When entering an echo, immediately cast your , since this has been converted to lightning using , this will count as a lightning rune, thus powering up your , starting up your ward battery.
Engaging enemies with should clear most standard packs with ease, as you cast the spell you will gain 40 ward per cast thanks to . After the first pack you shoul aready be 1000+ ward, however 1200 is the magical number which will and can happen with ease adding 6% more damage, and if you have more ward then the enemy has HP, you will do another 7% more on top of that. This is due to 2 nodes, one one the passive () and one on the skill tree (). is also going to trigger 42% of the time, freezing swaths of enemies giving you even more ward and CC for packs. (You can pull a point from and put it in to help clear early on, but later I found it was better to use it to exclusively for freeze)
I would normally open up with into the pack. This adds 5 stacks of lightning shred thanks to . This also gives us a defensive buff of -18% damage for a short period of time as well as a ward boost. This more importantly will trigger our at our end location (try to stay in/around this location).
NOTE: is no longer a channeled spell with the node active. Understand how it functions before you go face hugging bad guys.
End of Note
Our will grant us OBSURD amounts of ward generation and overcap any resistances that were not 75%. This will also cleanse you from any ailments upon its start (going in and out will not re-cleanse you). We scale this to last the most amount of time as possible, this is not scaled for damage, but to amplify our defensive abilities.
See video; When I actively engage in a fight we can gain 7,8, or even 9k ward. If I afk (last half of video) I have to be more careful. Orobyss fight was 152 corruption.
Notes for using
1 lightning rune () = 1 large explosion at cursor (16 mana)
2 lightning runes () = Several small explosions at enemies start (35 mana)
3 lightning runes () = Large AoE lightning ball (good for bossing) that sits there for sometime. (64 mana)
All but the first casts (wand is -3 mana cost) will proc our --> -->
This is important to know, as these 3 passives on the tree dump LOADS of damage on a boss target.
If you run into mana issues, using will make quick work of it, you gain 12 mana every cast. If you still notice problems early on, you can scale into and to make this happen signifcantly faster.
This is a video game, you're supposed to be having fun. What's the point of having 40 invocations if you can't see them. I encourage you to play around with it. I found several ideal combos that are always ready to go.
- lightning, fire () = A FREAKING LASER BEAM (base damage lightning) that applies spreading flames. EZ CLEAR
- lightning, ice () = Shield throw, but with a snow ball (freezes stuff)
- lightning, fire, lightning () = Haste for you and shocks everyone is a big AOE
- lightning, ice, lightning () = Bouncing lightning ball decent damage clear
All of these are easy to apply by using and .
I play Invoker in dota, so I set my hot keys to match it, using R for my invocation.