![]() When you for example see a sandking stun cristal maiden top immediately follow up with a sunstrike and you got yourself a easy kill. I recommend that you let your team mates know that you going exort build and that tell them to report sunstrikes just in case. While you are last-hit fighting and harassing mid you have to constatly look around at the mini-map and see if there is fight going on. Next step in early game is to max exort until level 7 then you get invoke of course. If executed right and you get your opponent of guard, you can get a lot of damage dealt on him. It is basically a way of punishing your enemy for being out of position. ![]() Now if the enemy hero is sloppy with his positioning you can now use your creeps to proc the coldsnap. When the enemy creep wave get pushed in at your tower you will have about 3-4 creeps left while the enemy got none. When you are playing against a hero mid you will find that the creep wave will go back and forth between the towers. I can teach you neat trick that can harass your enemy hero down from 100% to 20% hp in just a few seconds, it can even score a kill. But when do I know when I should coldsnap? Why? Well if you get coldsnap up as fast as possible and using it right will win you the lane right at the spot. If you are up against a melee hero or a range hero with low health quas Is the way to go. If you for example is playing against a Shadow Fiend, exort is great in the beginning to not let him soul up and win the last-hit fight. ![]() It also is very good if your enemy heroes a very squishy.ĭepending on the hero mid you should either put one in exort or one in quas. If you look at your team, and you see a “killer lane” with atleast one reliable stun then this build can have a devastating effect on the game. This requires great map control and timing of spells. All to benefit your team as much as possible.īut in the beginning I recommend that you choose one build depending on your play style then play that build over and over again until you are satisfied.Įxort have resently got very popular both in competitive and public due to some buffs that sunstrike and meteor got a few months ago. In this guide I will go through three off my strategies you can choose depending on your team setup and enemy setup. I have now play around 300 games with him.ĭo not be afraid to be bad in the beginning in the learning process. But I saw the potential in the hero and started focusing on him. When I played my first game as invoker about 4-5 months ago I played horrible, I ruined games and got flamed and so on. Yes invoker, this beast of a hero got one of the highest skill-cap in the world of dota due to it's versatility. I'm just a decent invoker sharing my thoughts and strategies around this amazing hero. This guide is intended for people thinking about learning invoker or are in the process of learning. He is ancient, learned beyond all others, and his mind somehow still has space to contain an immense sense of his own worth.as well as the Invocations with which he amuses himself through the long slow twilight of the world's dying days.I am not a pro-gamer or don't consider me to be one of the best invokers. Most of these quasi-immortals live quietly, afraid to admit their secret: But Invoker is not one to keep his gifts hidden. One such spell was the Sempiternal Cantrap-a longevity spell of such power that those who cast it in the world's first days are among us still (unless they have been crushed to atoms). Many more he learned but found useless, and would practice once then purge from his mind forever, to make room for more practical invocations. In his youth, the precocious wizard mastered not four, not five, not even seven incantations: He could command no fewer than ten spells, and cast them instantly. But among these early practitioners there was one exception, a genius of vast intellect and prodigious memory who came to be known as the Invoker. Ordinary wizards were content to know two, and it was not uncommon for a village mage to know only one-with even that requiring him to consult grimoires as an aid against forgetfulness on the rare occasions when he might be called to use it. The most devoted might hope in a lifetime to have adequate recollection of three spells-four at most. ![]() The greatest mages in those days were the ones blessed with the greatest memories, and yet so complex were the invocations that all wizards were forced to specialize. All the trappings of ritual were merely mnemonic devices, meant to allow the practitioner to recall in rich detail the specific mental formulae that unlocked a spell's power. It required no technology, no wands or appurtenances other than the mind of the magician. In its earliest, and some would say most potent form, magic was primarily the art of memory.
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