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Invoker's Spell Priority

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  • Invoker's Spell Priority

    Can't say if it's a bug or just the way the mechanic works, although overall it's a suggestion that I've been hearing from other players. Things get tricky once you get the ability to invoke two spells with Invoker.

    Going through the spell mechanic, the following happens:

    Invoked spells get set to the first secondary skill key "D". If there's already a spell assigned to "D", it will get assigned to "F" and rid of the previous spell if there was one. It's all good as it is right now, but the issue is that if you invoke a spell that's already assigned to the skill bar, it will not get assigned to "D" even though it consumes mana (Or just puts Invoke on cooldown if with Scepter.)

    The suggestion that I hear from others is to always have the last invoked spell set to "D" no matter what.

  • #2
    They have to invoke twice either way.

    They can just invoke Tornado -> Emp -> Tornado to have that instead of Tornado -> Tornado -> EMP.

    It is a minor change from DotA1 (unless I miss something here and invoking the same spell again did not put invoke on cooldown or something).

    Comment


    • #3
      Well, it's a nitpick from old players as the spells don't have their own hotkeys. They'd rather have it work the way I explained above to help with quick invoking as at least the last spell would always be set to "D".

      Comment


      • #4
        Originally posted by BLABLAFU View Post
        They have to invoke twice either way.

        They can just invoke Tornado -> Emp -> Tornado to have that instead of Tornado -> Tornado -> EMP.

        It is a minor change from DotA1 (unless I miss something here and invoking the same spell again did not put invoke on cooldown or something).
        It's not the same. I have never played Invoker but I can see why they point it out.

        Let's say, you have right now Cold Snap in the first slot and Tornado in the second, and you want to Cold Snap, then tornado+EMP.

        In DotA2:
        -Attack the enemy
        -Cast cold snap
        -Invoke EMP
        -Wait for Invoke CD
        -Invoke Tornado
        -Cast combo

        In DotA1:
        -Invoke Tornado
        -Attack the enemy
        -Cast Cold Snap
        -Invoke EMP
        -Cast combo

        If you want to do the same as in DotA1 (switch cold snap and tornado slots to prepare for the fight) you have to:

        -Invoke random spell
        -Invoke random spell #2
        -Invoke cold snap
        -Invoke Tornado

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        • #5
          Am I seeing something wrong? The last spell I invoke is always being set to D, so what's the problem?

          If there is already a spell on D, it gets put to D and the old D spell will be set to F.

          For instance, I have Cold Snap on F, EMP on D, and WWQ orbs on me.

          F, attack enemy, D, EMP, R (to invoke Cyclone), D to shoot cyclone.

          Please help me see what the problem is here?

          For above, Tornado would only be in the 2nd slot if it was 2nd Invoked, that's the players fault, if they want to prepare a combo they should know what they want to lead off with. I know early game it may be a little difficult because of Invoke's cooldown, but I think that's just all about playing him. If they made a skill to invoke slot 1 and invoke slot 2 that may be a different story, but I don't see that coming at all.

          Although this thread seems to be a little outdated, because if i recall a few days ago, I had EMP on first slot and Tornado on 2nd slot, but I like it the other away around, and re-invoking tornado would do nothing, but now re-invoking tornado would move it to first slot. They must have patched it or something, but I didn't see my Steam client download anything so I'm not sure.

          Comment


          • #6
            Huh, that's definitely odd. There wasn't any patch at all, which means the skills management is server-side. That reminds me of that "Missing Skills w/ random PA & Gyro" thread where they randomed two incomplete heroes and overall there were missing skills for everyone.

            Guess this thread can be closed since it was fixed on Valve's side.

            Comment


            • #7
              > which means the skills management is server-side.
              And it is a big problem for Invoker. I play with ping 200+. And when you try to use spell right after it was invoked, you will still cast previous spell (Press R then D very fast). It happens because server hasn't updated spells yet. I think Invoke should be client-side.
              Last edited by hnorgist; 01-21-2012, 07:50 PM.

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              • #8
                The real question is why aren't the dota 1 invoker hotkeys in legacy keys atleast, this was a really unnecessary change to force on the invoker players.....

                Comment


                • #9
                  It seems like a change was indeed made so that a newly invoked spell is always placed on the first spell slot, even if that spell was already available on the second slot. That's certainly the way it ought to be.

                  This point that hnorgist brings up about the problem with server-side invoker spell handling does seem concerning, though. It's one thing if lag causes player actions to be delayed, but quite another if it causes player actions to be entirely different than what is expected by the player.

                  Comment


                  • #10
                    Originally posted by Vi3trice View Post
                    Can't say if it's a bug or just the way the mechanic works, although overall it's a suggestion that I've been hearing from other players. Things get tricky once you get the ability to invoke two spells with Invoker.

                    Going through the spell mechanic, the following happens:

                    Invoked spells get set to the first secondary skill key "D". If there's already a spell assigned to "D", it will get assigned to "F" and rid of the previous spell if there was one. It's all good as it is right now, but the issue is that if you invoke a spell that's already assigned to the skill bar, it will not get assigned to "D" even though it consumes mana (Or just puts Invoke on cooldown if with Scepter.)

                    The suggestion that I hear from others is to always have the last invoked spell set to "D" no matter what.
                    +1

                    Comment


                    • #11
                      Originally posted by Zamzoph View Post
                      It seems like a change was indeed made so that a newly invoked spell is always placed on the first spell slot, even if that spell was already available on the second slot. That's certainly the way it ought to be.

                      This point that hnorgist brings up about the problem with server-side invoker spell handling does seem concerning, though. It's one thing if lag causes player actions to be delayed, but quite another if it causes player actions to be entirely different than what is expected by the player.
                      Yeah, it's pretty annoying to be mashing F after invoking ghostwalk only to cast the spell that was previously in my F slot and be out of mana and die as a result.

                      Comment

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