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Help! Anyone have an Invoker Skill Build? (PVP)


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#1 yourman

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Posted 26 June 2011 - 03:44 PM

Anyone have an effective Invoker Skill Build? (PVP)
a guide from magician to monk to priest to invoker would be very helpful thank you :mellow:
also please use this so i can see where to put the skill points http://irowiki.org/~...000000000000000
up to lv 70
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#2 Rimmy

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Posted 27 June 2011 - 02:14 PM

I'm afraid I can't offer an updated guide at the moment, but here's a good skill build to get you started.

This isn't the build that I currently use, personally, but rather a blend between what I like and what other players typically like. It will give you a good all-around balance. Here are a few specifics:

Magician Skills
Blink - Escape tool in PvP.
Air Combo (Lvl. 2) - IMO, Lvl. 3 is wasteful, and Lvl. 2 is optimal for infinite air locks (keep in mind, these are incredibly difficult if not impossible to pull off as an invoker in PvP due to lag).
Meteor Fall (Lvl. 3) - Knockdown tool in PvP. It's also useful for staying airborne for an extended period of time to avoid getting hit by something (Air Combo x2 --> Meteor Fall --> Air Combo x2).
Slow Heal (Lvl. 9) - Pretty much the only healing skill you should ever need except in the most extreme cases.
Focus (Lvl. 0) - IMO, this skill is a waste of SP, no matter what level you get it to, unless you are doing a full intelligence-stack build (and I really wouldn't recommend that).

Monk Skills
Casting Acceleration (Lvl. 5) - Essential for using Spark Rock. Also helpful for near-instant Wide Heals and buffing teammates.
Rain of Fire (LvL. 5) - Great burst damage skill, also useful in PvE for mobbing.
Barbarian (Lvl. 5) - Not very useful anymore, but relatively speaking it's still one of our most useful skills, sadly.
Witch's Curse (Lvl. 1) - This skill rarely hits, and when it does the effect won't last long regardless of what level it is since it's canceled on hit, so keep this at Lvl. 1 for the very short cooldown, making it at least somewhat useful as an interrupt.
Wide Heal (Lvl. 5), Instant Heal (Lvl. 5) - Personally, I don't bother with either of these skills much anymore, so I keep them at Lvl. 1 for emergency purposes only. I set them at Lvl. 5 here b/c that's what most other players would probably prefer.

Priest Skills
Chain Lightning (Lvl. 3) - Lvl. 3 is a good balance, letting you trap up to 7 targets. No need to push it all the way to Lvl. 5, just a waste of SP, IMO.
Spark Rock (Lvl. 5) - Absolutely essential, one of the very few options we have for dealing decent damage. Use it in conjunction with the invoker skill Lightning Magnet for best results.
Cure (Lvl. 5) - Lvl. 5 for the shortest cooldown, making it almost spammable. Once we get the New Origin skill balance patch, all levels will have 3-second cooldown, so you can probably lower it to level 3 or so safely once that happens.
MP Transfer (Lvl. 1) - Support tool in PvP when the use of MP pots is disabled.
Quagmire (Lvl. 1) - Since the effect duration always equals the cooldown, getting the lowest cooldown possible makes sense here. Lvl. 1.
Muddy Mud (Lvl. 5) - Lvl. 5 for strongest debuff effects. The movement speed decrease is getting buffed in the New Origin patch.

Invoker Skills
Lightning Magnet (Lvl. 5) - Essential for PvP. Use it with Spark Rock, Quagmire and/or Wraith (AKA "Wrath of Heaven") for best results.
Wraith (AKA "Wrath of Heaven) (Lvl. 5) - Buggy, doesn't always register the correct number of hits. Also very slow use animation, limiting its usefulness (mostly only to be used when your enemies are already stunned or incapacitated).
Awakening Charge (Lvl. 3) - Two reasons to get Lvl. 3: Since invokers rely heavily on Awakening skills, the MP costs can be painful and this helps counteract that problem; and, since the cooldown decreases each level, and you need to be able to charge quickly and frequently during PvP, a low cooldown is important.

Hope that helps!

Edited by Rimmy, 27 June 2011 - 02:15 PM.

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#3 Midoof

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Posted 28 June 2011 - 04:53 AM

Always liked messing around with my skill build as well. Currently it looks like this. I've used a pretty large chunk of skill forges though, so you might not have as much leniency for your build. Probably will rework it again when professions update kicks in with the level cap raise, especially if there are skill changes. Rim's protip of removing Focus is a good idea too, to move those points over into level 9 Barbarian. All this might change though if they decide to rework %-based increases.
 
I pretty much agree with everything Rim listed above, just a few exceptions.

Skills that add MAtk: Focus, Striking, Staff Mastery really are pretty poor, despite my preference for them. Their only use is naked pvp, where they will double your dps (all three level 5), cutting the amount of time needed to finish off opponents. Striking being even more useful due to helping your allies out. Maxing Detection also fits here, really helping out your damage in naked pvp while being cheap.

Witch's Curse: Easily my favorite skill. Despite being nerfed, I still find level 4/5 Frog very useful. Personally I recommend it, but I agree it's sort of expensive and a bit hard to use properly. Very satisfying when successfully pulled off though.

Wraith of Heaven: I really, really tried keeping this skill. But as pointed out above, it has multiple issues and I found that whenever a good time to use it came up, x-spam would have been easier and less risky, while saving me a TON of mp. Probably hp too, as the animation leaves you vulnerable. Steep skill point cost really is just another nail in the coffin, as it requires being maxed for the hopeful 4 hits. In the end I only found myself using it during F7 to stun monsters.

The skills you should be using the most will be Magnet, Spark Rock, and level 9 Slow Heal. Make sure to max these and Casting Acceleration + Awakening Charge to support them. Throwing in some well-placed freezers, frogs, and quagmires never hurts either.
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#4 Rimmy

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Posted 28 June 2011 - 09:58 AM

Always liked messing around with my skill build as well. Currently it looks like this. I've used a pretty large chunk of skill forges though, so you might not have as much leniency for your build. Probably will rework it again when professions update kicks in with the level cap raise, especially if there are skill changes. Rim's protip of removing Focus is a good idea too, to move those points over into level 9 Barbarian. All this might change though if they decide to rework %-based increases.
 
I pretty much agree with everything Rim listed above, just a few exceptions.

Skills that add MAtk: Focus, Striking, Staff Mastery really are pretty poor, despite my preference for them. Their only use is naked pvp, where they will double your dps (all three level 5), cutting the amount of time needed to finish off opponents. Striking being even more useful due to helping your allies out. Maxing Detection also fits here, really helping out your damage in naked pvp while being cheap.

Witch's Curse: Easily my favorite skill. Despite being nerfed, I still find level 4/5 Frog very useful. Personally I recommend it, but I agree it's sort of expensive and a bit hard to use properly. Very satisfying when successfully pulled off though.

Wraith of Heaven: I really, really tried keeping this skill. But as pointed out above, it has multiple issues and I found that whenever a good time to use it came up, x-spam would have been easier and less risky, while saving me a TON of mp. Probably hp too, as the animation leaves you vulnerable. Steep skill point cost really is just another nail in the coffin, as it requires being maxed for the hopeful 4 hits. In the end I only found myself using it during F7 to stun monsters.

The skills you should be using the most will be Magnet, Spark Rock, and level 9 Slow Heal. Make sure to max these and Casting Acceleration + Awakening Charge to support them. Throwing in some well-placed freezers, frogs, and quagmires never hurts either.


Good tips from a pro, although I'd politely disagree on Witch's Curse (except in naked PvP). That skill is just too unreliable no matter how you use it, IMO. If they ever actually give level 5 the 100% hit rate it's already supposed to have, I might reconsider it. :mellow:

Edited by Rimmy, 28 June 2011 - 09:58 AM.

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