Invokers

The invoker remains one of the most simplisticaly coded classes in FL,
relying on heavy, high hitting afflictive damage. Do not, however,
mistake this simplicity of code and design for simplicity of play. It
is the invoker's duty, and the hinge of his success, to be faster,
smarter, and quicker to adapt than his opponent. Outlined below are
the basics of the class to help new and old players alike to succeed
with this versatile class.

Key Skills and Spells

Name Description of the Skill or SpellTips
Mana ChargeThis is the cornerstone of all invokers. Essentially, you load mana into your staff. When you load mana in, two third of the energy is dissipated. If you put in 900 mana, 300 enters the item. Your mana, as a character, can never fall below that of your charged item. If it does, it flares, hurts you, and your charge is gone from the staff to the point where your mind fell. Invokers can be killed by flaring alone. This means that while charging you can only charge to the point where you are putting in an amount that puts your new amount below where your mind falls after the charge. This seems complicated but is not. The formula is Charge = (Total Mana - Sum of Total Charges Divided by three) * 3/4. Its actually pretty simple. This means more mana, a faster charge. A 1500 mana drow/elf/faerie can charge a staff at right over a real life hour. While you can charge any weapon, only staffs and staves can be fully charged to 1200 mana. This means all invokers have to have 1200 mana in order to be viable at all. 1300 is a good bare minimum, and most players prefer more, especially if they are new. You want to put trains into this to get it comfortable. Once you have a fully charged staff or stave, casting spells uses 1/3 of its original mana cost. A fully charged staff also means spells have half the lag as usual.
ParryThis is your one and only defense from incoming attacks.This is the cornerstone of any hope you have of not getting destroyed. When disarmed, you do not parry, so be very concerned about being disarmed.
StaffAs your only defense is parry, staff is best at it.That is why most invokers use a staff. If you can find one that cannot be disarmed, it can be quite useful. Look for the Frigid Staff, Bone Cane, Pincer Staff, Retribution, or Staff of Nature's Spirits for one that can accept a socket.
DaggerThe dagger is your second most defensive weapon.Many invokers make the mistake of thinking they should always use a staff. This is not the case. If your staff is disarmed (and even nonremovable staffs can be disarmed by monks and blademasters), you not only are weaponless and not parrying, but you are not getting your spell discount, so the spell you accidentally cast expecting one round, now takes two, and you are stuck in combat without a weapon. In addition, with a dagger, you can wear a shield, boosting your armor class, and reducing damage. You can also switch to a stave without sheathing, which also removed your reduced spell lag.

How to Armor

  1. +Mana items until you are at 1300-1400 mana.
  2. +HP items to get you to a a safe HP range.
  3. Armor items to reduce damage.
  4. Saves versus Maledictive.
  5. More +HP items.

Items to Keep

  • Really big bag of nymph hearts.
  • The ability to become a nexus reaver against all RP.
  • The imms to mistake you for a talented PKer and make you elder.

Class Matchups

Table here for every class and tips for fighting them and things to watch out for.

PK Strategies

Strategy 1
Outline

Strategy 2
Outline


  • You have no special abilities

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    Last edited November 8, 2011 2:53 am by Jibber (diff)

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