Just a side-note: I do not want nor possess the hability required to write an in-depth story or lore behind this class and its specs. Honestly I think that is better left for those who actually have that talent, so I will limit myself to the sole creation and conception of the class mechanics.
The Invoker is the most well-rounded spell casting hero class, due to his massive array of spells. Using his three elemental reagents and his Discharge skill, the Invoker can utilize an almost unending compendium of spells. Due to his complexity and fragility, the Invoker is a bad choice for newer players. With some experience, however, he becomes a force to be reckoned with. The Invoker is capable of massive area of effect damage, powerful disabling spells, very strong summons, and potent enchantments. While other spell casters tend to be focused in one area, the Invoker has the ability to change his role at will. Although mastering his spells takes perhaps the most practice of any hero class, he is definitely worth the time.
This class would consist in a tank spec, one dps and a healer, while their combat style would be of a short ranged spell caster.
Armor: cloth, with stamina for healing spec, intellect for tank and agility for dps specs.
Races: Draenae, Blood Elves,Goblins,Night Elves, Worgens, Gnomes, Trolls
Requirement: A mage with the Classic Raider and Outland Raider achievements.
For combat, the Invoker would use mainly medium to short ranged spells, so in that way it would be able to kite enemies away from melee range. Invokers make use of mostly channelled spells, meaning that apart from instant cast spells, or special buffs, it will only be able to cast one spell at a time, with the risk of it being interrupted. In addition, most of the channelled spells cannot be cast while moving, only some that are specifically designated. This would certainly revolutionize the play style in 3 ways:
1st) it would bring a completely ranged tank that would have to fend off attacks actively using spells but would have an advantage against melee enemies due its ability to protect himself as well as allies in short range from a high amount of damage.
2nd) it would bring a short ranged dps spec based on the shadow mage class in the sense that it uses high bursts of shadow damage as well as the manipulation of shadows to affect his enemies quickly
3rd) it would bring a spec that would require the aid of pets to heal and although with limited range, it would have the best resource system for healing
ELEMENTAL COMBOS: (note that there will be specifications for each spec based on the choices they make on the tier 45 of the talent tree. Also, there are unique rules for each spec, in terms of what kind of combinations they can use:
BM- The BM can only use the 6 same-type elemental combos, the 3 wex ,quas and exort combo and combos that use 4 charges of the element they choose;
GW- The GW can use any combos that have the elemental charge they chose from the 45 tier talent;
SW- The SW can only use 6 same-type combos
Glass Wraith – The faction of the Kirin Tor’s council that manipulates the secret magic of the dark glass, a mystical element that is capable of taking different physical properties and has the natural capacity for storing and boosting arcane and elemental energy through it. These dark glass adepts would be the short range damage dealers capable of converging their magic into shadow creations and telekinesis and with highly recurrent bursts of critical strikes to balance its damage with other intellect user classes. DPS tuned spec
Dune Keeper– A fierce protector of the world, the Dune Keeper has been training in the Halls of Origination in order to unlock the immense power hidden within the vast plains of his mind, which is why it can withstand attacks with powerful spells and magic. The Dune Keeper have strong ties with the titans, which have long chosen their ancestral masters to protect the world before. This tank spec is capable of landing a good amount of utility spells, along with a very solid defensive array of abilities. They excel in keeping enemies at range while using magic to protect himself and his allies, by taking advantage of highly developed kiting abilities as well as powerful shielding magic.[U] Tank spec and CC spec
Blood Mage– A blood mage employs dark rites, originally taught to mortals by demons, in order to access more powerful magic. A blood mage must be willing to sacrifice their own life force or that of others in order to wield this power(this is my vision of a blood mage, but since it is comonly mistaken by the mere use of fire by blood elves I guess I could call it another thing that I am yet to care about =P). Basically, this spec is designed for healing and support purposes at medium range using variations of warlock's life siphon for short aoe heals and CC abilities like Blood Puppet, manipulating the blood of their enemies around them. Healing and CC spec
Now for the Combat Mechanics
Invokers use a portable Canister made of an ancient and mysterious element called the "Dark Glass". Inside the canisters, they store all their power, in other words, "mana" but with slightly different properties, meaning sand for the tank spec, blood for the healer spec and volts for the dps, which in practice means that the resource bar has the same resource limit of the common mage, but it can change its elemental state between quas, wex and exort, which would be portrayed on the same place as a hunter's aspects, but these do not bring any effects.
Moving on, the use of spells generates a special charge, similar to what happens with rogues. Secondly, the Invoker would generate this special charge, which would either be quas, wex or exort, based on the elemental state active at that moment, and spend the sequence of charges to cast a different spell. However, the Invoker should not have an edge against other mana users so, in order for this to be balanced, the Invoker would only be able to generate charges, if completing their spell's channelling or casting (instant cast spells won't generate charges). In order to activate the 6 charges combo, the player would need to click on the “discharge” button. This way, the player can build up the charges he wants, and save them to use when it pleases him. But, as very important aspect to the gameplay is that if the elemental charges collected do not make a usable combo, the discharge effect will not work and all charges will be lost.
Visually, every time a charge is stored for an elemental combo, it should make its appearance in an arc over the Invoker's head, coming from one shoulder to the other, just like Kael'Thas.
If you know "dota" and have played with Kael the invoker, you know what I am thinking.
DPS SPEC ABILITIES
DPS SPEC COMBOS
TANK SPEC ABILITIES
TANK SPEC COMBOS
HEALER SPEC ABILITIES
HEALER SPEC COMBOS
Edit: talent tree link does not seem to be working this time so u guys will have to go the long way and enter the full adress. SORRY =S
PS: for those that have followed my work/hobby in the past, plz disregard any battlemage references on the posts below, as I have started it fresh(with an all new and exciting gameplay ^^) now that I have finished recycling it into this hero class. U can go check out through my signature. Cya around!