Post by Mort on Apr 17, 2008 2:08:57 GMT -5
Talsmic the Evoker
Deals high damage but can't withstand many hits.
Is one of the best "hit and run" heroes.
Armor Type:
Heavy
Damage Reduction:
Chaos 100%
Hero 100%
Magic 125%
Normal 100%
Pierce 100%
Siege 100%
Spells 125%
Skills:
Innate: Static Discharge
Purification can remove the effect of this skill
A spell that can be auto casted with no cooldown that reduces the attack damage of creeps with the auto casting only going after creeps attacking you or any allied unit/hero. It reduces their attack damage by 50% of their base damage for 30 seconds. So if the setting gave them 45% increase of their normal damage with static on the creep would have a 5% damage decrease.
Static Discharge is a very useful spell it's just neglected over using mana for killing instead which is fine early, but later when mana is no longer that big of deal you should have this ability auto casted. Just remember that it will make the Evoker move on his own to get to targets he wants to cast Static Discharge on.
Level 1: Ethereal Shield
Anti-magic potion and purification can remove the effect of this skill
Can be casted on allied units/heroes and gives them an armor bonus as well as slowing the attack speed of any enemy melee units that attack them. Only good reason not to get this is if our going to be concentrating on Static Discharge and someone else is going to learn Ethereal Shield.
Note:Casting range is pretty long, so you can cast Ethereal Shield on a hero without getting the creeps attention.
Level 1: Gar Zeng
This skill will be countered by Monsters' Spell Block
Cast it on a enemy creep and lightning will shoot out damaging that creep a certain amount of other enemy creeps around it with the amount of creeps and damage increasing as it progresses. Gar Zeng is the Evoker's last defense spell for creeps that survive Chain Lightning and are too few to waste Ball Lightning on but still enough to kill the Evoker. Since Gar Zeng is similar to an area damage spell you should also kite the any enemies that survive Chain Lightning to maximize the amount of enemies you hit.
Level 6: Chain Lightning
If the monster's spellblock is active, this skill wont damage them. However the lightning will disable monsters' spellblock while it bounces on the monsters
Target a creep and this spell will cast lightning on that creep then jump between creeps for a certain amount of bounces each target after the first receives less and less damage. A very strong spell that is effective in defensive areas such as the middle or the goal and the left and right line because the spell jumps targets. It is affected by spell block but its spell block for each individual target so even if the initial target has spell block it will still jump to the others. A very strong and easy to use spell just don't waste it on a few targets.
Level 10: Ball Lightning
It works like an area damage spell but isn't a true one as what it actually does is summon a ball of lightning that bombards enemies with lightning blasts repeatedly until they die. So just remember that it's random and it might not attack the creeps you want it to attack first. Otherwise this is another simple spell just cast it in a spot where it can attack creeps for the entirety of it's timed life.
Suggested Playstyle:
Evoker is a typical Hit & Run hero, cast a spell and move back.
Use Gar Zeng and Chain Lightning as your main killing spells, you should save you ultimate for when you really need to clear the lanes.
Later on when you have higher mana, you should try to use Static Discharge, as the spell if often neglected, but it's a very good spell.
Tips:
- One of the first items you should buy is Elven Stalking Boots.
- Try not to attack the creeps with you standard attack, as you will draw creeps away from the tank, it's better to wait until you can use your spells.
- When you have to use your ultimate, place it and let the tank help you lure them in.
Additional Spell Info
Gar Zeng(number of targets:damage)
2:100
3:170
4:289
5:490
6:835
7:1419
8:2413
9:4103
10:6975
11:11858
Ethereal Shield Formula
Armor: Level*2.5
Mana Cost: Level*5+20
CD: -4 secs from 40, for each level after level 1
Frost Effect: 15 seconds all levels
Duration: Level*5+15
Note: Tooltips for the spell appear to be wrong, not showing the .5 for armor level ups.
Level 1: Armor Bonus 2.5, Mana Cost 25, Cooldown 40 seconds, Frost 15seconds, Duration 20seconds
Level 2: Armor Bonus 5, Mana Cost 30, Cooldown 36 seconds, Frost 15seconds, Duration 25seconds
Level 3: Armor Bonus 7.5, Mana Cost 35, Cooldown 32 seconds, Frost 15seconds, Duration 30seconds
Level 4: Armor Bonus 10, Mana Cost 40, Cooldown 28 seconds, Frost 15seconds, Duration 35seconds
Level 5: Armor Bonus 12.5, Mana Cost 45, Cooldown 24 seconds, Frost 15seconds, Duration 40seconds
Level 6: Armor Bonus 15, Mana Cost 50, Cooldown 20 seconds, Frost 15seconds, Duration 45 seconds
Level 7: Armor Bonus 17.5, Mana Cost 55, Cooldown 16 seconds, Frost 15seconds, Duration 50 seconds
Level 8: Armor Bonus 20, Mana Cost 60, Cooldown 12 seconds, Frost 15seconds, Duration 55 seconds
Level 9: Armor Bonus 22.5, Mana Cost 65, Cooldown 8 seconds, Frost 15seconds, Duration 60 seconds
Level 10: Armor Bonus 25, Mana Cost 70, Cooldown 4 seconds, Frost 15seconds, Duration 65 seconds
Chain Lightning(number of targets:damage; damage decrease 10% after each jump)
6:700
7:1106
8:1747
9:2761
10:4362
11:6892
12:10890
13:17206
14:27186
15:43000
Ball Lightning(15secs)
800
1150
1700
2400
3400
4700
6350
8400
14000