (10 +15 level, +14 armor, +2 shield, +6 enhance, +1 item, +1 feat)
Fort: 48 (10 +15 level, +6 item, +4 epic, +3 id, +9 con, +1 item)
Ref: 40 (10 + 15 level, +6 item, +4 epic, +3 id, +1 class, +1 int)
Will: 48 (10 + 15 level, +6 item, +4 epic, +3 id, +1 class, +9 wis)

Feats
L1: Battle Awareness
L2: Hybrid Talent (CD: Favor of the Gods)
L4: Wary Fighter
L6: Versatile Expertise (Mace, Holy Symbol)
L8: Improved Initiative (retrain to Reserve Maneuver at 11)
L10: Thunder Hammer (retrain to Versatile Master at 12)
L11: Dizzying Mace
L12: Gambler's Word
L14: Improved Defenses
L16: Superior Will (retrain to Armor Proficiency Plate at 23)
L18: Improved Initiative (retrain to Superior Initiative at 21)
L20: Thunder Hammer (retrain to Divine Mastery at 22)  
L21: Supreme Healer
L22: Invoked Devastation
L24: Epic Reflex
L26: Armor Specialization (Plate)
L28: Epic Fortitude
L30: Epic Will 

Powers
Seer: Cast Fortune
CD: Favor of the Gods
Dilettante: Eldritch Strike (Con)
AW: Hand of Radiance
AW: Brand of the Sun
Enc1: Thunder of Judgment
Dly1: Moment of Glory
Util2: Divine Call
Enc3: Death Surge
Dly5: Silent Malediction
Util6: Stream of Life
Enc7: Rain of Blood (retrain to Astral Flare at 10)
Dly9: Fourfold Invocation of Doom
Util10: Demand Justice
Enc11: RESERVE (Thunder of Judgment)
Util12: Good Omens
Enc13: Deadly Doubt (replaces Thunder of Judgment)
Dly15: Dismissal (replaces Moment of Glory)
Util16: Walls of Hestavar
Enc17: Remorse (replaces Death Surge)
Dly19: Moment of Peace (replaces Dismissal)
Dly20: Hammer of Fate
Util22: Invoke Heroism
Enc23: Word of Bewilderment (replaces Astral Flare)
Dly25: Racking Invocation of Pain (replaces Silent Malediction)
Dly26: Epic Recovery
Enc27: Compel Action (replaces Deadly Doubt)
Dly29: Word of the Gods (replaces Fourfold Invocation of Doom)
Dly30: Undeniable Victory

Items
Unforgettable Cudgel Morningstar +6, Dwarven Armor Godplate +6, Timeless Locket +6, Circlet of Arkhosia (Epic), Diamond Cincture (Paragon), Symbol of Sustenance +4, Rhythm Blade Dagger +1
[/sblock]
 
 

log in or register to remove this ad

Veep

First Post
Multiclass and Hybrid Options
Because Channel Divinity isn’t really an essential feature, and because of the relative weakness of some of the encounter power levels, invokers make pretty solid hybrids.  The best choices for invokers are leaders and other controllers.  Below I’ll discuss each class in terms of both its multiclass and hybrid options.

Ardent:  Charisma-based classes are not a good choice, and especially not melee-based ones.

Artificer:  Not a bad choice to pick up Arcana and some healing.  The stats work, and you gain access to weapons as implements.  The powers have kind of a different focus, though, making a hybrid build look a little disjointed.

Assassin:  Useless as a hybrid, but some of the Fear-based feats might make this useful to some as an MC.

Avenger:  There is a bit of synergy here with radiant, but overall the two classes still don’t really complement each other.  You might pick this up for as a way to MC for Perception and get holy symbol implements, though.

Barbarian:  Melee class, doesn’t really mesh at all.

Bard:  This could be an interesting combination if the stats weren’t in conflict (Wis and Cha).  As is, there might be some feats you would consider taking as an MC.  The hybrid combination doesn’t seem to work (though you could try to do a sliding thunder-bardvoker with a Wand of Thunderous Anguish or something, taking all implement powers).

Battlemind:  Psionic classes don’t really hybrid well with other psionic classes, plus this is a melee defender + controller combination.

Cleric:  Invoker and cleric were made for each other (and Morninglord.  They hybrid extremely well without losing any armor proficiency.  Gambler’s Word, Radiant Advantage, and Supreme Healer are the key feats for this hybrid combination, and really all you need from the cleric feat list.  For powers, Hymn of Resurgence, Mantle of Glory, and Healer’s Torch all fit perfectly into a radiant Morninglord build, and you can take many encounter-long healing-type dailies that enable you to fulfill the healing role while still dishing out lots of radiant damage.

Druid:  This is now a fantastic combination with the buffs druid got in HotFW.  A shardmind invoker|druid/gatekeeper can work wonders (Mark of Storm + Resounding Thunder + Call Lightning + Chosen Threshold = huge).  The build contains an enormous amount of summons and persistent zones, from Giant Toad at level 1 all the way to Writhing Henge at 25.  Druid isn’t as useful for multiclass as it is for hybrid, though.

Fighter:  Controller plus defender just isn’t a good combination.  Fighter does have some multiclass applications, though.  You might want Hindering Shield to be able to attach slows to sliding powers.  Amazing if you're making a Dizzying Mace build.

Monk:  Nothing useful here that I can find.

Paladin:  Not the worst way to pick up holy symbol implements (call of virtue is useful), but, again, it’s a melee class, and a defender, so you have issues trying this as a hybrid.

Psion:  Useful as a multiclass to pick up Orb of Nimble Thoughts and gain access to psionic feats.  As a hybrid, it is hard to see how this could possibly be better than wizard, though, due to the psionic/non-psionic problems.

Ranger:  A little better than some of the other melee combinations, since you can do Staff Fighting.  Still not great, though.  If your DM allows Divine Bolts to be used with hunter tricks, this combination can be fantastic, but not all DMs will let you use Divine Bolts that way.

Rogue:  Another pointless combination, and no real multiclass benefits.

Runepriest:  No real feats you’d want, and stats and melee/implement don’t match up.

Seeker:  The difficulty with this combination is getting the weapon to be usable as an implement.  If you can do that (via artificer/Crossbow Caster or something), this isn’t a horrible combination.  Multiclass, this doesn’t bring much to the table.

Shaman:  Invokers mesh very well with shamans, especially with all the control powers shamans have gotten in Dark Sun.  The downside is weak armor (you don’t even have Hide), but the spirit companion and numerous close burst spirit control powers make up for this.  Shaman also makes a decent multiclass, as you can get Mending Spirit for a free heal (best used out of combat) and pick up Nature.

Sorcerer:  Hard to find anything worthwhile here, and the stats don’t match up.  Decent MC to pick up daggers as implements.

Swordmage:  At least the weapon can be used as an implement here, but it’s hard to see how this combination can provide any sort of synergy.

Warden:  Another worthless defender+controller combination.  Hard to find any useful feats on the warden side, and weapon/implement thing too much of a pain.

Warlock:  This combination provides some interesting options.  Feats like Starfire Womb work well in radiant builds.  Using Charisma is a frustrating drawback, though, and probably not enough Con-based powers to make this very effective.

Warlord:  Easy to MC into, and provides some decent benefits in that regard.  Enabling Shot can be interesting in crit-fishing builds.  The hybrid combination suffers from the whole melee weapon-user vs. implement user thing, and trying just to do Lazylord powers just doesn’t seem that great compared to other Lazylord hybrids.
 
Wizard:  Another fantastic combination.  Mommy_was_an_Orc demonstrated the power of the invoker|wizard hybrid in his Illusion of Hope build (imposition + seal of the heretic and focusing on massive save penalties).  Wizard smooths out a lot of the weak levels of the invoker.  Wizard is also one of the best choices for multiclass, since it allows access to Orb of Nimble Thoughts in the off-hand and also gives an extra encounter power.
 

Remove ads

Top