Calberak's Guide to Inquisitor

Discussion in 'Inquisitor' started by ARCHIVED-Calain80, Apr 17, 2008.

  1. ARCHIVED-Calain80 Guest

    Disclaimer: This guide is target for solo and group play from 1 to 90. Some of the things written here might change in the endgame / raiding.

    Class: Inquisitor


    Spell Lines:

    Heals:

    Reaktive Heals:

    As a Cleric the Inquisitor, like the Templar uses reactive Heals. This means, that the target will be healed, if it is hit. The reactives have a duration of about 30 seconds in which they will trigger 5 times for the single- or 9 times for the group-reactive. If the incoming damage isn't that high the heal might even exceed the damage. But if it are hard hits, then the heal will not be high enough to heal the whole damage. Then you must use your direct heals to fill the gasp.

    Penance
    Reactive single target heal. Can be triggered 5 times.
    (12) Penance I > (19) Penance II > (26) Penance III > (40) Penance IV > (54) Penance V > (68) Penance VI > (78) Penance VII > (88) Penance VIII

    Malevolent Diatribe
    Group reactive heal. Heals are individual. Can be triggered 9 times across the group.
    (14) Malevolent Diatribe I > (28) Malevolent Diatribe II > (42) Malevolent Diatribe III > (56) Malevolent Diatribe IV > (70) Malevolent Diatribe V > (79) Malevolent Diatribe VI > (89) Malevolent Diatribe VII

    Radiance
    Instant cast single target reactive heal. Scales with level.
    (15) Radiance

    Evidence of Faith
    Instant cast group reactive heal. Scales with level.
    (48) Evidence of Faith


    Direct Heals:
    The Inquisitor has the shortest recast times of all healers. The efficiency of HP to Mana is quite good. But as a downer the casting time itself with 2, or 3 seconds relatively slow and the amount of damage healed is not so high. These fast recast time allows you to heal quite well and at almost constant rate over a long timespan.

    Ministration
    Small heal.
    (1) Ministration I > (7) Ministration II > (15) Ministration III > (22) Ministration IV > (29) Ministration V > (43) Ministration VI > (57) Ministration VII > (71) Ministration VIII > (81) Ministration IX

    Fanatical Healing
    Large heal.
    (3) Fanatical Healing I > (10) Fanatical Healing II > (18) Fanatical Healing III > (32) Fanatical Healing IV > (46) Fanatical Healing V > (60) Fanatical Healing VI > (73) Fanatical Healing VII > (83) Fanatical Healing VIII

    Alleviation
    Group heal.
    (14) Alleviation I > (28) Alleviation II > (42) Alleviation III > (56) Alleviation IV > (70) Alleviation V > (80) Alleviation VI > (90) Alleviation VI


    Cures:
    Beside the single cure and the curse cure the Inquisitor gains a group cure for Arcane, Elemental, Noxious and Trauma impairments.

    Cure
    Single target cure.
    (6) Cure

    Resolute Flagellant
    Group cure.
    (42) Resolute Flagellant I > (56) Resolute Flagellant II > (70) Resolute Flagellant III

    Cure Curse
    Single target curse cure. Can not be modified by any means for an Inquisitor.
    (80) Curse Cure


    Heal Buff:
    58er Special. Needs no concentration. Each helpful spell gets an additional heal (this includes cures). This can noticeably increase the heal output of the Inquisitor. But you must pay additional power. If it is a group affecting spell the additional cost must be payed for each group member. This can [Removed for Content] you dry quite fast.

    Dogma
    Self buff that grants additional heal on target every time inquisitor casts a beneficial spell.
    (58) Dogma I > (76) Dogma II > (86) Dogma III

    Heal Aura:
    80er Special. As the Inquisitor loves to curse others this heal aura does not center around the Inquisitor, but the Inquisitor forces a mob to radiate a HOT which will tick every 2 seconds and heal all group or raid members around it. For each tick the Inquisitor must pay additional power. Also it is worth to mention that the recast of this spell starts at the end of the spell not at its beginning.
    The closer your friends are to the mob the higher the heal value is. There are 3 range groups:
    1. closer than 5 meters
    2. between 5 and 10 meters
    3. between 10 and 20 meters
    Inquisition
    Single target spell on enemy that forces them to cast heals over time on nearby group/raid members. Heal is stronger the closer the ally is to the enemy.
    (80) Inquisition > (90) Inquisition II


    Buffs:

    Group Mitigation Buff:
    Our version of the these buff does also buff hit points in addition to the physical mitigation. This means some additional health for the group which is always good.

    Sacred Armor
    Group sta + physical damage mit buff.
    (5) Sacred Armor I > (19) Sacred Armor II > (33) Sacred Armor III > (47) Sacred Armor IV > (61) Sacred Armor V > (74) Sacred Armor VI > (84) Sacred Armor VII


    Group HP Buff:
    An addition to the health this buff also improves Arcane resis.

    Fanatic's Faith
    Max health + arcane mit group buff.
    (16) Fanatic's Faith I > (30) Fanatic's Faith II > (44) Fanatic's Faith III > (58) Fanatic's Faith IV > (72) Fanatic's Faith V > (82) Fanatic's Faith VI


    Health / DPS Buff:
    The health buff also significantly increases DPS of the target. This should be on each melee class of your group and if you can even on yourself.

    Tenacity
    Single target max health + DPS buff.
    (4) Tenacity I > (16) Tenacity II > (30) Tenacity III > (44) Tenacity IV > (58) Tenacity V > (72) Tenacity VI > (82) Tenacity VII


    Group Haste / Recast Reducer:
    The best buff, an Inquisitor has to offer. It is a buff that can be triggered on and off. The first markable effect is a huge haste boost for the whole group and a nice addition to the primary stats for all classes (Str, Int, Agi, Wis). Later versions also include a reduction of recast, that can reach up to 10%, for the group. But these great buffs come at a harsh cost:
    It has a huge permanent power drain. So if you have power problems you should disable this buff.

    Fanaticism
    Group atk speed, reuse + all primary attributes (Str, Int, Agi, Wis) buff, that permanently costs a high amount of power. Can be toggled off.
    (50) Fanaticism I > (70) Fanaticism II > (80) Fanaticism III > (90) Fanaticism IV


    Permanent Procs:

    Group DD Proc:
    Costs concentration. Low chance to proc a DD from any attack the whole group does. This also includes spells. The DD is mediocre. If there are enough melee using chars, an additional DPS-Buff will be better.

    Act of War
    Group buff granting chance for extra divine damage on successful attack.
    (35) Act of War I > (49) Act of War II > (63) Act of War III > (75) Act of War IV > (85) Act of War V


    Power Leech:
    The friend of each Inquisitor. Can be cast on one Groupmember. A fix 10% chance, which will not be normalized, to drain power which will be added to the Inquisitors power pool. Does not cost concentration and stays up indefinitely

    Inquest
    Single target buff granting chance to power tap on successful attack.
    (45) Inquest I > (59) Inquest II > (73) Inquest III > (83) Inquest IV


    Resurrection:

    Rezzes:
    The Inquistor gains 4 rezzes:
    1. (8) Revive
      Out of combat rezz + 15% health replenishment - short recast.
    2. (22) Reforming Soul
      In combat rezz + 40% health replenishment + magical mit increase.
    3. (36) Resurgence
      In combat group rezz + 40% health replenishment + magical mit increase.
    4. (50) Conversion of the Soul
      In combat rezz + 40% health replenishment + 30% power replenishment + removal of rezz sickness.

    Priest Rezz Item:
    Like all Priests the Inquisitor can summon a Res Item, which allows a groupmember to rezz a Priest.

    Divine Awakening
    Summons an item to the inventory of nearby group members that can be used out of combat to rezz priests.
    (11) Divine Awakening


    Death Save:
    If the Traget would die, it will be healed and buffed instead. Emergency spell. Has only a short duration and a long recast.

    Redemption
    Short duration single target buff that prevents death one time. On death, grants a heal + max health increase.
    (41) Redemption I > (55) Redemption II > (69) Redemption III > (80) Redemption IV > (90) Redemption V




    Debuffs:

    STR / INT Debuff:
    The Inquisitor gains a debuff for STR and INT. So he has one debuff that reduces the stats that influence the damage of most mobs (tanks and mages). And that by a good amount. This debuff can make the difference if a reactive heals more or less damage then the mob is dealing. The only downsite is that it has a rather sort durration.

    Deny
    Single target str/int debuff.
    (7) Deny I > (21) Deny II > (35) Deny III > (49) Deny IV > (64) Deny V > (76) Deny VI > (86) Deny V


    Resis Debuff:
    This debuff reduces all resis! It even debuffs all physical and all magic resis by about 1/3rd of a dispatch.

    Condemn
    Single target debuff vs. all damage.
    (2) Condemn I > (10) Condemn II > (24) Condemn III > (38) Condemn IV > (52) Condemn V > (66) Condemn VI > (77) Condemn VII > (87) Condemn VIII


    Melee Debuff:
    This debuff geatly reduces the attack skills of the complete encounter. This will reduce the amout of hits you tank will recieve.

    Forced Obedience
    Encouter AE melee skills debuff.
    (20) Forced Obedience I > (34) Forced Obedience II > (48) Forced Obedience III > (62) Forced Obedience IV > (76) Forced Obedience V > (86) Forced Obedience VI


    Mental Debuff / DOT:
    While this spell has a damage component it is more a debuff then a DOT. The debuff effect is nice, but the damage of the DOT is more like a joke. At least the spell only has a casting time of 1 second. At least it can be used to complete the single HO.

    Torment
    Mental DOT + mental debuff.
    (3) Torment I > (11) Torment II > (25) Torment III > (39) Torment IV > (53) Torment V > (67) Torment VI > (78) Torment VII > (88) Torment VIII


    WIS Debuff / DOT:
    The first version of the spell is gained through the adventure pack "Bloodline Chronicles". We share this spell with the Templars. At the beginning of 2008 the spell was improved to a whole line of spells. WIS is important for the damge of priest mobs. Also this spell has only a very low chance of beeing resisted.

    Smite Corruption
    Single target divine DOT + wis debuff.
    (35) Smite Corruption I > (53) Smite Corruption II > (71) Smite Corruption III > (81) Smite Corruption IV


    Damage:

    Heat DOT / Divine Debuff:
    This is a mediocre heat DOT, but it is still our best "granted" (does not need to meet a trigger condition) single target damage spell. It also has an added divine debuff.

    Purifying Flames
    Single target heat DOT + divine debuff.
    (23) Purifying Flames I > (37) Purifying Flames II > (51) Purifying Flames III > (65) Purifying Flames IV > (77) Purifying Flames V > (87) Purifying Flames VI


    DD-Spells:
    The Inquisitor only has 2 Single DD and 2 Group DD.

    Wrath
    Direct damage. Not upgradeable. Scales by itself. Does only a small amount of damage.
    (6) Wrath

    Invocation
    Direct divine damage + interrupt. Does only a small amount of damage.
    (1) Invocation I > (9) Invocation II > (17) Invocation III > (31) Invocation IV > (45) Invocation V > (59) Invocation VI > (72) Invocation VII > (82) Invocation VIII

    Litany
    Encounter AE divine damage + interrupt.
    (32) Litany I > (46) Litany II > (60) Litany III > (74) Litany IV > (84) Litany V

    Heretic's Doom
    This spell was changed to a normal Encounter AE with SF and it hits for about twice as much as Litany with only a 50% higher reuse. While quite situational before it is now a great spell to use.
    (26) Heretic's Doom I > (40) Heretic's Doom II > (55) Heretic's Doom III > (68) Heretic's Doom IV > (79) Heretic's Doom V > (89) Heretic's Doom VI



    Reverse Damage Shields:
    The special discipline of the Inquisitor. There are 3 lines, which will punish the mob, if he does something we don't like, or worked for. The only problem is, that the mobs need to fullfill the proc condition (Auto Attack / Combat Art / Spell), to trigger the proc. If the proc comes from an hostile action it must be a hit or it will not count. So a ressited spell or a missed CA will not trigger the procs. With SF these proc much more reliable then they did before. Heresy is still hard to get to proc but Vengeance and Repentance work great.
    Vengeance
    Single target debuff that does divine damage to target whenever target makes a successful melee attack up to 5 times.
    (29) Vengeance I > (43) Vengeance II > (57) Vengeance III > (71) Vengeance IV > (81) Vengeance V


    Repentance

    Single target spell that does divine damage + brief stun when target uses a combat art or a spell. Can be triggered up to 3 times.
    (18) Repentance I > (46) Repentance II > (60) Repentance III > (73) Repentance IV > (83) Repentance V


    Heresy

    Single target spell that does high divine damage + knockdown and stun + blur for 4 seconds to an enemy that successfully casts a spell. Even while this spell has a green background, it is still a single target spell now. Can be triggered 3 times.
    (52) Heresy I > (72) Heresy II > (82) Heresy III



    Weak Target Judgment:
    I would say our level 65 Special is a damage spell, 'cause that is it, what it truely does. It reduces the health of a mob to 1, if is below a certain threshold. The Spell will be cast instantly, but it will wait 1.5 seconds after checking the threshold, before it will hit. The only problem is, that good groups or raids or Inquisitors solo do enough damage in this 1,5s to kill the mob of the corresponding quality. The threshold, depends on the quality of mob you a fighting:
    • vvv and vv
      50%
    • from v to ^
      25%
    • ^^ and ^^^
      10%
    • Epic Mobs
      2%
    Verdict
    Instant cast spell with an effect delay of 1.5 seconds that reduces an enemy's health to 1.
    (65) Verdict
    Crowd Control:

    Root:
    The root has an inbuild stiffle. So the mob can only use his auto attack while it is up. Therefore it has a high chance to break at incoming damage. This is part of the many nerves the spell has gotten. It is still a very nice CC to debuff the mob 1st while soloing. Also root + stifle + at range = better then Mezz, 'cause it has only a chance to break from damage.

    Incarcerate
    Single target root + stifle.
    (39) Incarcerate I > (53) Incarcerate II > (67) Incarcerate III > (77) Incarcerate IV > (87) Incarcerate IV


    Fear:
    Our second CC spell. After the mob fled, he gets mezzed and the hate towards the Inquisitor will be reduced. This places the mob outside AOE range prior to it being mezzed. Good to get rid of an add, but as a drawback the mop may bring additional adds with him after the mezz runs out in crowded places.

    Tormenting Conversion
    Brief single target fear that casts mez + threat decrease over time on termination.
    (47) Tormenting Conversion I > (61) Tormenting Conversion II > (75) Tormenting Conversion III > (85) Tormenting Conversion III
  2. ARCHIVED-Calain80 Guest

    Utility:

    Breath Water:
    First we get a singe target buff and later a group buff which will also increase the swimm skill. Both don't need concentration and the group version will stay up permanent.

    Enduring Breath
    Single target water breathing buff.
    (9) Enduring Breath

    Swill
    Water breathing + swimming skill group buff.
    (23) Swill


    Odyssey:
    While others get a run speed buff we get this spell to send a group friend home. Since SF it only has 1s cast time making it a lot faster for people hating to wait for the call to be cast.
    Odyssey
    Teleports target to their recall point. (Requires an Odyssey Stone.)
    (13) Odyssey


    Soothe:
    Makes a mob nonagro. Nice to avoid Adds. this makes body pulling easier in crowded places and allows you to gather next to normally agro mobs, without the need to clear the spot.

    Soothe
    Short single target spell that reduces the aggro radius on a hostile enemy. Will appear non-KOS unless someone gets within the reduced radius.
    (30) Soothe


    Free Self:
    Level 55 Special. Frees the Inqui from all control effects like stun, stifle and mezz. So the Inqui will instantly be back into the fight.

    Fervent Faith
    Removes all control effects from the inquisitor. Can be used while under control effects.
    (55) Fervent Faith I > (74) Fervent Faith II > (84) Fervent Faith III


    Distract:
    Our Hate Reduce Spell. Reduces the hate towards the Inquisitor in PBAE and stuns the mobs for a short moment. This can also be used to get an additional heal cast, if it gets tricky.

    Disorientation
    Brief AE stun + AE threat decrease.
    (13) Disorientation I > (27) Disorientation II > (41) Disorientation III > (55) Disorientation IV > (69) Disorientation V > (79) Disorientation VI > (89) Disorientation VII


    How to specialize the Inquisitor:

    The main reason to play a Inquisitor is most likely the Battle Cleric. The AA allow you to convert some of your spells to combat arts and there are many options to increase the auto attack damage. The CA cast faster then the spells but have a higher recast. So while the max DPS you can deal might be lower as with the spells using the CA leaves you more time to do "other things" like healing.
    Naming Conventions:
    The trees are often named after the expansion that added it. E.g. the Cleric tree was added with Kingdom of Sky so most still call it the KOS tree. Here a overview of the used and official names:
    • KOS tree - the Cleric tree (minus the bottom line)
    • KOS SF AA - the bottom line of the Cleric tree
    • EOF tree - the Inquisitor tree (minus the bottom line)
    • EOF SF AA - the bottom line of the Inquisitor tree
    • Shadow tree - the official names for the tree and each line are actually used.
    • Heroic tree - either DoV AA or the official name is used.
    Pre SF each line in the Cleric Tree started with an AA to increase a stat. Based on this each line is usually named after the stat it increased. While harder to find there is is still an way to recognize each line. Each line grants you a title if you choose the end line ability of the line. (The Endline AA is now actually the 2nd AA from the bottom thanks to the addition of the SF AA)
    E.g. for the most left line this is Bishop, which you will be granted if you skill Steadfast. You see the name Bishop inside the description of the AAs, where normally Inquisitor would stand. It is very likely that most will still use the old titles. But with the stat AA now missing it might be hard for new players to understand what is meant by this, so I will stat with an overview which line corresponded to which stat:
    • Bishop - Strength
    • Protector- Dexterity
    • Deacon - Stamina
    • Exorcist - Wisdom
    • Arbiter - Intelligence
    So if you see someone referring to the KOS Strength line he is referring to the most left line of the Cleric tree.
    Cleric (KOS) AA:
    Starter AA:
    Yaulp is a battle cry, which increases the DPS, Haste and Double Attack of the Inquisitor by 20 each, but reduces focus, ministration and has an recurring power cost. This will increase your DPS noticeable.
    Nice buff if you do no or only little healing and you have enough power. As ministration influences the power cost of heals, heals will need more power to cast. Esp. early on the high power cost can drain you easily and you are easier to interrupt.
    • Bishop (Strength)
      debuff attack, interrupt proc, interrupt / stifle immunity

    • Protector (Dexterity) short mezz, double attack, better shield deflection, Shield Ally, AE immunity

    • Deacon (Stamina)
      stun attack, harder auto attack, crit, shorttime damage immunity

    • Exorcist (Wisdom)
      slow casting low damage AE spell, damage proc, Open AE damage "bubble"

    • Arbiter (Intelligence)
      single target DD spell, spell damage, spell haste, burst buff
    The most important line is Deacon. The higher auto attack really helps to deal DPS even if you need to heal nonstop and the crit from the same line is also very nice. Almost all Inquisitor choose this line.
    With a singe target AE Immunity and a buffed Shield Ally the Protector line will grant you powerful defensive abilities as well as a nice offensive boost due to the 32% double attack. The mezz isn't that useful, but at least with the mezz, the fear and the root we should be able to lock down one mob if need be.
    The Bishop line looks a bit slender with his debuff and interrupt proc, but the interrupt and partial stifle immunity is a gods send. As long as you have stood still for at least 2 seconds almost nothing can interrupt your casts. Especial while fighting multiple mobs solo this can be the difference between a death and an easy fight.
    The Arbiter line is primary for "casters". The spell damage increase is a minor benefit, but the spell haste helps as it's increases the damage as well as the heal output. Especially right timed with other burst buffs, the INT end line ability can increase the DPS of the whole group by quite some amount, as it allows the group to cast a lot faster.
    The Exorcist line isn't that good, but it also has it's merits. The AE spell is really bad. it takes long to cast, has an enormous power cost and doesn't deal much damage. The damage proc deals a bit more DPS then Bolt of Power from the Bishop line, as it is a 100% proc if fully speced. The skills are almost completely useless. And the endskill has a harsh drawback. But at least it is a 2nd option beside Litany Circle to get some open AE damage. Don't think about specing this line if you don't have at least 50% potency, as it reduce your healing by 95% potency. But if you have enough potency it can be a nice option to increase your AE damage.

    Inquisitor EOF AA:
    Since the change with GU61 there aren't any distinguished lines any more. Instead the AA are sorted into 4 rows for the "normal" AA and a 5th row for the expertise AA. You may select one expertise AA per 20 AA you spend in the first 4 rows. Still the AA can be "sorted into several groups:
    • Melee enhancements
      Invocation Strike, Writhing Strike, Strike of Flames, Strike of Corruption, Litany Circle

    • Debuff enhancements
      Enhance: Condemn, Enhance: Deny, Enhance: Forced Obedience

    • Buf enhancements
      Enhance: Sacred Armor, Enhance: Fanaticism, Enhance: Act of War

    • Spell damage enhancements
      Enhance: Heretic's Doom, Enhance: Repentance, Enhance: Vengeance, Enhance: Heresy

    • Enhancements for emergencies
      Enhance: Resurrections, Enhance Emergency Reactives, Enhance Disorientation, Enhance: Fervent Faith, Enhance: Redemption

    All Inquisitor should skill the melee enhancements as soon as possible, as they are "the core" of the Inquisitor as Battle Cleric. A good path would be: Invocation Strike (5) -> Strike of Flames (1) -> Writhing Strike (1) -> Strike of Flames (4) -> Litany Circle (5) -> Strike of Corruption (1) -> Strike of Flames (5) -> Writhing Strike (4) -> Battle Cleric -> Writhing Strike (5) -> Strike of Corruption (5).
    The remaining AA are mostly "nice to have".
    From the Debuff enhancements the Enhance: Condemn is the most useful. Enhance: Deny might also be OK, but Enhance: Forced Obedience only makes a so so spell a little bit better.
    All three Buf enhancements are OK. More HP is always good and as you might find out the power cost of Fanaticism can be really bad. While Act of War does not so much damage at least it helps the whole group a bit.
    From the Spell damage enhancements Enhance: Heretic's Doom is by far the best, followed by Enhance: Repentance and Enhance: Vengeance. While Enhance: Heresy is OK as an AA the spell still has some problems to proc enough. (There is a UI bug so it seams it does not proc at all, but it does proc. It just proc's only from real spells and not from any scripted effects.)
    If you are grouping often and esp. at low levels the Enhancements for emergencies can help. None is a must have AA, but esp as long as you don't have much reuse on your gear they can help. Many really like Enhance: Fervent Faith, as it allows you to shrug of "I can't control my char any more" effects, which are bad in just so many ways.
    One AA I did not list in any category is Enhance: Verdict. Actually it is the only AA definitely not worth taking. It costs 5 points and the only result is that you can "slack" a bit more with using the spell at the cost of an additional resist check.
    Then there the 4 expertise AA. As they only cost one AA each and you have to spend 70AA to access the EOF SF AA you might just pick three of these as a nice extra:
    • Reach of Faith
      This one is really useful! Before the AA revamp people wasted 15 AA just to be able to spec it. The 5m increased range helps you to keep out of harms way and still be able to heal your tank and so on.

    • Maladriot
      Oh this one would be good, if the reduction would be (a lot) higher then 5. So it doesn't really be worth it. With mobs having such high multi attack chances the 5% don't really change anything.

    • Battle Cleric
      This one helps with three problems at the same time: It increases your chance to hit, reduce the damage to take from physical AEs and reduces the power cost for your CAs. Why would any one not pick it?

    • Punishment
      The heals from punishment aren't that great, but it is free healing from casting a damage spell. So who would object to that if it only costs you 1 AA?

    TSO AA:

    1st Line (General)
    The cookie cutter mode is 2.5% more HP and power, but if you harvest a lot with the char Ample Harvest might also be worth it. If you still think you are to slow one of the two speed enhancements (Swift Journey / Swift Strides) might also be worthwhile.
    2nd Line (Priest)
    The Priest Line has one great DPS (Litany of Combat) and a great heal ability (Prayer of Healing). Then there are the options to buff your group buffs. While not so useful for solo they can make a difference for grouping. If you are a fan of shield ally you can further increase it's effectiveness with Seal of Faith. The raid rezz is only a small comfort feature for raiding but even there it isn't necessary.
    Litany of Combat gives you three buffs, of which only one can be active at any time.
    Battle Prowess:
    - Increases weapon damage bonus of caster by 20
    - Caster will double attack on 25% of melee attacks
    - Improves melee damage on combat arts by 15%
    Our main DPS buff. I never leave the house without it running. The 20 weapon damage is not a flat bonus, but more like a 20% bonus.
    Casting Expertise:
    - Increases spell damage and critical damage by 5%
    - Lowers the casting time and reuse speed of hostile spells by 15%
    Nice for ranged fights
    Sacred Follower:
    - Applies Sacred follower to qualifying pets (we don't have these pets)
    - Increases STA and STR of target by 66
    - Target will have their chance to hit with a weapon increased by 15%
    - Increases damage per second by 30
    Does not help us in any way, as we don't have a pet.
    The only downside is, that this buff gets suppressed while our healing stance is active.
    Prayer of Healing increases our small direct heal. The 15% critical amount stand for that a critical heal will heal for 145% instead of 130% of the non critical value.
    Secular Protection works quite well with the EOF SF AA that adds additional resists to the buff, as Secular Protection will also increase the these resists, beside physical mitigation.
    3rd Line (Cleric)
    As we share this line with our evil brothers, that pretend to be good, it is a very good line. I could put max points in this line without thinking that I wasted a singe point.
    Of all this useful AA Devout Incapacitation (Will only increase the debuff by around 100 points) and Allied Prayers seem to be the least useful buffs. Allied Prayers is nice to read but bad in reality, as it only procs if all triggers are used up or the time runs out. This almost never happens, if it is not an "All hell breaks loose." moment. If this is the case a 1.5k group heal will make most likely not make any difference.
    Devoted Allegiance is really nice. You often have three to five Tenacity buffs running or you even have Tenacity as a group buff. So an AA to boost that spell is nice. While it does not enhance the set bonus it at least stacks with it.
    Devoted Healing is a nice straight buff for our Reactive single target heal. Faster casting time and an 20% boost in heal value are hard to ignore unless you never do any single group actions.
    Then there are two nice DPS AA.
    Blessed Yaulp, which increases the Double Attack, Haste und DPS of Yaulp by 15 and Overwhelming Arms.Overwhelming Arms was one of the most discussed AA in the TSO beta. I think it gives us about the same additional DPS as Battle Prowess, but has a more random nature while Battle Prowess is a static bonus.
    Last but not least there it the endskill of the Cleric line: Sacrifice It is an AA that moves from powerful to useless to handle. Currently it "only" reduces the Cleric's health to a minimum of 10% and it is also fixed so it only takes as much health as is needed to heal your target. As it only costs one point I would recommend to take it.
    4. Linie (Inquisitor)
    As we do not share this line with the Templar class, here are some of the most useless AA of the Shadow tree. So we have some useful, some useless AA and two stance (like every healer) in this line.
    Lets start with the bad ones:
    Weakened Will is a small WIS debuff (77 points). As we already have an WIS debuff through our Bloodline spell / CA there is no reason to take an other WIS debuff, esp. with such a low value.
    Vile Recovery reduces the reuse of Divine Aura (INT endskill KOS AA). But almost no Inquisitor has Divine Aura, so why should we boost the reuse speed? Even if you have it. an tell to your favored Troubadour for Jester's Cap will still be the better way to reduce the reuse.
    In the middle is Devoted Following, which boosts Inquisiton by 20%. With the change, that Inquisition is now not resistible and does no longer have a cap of 6 targets Inquisition is now a useful heal, so the increase is nice.
    Now the good ones. There are 2 nice AA for healing.
    Despotic Healing
    increases the casting time and heal value of our big heal. Who would not like this?
    Attonement of Sins enhances my most used heal (esp. while being the only DD group healer). I don't know why any Inquisitor should not have this AA.The last AA is Fantical Devotion. This is an group wide 100% proc you must activate by doing a critical attack (15% chance to proc). A very nice proc, that helps you to kill things faster.
    Stances:
    Most of us already used stances prior to TSO, but that where only "gear stances" we could not change while fighting. Now we can Add these spells, which we can switch while engaged.

    Our offensive stance Persecution is quite nice. the impairments aren't half as bad as we where used from Fanatism. You can have it up and still have enough heal power for trash and easy nameds.

    Redemption of Faith is the corresponding heal stance. While the impairments of the stance itself are not so hard it hurts, that Litany of Combat is suppressed while it is active. But for hard Nameds it is a great addition to our ability to keep the group running.
    Don't forget that there is still a 3rd stance: "No stance", as will allow Litany of Combat to work without impairing you heals or DPS. There are times when it is useful to have no stance up. If you raid in SF it will change a bit as you can use a red adornment that add 10% crit bonus o these stances, so you now actually loose more by having no stance up.
  3. ARCHIVED-Calain80 Guest

    AA specs:

    Below I will post 1st a possible route to skill as you go.and some alernate specs for later on using 200 250 and 300 AA. None of these are meant to be perfect. Our class is lucky as there is not one spec everyone takes. So try them yourself and find out what you like most and what works best for you.
    A posible way to spec from 1 to 200 AA (Level 10 -79)
    13 AA
    22 AA
    51 AA
    65 AA
    80 AA
    94 AA
    118 AA
    133 AA
    170 AA
    184 AA
    200 AA specs (> Level 80)
    Solo questingSolo grinding
    Grouping
    250 AA specs
    Solo questingSolo grinding
    Grouping
    300 AA specs
    Solo questingSolo grinding
    Grouping
    Which God:

    Rallos Zek:
    The Warlord thinks, that only in the heat of battle true enlightenment can be reached. This fits very well with the Battle Cleric. This is also true for the abilities Rallos Zek grants his followers:
    • The cloak has a nice melee proc, which damages the target and increases the DPS for a short time. It was once one of the best melee cloaks out there. Now it is still a ok cloak, but there are many better ones.

    • He also offers some blessings that help in melee:
      • The 1st blessing increases the damage and reduces the recast of combat arts.
      • The 2nd is a kind of offensive stance.
      • The 4th is a taunt stance. Might be useful if there is no tank around.
    • He also has good miracles for Battle Clerics:
      • The 2nd miracle is an evac.
      • The 4th is a massive PBAE.
      • The 5th is a damage shield.
    Altogether a nice set of abilities for a Battle Cleric.


    Innoruuk:
    Not all Inquisitor seek their enlightenment in Battle. Others love to use others to do the dirty work and try to influence others. A god, that follows the same way is Innoruuk, god of hate. Cause of this his abilities are also based around this theme.
    • Innoruuk has two cloaks to offer. One with a lifedrain and one with a manadrain. But as both only proc from spells, they are only useful for spell based Inquisitors.

    • Like sayed before his blessings are more for ranged fights then melee fights.:
      • His 2nd blessing conjures several minions which follow your instructions for 10 minutes.
      • The 4th blessing is also good for Inquisitors. It increases the heals and some damage spells.
      • The 5th blessing adds a manadrain to each attack spell.
    • All of Innoruuks miracles can work well for an Inquisitor:
      • The 1st conjures a mighty rooted minion for a short duration.
      • The 2nd is a charm which damages the target and his friends at the end.
      • The 3rd is a stun with an added damage component.
      • The 4th transforms the Inquisitor into a Juggernaut after a killing strike by boosting all abilities.
      • The 5th is a massive life drain DOT.
    Innoruuk is the only evil god, which can enhance your healing. He offers a blessing and a miracle which help with your healing. The other abilities are also nice. Surely no god to laugh about.

    Karana:
    With RoK an new god made his return: Karana the Rainkeeper:
    • The cloak has a flat bonus to spells and combat arts. As we use both, this isn't that bad, but you can get many other cloaks now.

    • The blessings of Karana play with the wild powers of nature:
      • The 2nd blessing replenishes life and power over time. This might be useful for long endurance fights.
      • The 4th blessing increases the heal crit chance by 25%. Quite a bonus.
    • The miracles a nice, but nothing special:
      • The 4th micacle makes the Inquisitor immune to all CC impairments for 30 sekonds. We already have the ability to free us, but it might sometimes be useful.
      • The 5th resses the whole group of the Inquisitor. As this is an instant cast it might have its uses.
    So there are some nice abilities Karana offers.

    Which one to choose?
    If you want to increase your healing you must choose between Innoruuk and Karana.
    Innoruuk has two abilities which influence the healing capability, but the 25% Heal Crit of Karana are also very god.

    If you want to complete the abilities of your character all three are worthwhile.
  4. ARCHIVED-Calain80 Guest

    Stats:

    SF simplified the need for specif gear depending on what you want to so by a lot, as now all our damage is based on WIS. This includes spells. combat arts and auto attack. Also there is now only gear that helps your healing and your spell DPS. While we would still need other gear for melee DPS no such gear exists. While we can wear some scout / tank items to get some melee bonuses there is almost no WIS on this gear so you will always lose either DPS / haste / double attack or WIS.
    This got even worse with DoV. There are no melee items with any WIS any more and most melee items are only useable by tanks or scouts. So we must use our AA, spells and some adornments to push our melee stats.
    Beside this STR / INT / AGI don't have any use for us anymore. You should always look for WIS and STA.
    Healing Gear:
    This will be used for grouping / raiding. The main purpose of this set is to increase your healing performance. As a side effect it also increases you spell DPS. Depending on how well you are doing you might switch out some Items with Items from the DPS gear.
    This gear relies less on stats and more procs / extras. You should look for potency, crit and crit bonus items and ability mod items. As a rule of thumb 1/3 the maximal heal amount shown for your small heal should be enough for +heal items. At 90 this should be around 500. Anything above this only has a reduced value for Inquisitors, 'cause how bad ability mod works with reactives. Even better then crit are ward procs, esp. like shelter. Then it it also nice to wear 2-3 items which proc power form casting a heal. Beside these procs faster cast / recast items are also of high value.

    ward procs, potency, crit bonus, crit, +ability mod, fast cast, faster reuse, power procs
    Battle Cleric DPS Gear:
    This will be mostly used to solo or if you are a secondary healer in a group behind a shaman. But if your group is doing well you might even consider healing as a single healer in this gear.
    For extra effects look out for crit, crit bonus, haste, double attack, DPS, potency and ability mod.
    crit, crit bonus, haste, double attack, DPS, damage procs, potency and ability mod, power procs

    Ranged DPS Gear:
    Just wear your healing gear. Maybe just add some damage procs instead of heal procs, but that is all you can do.

    potency, crit bonus, crit, +ability mod, fast cast, faster reuse, damage / power procs
    How to play an Inquisitor:

    Maintained:
    The following spells should be up all the time:
    • The group mitigation / HP buff
    • The group HP / Resis buff
    • Water breathing
    • Power Leech on the char with the fastest attacks. (The spell has a fixed proc rate, which is not normalized.)
    • HP / DPS buff for all melee chars.
    • The group DD proc, if there a many casters in the group.
    • Fanaticism if you have enough power to feed it.
    • If you have concentration left, you can give yourself a HP / DPS buff.

    • If there is an additional healer in the group, you can disable one or even both of the group buffs in favor of an additional HP / DPS buff if needed. This should be decided depending on the group.
    • If you have group wide Tenacity you can run all of the above.

    • Dont forget to cast the ress item!

    Group play:


    Vs single targets:
    I start out with casting the reactives before the pull. If there is not much to heal you might reduce this to just casting the singe or the group reactive. Then I place the mitigation debuff on the mob. If the tank receives a lot of damage it can be worth to also add the STR / INT and the skill debuff.
    After this you must react based on how well the fight goes.
    If the tank is "green" and the debuffs and reactives are still up you can use your CAs to do some damage / debuff the mob even more.
    If you have enough power don't forget Fanaticism, Yaulp and Dogma.
    If the mobs live more then 10s it is worth to also use the reverse damage shields. Look at the number of reactive triggers used and the actions the mob did to determine, if it is worth casting them.
    Shortly before the debuffs or the reactives run out you should refresh them. Therefore it is nice to have an UI that shows the number of remaining procs of the reactive so you can start casting, if there is only one charge left. (e.g. ProfitUI does this)
    If the tank looses to much life you should patch heal with your direct heals.
    Normally the mob should be dead pretty soon.

    Vs multi mob groups:
    Again I stat out with casting the reactives. After pull I start with the skill debuff followed by a mitigation debuff on the target of the tank. If it is a named encounter of a ^^^ mob with adds it might be worth to cast the STR / INT debuff on the named.
    Now at the latest it is time to refresh the reactives as groups tend to break through the reactive very fast.
    If you have time you can add a reverse damage shield on a mob the tank it NOT targeting (so that it has more time to tick).
    After this you must react based on how well the fight goes, which is similar to the above mentioned with the addition to cast the reverse damage shields on a mob the tank is not targeting.


    Solo play:
    Depending on the spec this might vary. As I only played a Battle Cleric since they where introduced the following is only true for one. But if you want to play a cast spec, you should know enough (and have some good items), that you wont need this guide anyway.

    1hand and shield or 2hand:
    You should always look for a 2handed weapon. This has 2 causes:
    1. A 2handed weapon does considerably more damage. As this is what an Inquisitor needs to work hardest to archive.
    2. As solo a noticeable part of our dps comes from the reverse damage shields, you even want to be hit. As a Cleric wearing plate and having reactive heals we can also afford being hit.
    Vs single targets:
    For easy mobs it is enough to pull using the mitigation debuff. This debuff alone can increase your damage by 20%. While the mob charges I cast the Repentance (or Vengeance if it is not up). You might even start an HO between these two spells. Now I start with the CA (nuke > flames > mental DOT > nuke > AE). Most times a blue mob will be dead by now. If it is a harder mob it is worth to always have at least one reactive heal up. When your HO is up again and you can start it again followed by additional CAs.

    If you want to solo heroics (easy before 70 hard after 70) you need to do more then that. I start by casting the group reactive. Now I stack my debuffs (STR / INT + mitigation + skills) on the mob followed by the CAs. If needed I cast the singe reactive. The most important debuff for soloing heroics is the STR / INT debuff, so at least this debuff should always be on the mob. If the mob reaches 10% HP you can use Verdict to shorten the fight.


    Vs multi mob groups:

    Start with casting the simple reverse damage shield on the target with the most HP. Then you might use the skill debuff to reduce the incoming damage if needed. Use Heretic's Doom and Litany as often as possible. Choose a weak target and burn it down. If you life falls to low cast a reactive heal. 'Cause you will be hit often for low damage your life should go up. In an emergency it helps to use the detaunt for the stun. This will allow you to cast an additional heal.

    Fighting Multi Mob Heroic Encounter can get tricky. If you have enough range try to use the root and the fear to remove some mobs from the fight. Beside this use the same rules as written above. It might also be worth to allow one weak mob to live through the whole encounter, so you can use its hits to trigger you reactives while fighting down the bigger mobs.

    Additional Info:
    Overview of raw weapons dps with 100% Melee crit
    The worldwide Inquisitor channel is:
    Guk.Inq
  5. ARCHIVED-Calain80 Guest

    Caps:

    Stat Caps:
    There are no stat caps any more. WIS first follows a dimishing return curve with a break even at ~540. If you reach more then 1200 WIS an 30% increase will give you ~10% potency.
    STA gives a amount of HP per point that increases with your level. How many you currently get can be inspected by hovering over the stat in your UI.
    Haste / DPS:
    200 (125%)
    ca. 80 break even

    power / hp regen:
    270 (in-combat HP regen cap = 3 * level)
    135 (in-combat HP regen cap (from Items) = 3 * level * 0.5)
    135 (in-combat power regen cap = 1.5 * level)
    67,5 (in-combat power regen cap (from items) = 1.5 * level * 0.5)

    Ability Modifier
    half value of the boosted spell / combat art

    Our reactives cap at 50% of one reactive trigger value. This is then divided by three and added to each trigger:
    If the Base Value would be 200-250 the cap would be 100-125 and each trigger would heal for 233- 292.
    This is by far the lowest ability modifier cap of the three special heals

    Hate Gain / Loss
    100% / 50%


    See also:
    Combat System and Stat Cap Improvements
    +to Heal issues (Reactives)


    Spells:

    Spells by tier

    1: Invocation
    1: Ministration
    2: Condemn
    3: Fanatical Healing
    3: Torment
    4: Tenacity
    5: Sacred Armor
    5: Divine Providence
    6: Cure
    6: Warth
    7: Deny
    7: Ministration II
    8: Revive
    9: Enduring Breath
    9: Invocation II
    10: Condemn II
    10: Fanatical Healing II
    11: Divine Awakening
    11: Torment II
    12: Penance
    13: Disorientation
    13: Odyssey
    14: Alleviation
    14: Malevolent Diatribe
    15: Ministration III
    15: Radiance
    16: Tenacity II
    16: Fanatic's Faith
    17: Invocation III
    18: Fanatical Healing III
    18: Repentance
    19: Penance II
    19: Sacred Armor II
    20: Forced Obedience
    21: Deny II
    22: Reforming Soul
    22: Ministration IV
    23: Purifying Flames
    23: Swill
    24: Condemn III
    25: Torment III
    26: Penance III
    26: Heretic's Doom
    27: Disorientation II
    28: Malevolent Diatribe II
    28: Alleviation II
    29: Ministration V
    29: Vengeance

    30: Tenacity III
    30: Fanatic's Faith II
    30: Enforced Reverence *
    30: Soothe
    31: Invocation IV
    32: Repentance II
    32: Fanatical Healing IV
    32: Litany
    33: Sacred Armor III
    34: Forced Obedience II
    35: Act of War
    35: Deny III
    35: Smite Corruption
    35: Detect Good *
    36: Resurgence
    37: Purifying Flames II
    38: Condemn IV
    39: Incarcerate
    39: Torment IV

    40: Heretic's Doom II
    40: Penance IV
    40: Summon Unholy Symbol *
    41: Disorientation III
    41: Redemption
    42: Resolute Flagellant
    42: Malevolent Diatribe III
    42: Alleviation III
    43: Ministration VI
    43: Vengeance II
    44: Tenacity IV
    44: Fanatic's Faith III
    45: Inquest
    45: Invocation V
    45: Unholy Adept *
    46: Repentance III
    46: Fanatical Healing V
    46: Litany II
    47: Tormenting Conversion
    47: Sacred Armor IV
    48: Evidence of Faith
    48: Forced Obedience III
    49: Act of War II
    49: Deny IV

    50: Conversion of the Soul
    50: Fanaticism
    50: Unholy Aura *
    51: Purifying Flames III
    52: Heresy
    52: Condemn V
    53: Incarcerate II
    53: Smite Corruption II
    53: Torment V
    54: Penance V
    55: Heretic's Doom III
    55: Disorientation IV
    55: Redemption II
    55: Fervent Faith
    56: Malevolent Diatribe IV
    56: Alleviation IV
    56: Resolute Flagellant II
    57: Ministration VII
    57: Vengeance III
    58: Dogma
    58: Fanatic's Faith IV
    58: Tenacity V
    59: Inquest II
    59: Invocation VI
    60: Repentance IV
    60: Fanatical Healing VI
    60: Litany III
    61: Tormenting Conversion II
    61: Sacred Armor V
    62: Forced Obedience IV
    63: Act of War III
    64: Deny V
    65: Purifying Flames IV
    65: Verdict
    66: Condemn VI
    67: Torment VI
    67: Incarcerate III
    68: Heretic's Doom IV
    68: Penance VI
    69: Redemption III
    69: Disorientation V
    70: Resolute Flagellant III
    70: Fanaticism II
    70: Malevolent Diatribe V
    70: Alleviation V
    71: Vengeance IV

    71: Ministration VIII
    71: Smite Corruption III
    72: Heresy II
    72: Invocation VII

    72: Tenacity VI
    72: Fanatic's Faith V

    73: Fanatical Healing VII
    73: Inquest III
    73: Repentance V
    74: Fervent Faith II
    74: Litany IV

    74: Sacred Armor VI
    75: Act of War IV
    75: Tormenting Conversion III
    76: Deny VI
    76: Dogma II
    76: Forced Obedience V
    77: Purifying Flames V
    77: Condemn VII
    77: Incarcerate IV
    78: Penance VII
    78: Torment VII
    79: Malevolent Diatribe VI
    79: Disorientation VI
    79: Heretic's Doom V
    80: Alleviation VI
    80: Fanaticism III
    80: Inquisition
    80: Redemption IV
    81: Ministration IX
    81: Smite Corruption IV
    81: Vengeance V
    82: Fanatic's Faith VI
    82: Heresy III
    82: Invocation VIII
    82: Tenacity VII
    83: Fanatical Healing VIII

    83: Inquest IV

    83: Repentance VI
    84: Fervent Faith III
    84: Litany V

    84: Sacred Armor VII

    85: Act of War V
    85: Tormenting Conversion IV
    86: Deny VII
    86: Dogma III
    86: Forced Obedience VI
    87: Condemn VIII
    87: Incarcerate V
    87: Purifying Flames VI
    88: Penance VIII
    88: Torment VIII
    89: Disorientation VII
    89: Heretic's Doom VI
    89: Malevolent Diatribe VII
    90: Alleviation VII
    90: Fanaticism IV
    90: Inquisition II
    90: Redemption V
    Master II choices

    10 Condemn II
    11 Torment II
    12 Penance
    14 Malevolent Diatribe

    19 Penance II
    21 Deny II
    23 Purifying Flames
    24 Condemn III

    31 Invocation IV
    32 Fanatical Healing IV
    33 Sacred Armor III
    34 Forced Obedience II

    40 Penance IV
    42 Malevolent Diatribe III
    43 Ministration VI
    43 Vengeance II

    49 Act of War II
    52 Condemn V
    53 Torment V
    54 Penance V

    60 Fanatical Healing VI
    60 Repentance IV
    62 Forced Obedience II
    63 Act of War III

    71 Vengeance IV
    72 Invocation VII
    72 Fanatic's Faith V
    74 Litany IV
    83 Fanatical Healing VIII
    83 Inquest IV
    84 Litany V
    84 Sacred Armor VII
  6. ARCHIVED-graxnip Guest

    thank god - someone please sticky this..

    also you mean reserved
  7. ARCHIVED-Calain80 Guest

    ups you are right. ;)
  8. ARCHIVED-Taranys Guest

    Only real glaring problem I see is that for both melee oriented and caster oriented DPS styles the foundation of doing DPS as an Inquisitor is going to be Auto Attack.

    That means two things, the Stamina line and the Battle Cleric end line are both always going to be important for how well the class DPS's no matter if they use spells(the more powerful of the two at the moment due to mechanics) or use CAs.
  9. ARCHIVED-Grimfang Guest

    I would like to add something about the solo build KoS AA.

    STR: 4/5/8/8/2
    AGI: 4/4/8
    STA: 4/4/8/8/2

    The STR line is slightly changed in this setup, Skullcrack has somewhat lower debuff and damage but unwavering resolve gives full 8% extra health (instead of 2%) and increases the focus skill

    The STA line has been expanded to incorporate the maximum heal crit chance and added the Divine Aura, wich prevents all damage done for 10s (unless damage is more than 50% of health).

    INT line has been scrapped :)

    This setup works quite nicely, it is even beneficial for grps (due to the heal crit), the shield ally isnt really that useful considering our pathetically low avoidance, I belive that the full heal crit is more beneficial.
  10. ARCHIVED-Cristofoli Guest

    Grimfist@Runnyeye wrote:
    The part I don't understand about Str: 4/5/8/8/2 for the additional focus is that do you really need focus if you're uninterruptable? Wouldn't the additional debuff component in skull crack be more benifitial in this case?
  11. ARCHIVED-Grimfang Guest

    Cristofoli wrote:
    You would think so, at a brief look ... but since this nice end abilty only works if you have been standing still, you will still need focus. Everytime you get knocked down, you have moved. Every time you get thrown back (or up, or whereever) you have moved, and so on :) also remember... Yaulp decreases focus by 36 (at lvl 80) while Unwavering Resolve ups it by 48

    And at rank 5, skullcrack (with my stats anyway) debuffs for 30 and does 460-700damage, the debuff is 6levels.. do you really need to debuff more? :)
  12. ARCHIVED-Prrasha Guest

    Grimfist@Runnyeye wrote:
    The "buffing or debuffing 5 points of skill is one effective level" thing hasn't been true for about two years.

    Otherwise, a level 80 character can be buffed to 480 combat skill (+16 "levels" ) and should see level 85 orange-con mobs as grey-con even if they aren't debuffed at all. Go ask fully-buffed raiders if they're seeing 100% hit rates before debuffs... or even after them, when they've got a "30+ level" swing in their favor...
  13. ARCHIVED-Calain80 Guest

    Grimfist@Runnyeye wrote:
    While I also esp. dislike the 8 points in the 4th STR ability line, I'll add it as a BC build.
  14. ARCHIVED-Taranys Guest

    There is no significant healing difference between melee oriented and caster oriented specializations.

    The Reactive Damage spells only trigger off of attacks by the target that deal damage, if the attack is warded or stoneskinned the reactive damage does not trigger.

    Never be a proponent of the wisdom line. The wisdom line is highly specialized for killing undead type targets, it does that very well, but it severely limits the abilities of the cleric due to the high AA point investment required to make the line worthwhile even for that purpose.

    The best full on DPS spec has not been listed yet here. These would be:
    • Pre70:
      • Str 448
      • Agi 448 or int 448
      • Sta 448
        • With the remaining 5 being into Str4 or Sta4 or Int4
    • Post70:
      • Str 448
      • Agi 448
      • Sta 448
      • Int 4485
    As for defensive/healer oriented spec's that allow the secondary role of DPS to be performed the ones listed are close, but not quite up to snuff.
    • Pre70:
      • First:
        • Agi 44882
        • Sta 4487 or 4478
      • Alternate:
        • Sta 4488
        • Int 44782
      • Alternate
        • Str 44862
        • Sta 4487
    • Post70:
      • OT1:
        • Agi 44882
        • Sta 4488
        • Int 4447
      • OT2
        • Str 44682
        • Agi 44882
        • Sta 4447
      • OT3
        • Str 44862
        • Agi 44882
        • Int 4447
          • Despite the loss of heal crits this spec is very effective for fights where fast heals/cures are needed and you are at high risk of being stifled and interrupted.
      • NonTank:
        • Str 4485
        • Sta 4488
        • Int 4488

    Alot of the suppositions and flaws/cons on some abilities seem to be written by someone who doesn't raid/group post 70. The power cost to the added heals from Dogma or Convert can be easily absorbed by just Inquest even excluding the multiple power procs and regain devices available.

    Single target curing is not a huge concern, listing that as a flaw for the group cure is not a problem that should be associated with the ability at all, but seems to be tacked on just to fill a void, like you felt that everything has to have a flaw.
  15. ARCHIVED-Calain80 Guest

    1st most of this is a translation of a German guide I wrote before EOF and tried to update to ROK without doing a complete rewrite. I thought this would still be better then to have no guide at all like it is now. Yes at 80 and while raiding Dogma is a no brainer. There are so many power procing Items out there that power will be no issue at all. But even at 75, you wont have most of this Items. Sure all healer have two (three with curse) kinds of cures that must be single cured, but non the less, if you have done Leviathan or Venril you will know, that to single cure a whole group is far from fun. I also know of the problems of reactives. Somewhere in the whole Testserver / Coercer posts I als already wrote, that mob triggered effects don't work right with the current mechanics. At least some Coercer spells will be changed. If we support Trinral and try to write a collection of Inquisitor problems with constructive ideas how to remove them, maybe will will get the same love. And about my state of knowledge: I'm in a force that has VP clear and works on Trak and the last Nameds in SoH (First needed to look at the logs for Maestro to gather everything together. I bet he will go down the next time we enter SoH.) But that kind of players isn't the target of this thread. Players clearing VP will read the eq2flames forums and use the WW Channel to get their info. As I'm not killing Avatars on regular basis, I also think such people could not learn much from me. This thread is for the casual players / new Inquisitors out there that just want to start out with the class / try to have a chance through Maidens. If I find good information in later posts I'm happy to add them / replace some of mine in the starting posts. So if you want to give constructive feedback I will surely read and most likely include it. p.s. The best pre 70 DPS build was and is already mentioned, but not written as a build, but as a sentence under Battle Cleric Solo. For the post 70 build I would still go for Steadfast instead of spell crit as in Inquisitor, as you won't use many damage spells. That is the build I included, cause it allows easy soloing, which yours wont. I also tried not to include to much different builds, but to describe what each ability does, so that everybody can choose his own. p.p.s. Why do you all like the 4th STR ability? Yes more life is nice, but a better debuff is almost always a better investment. and even with Yaulp running I have no problems with interrupts.
  16. ARCHIVED-Taranys Guest

    That Strength debuff doesn't mean much at all at this point in the game, its full effectiveness for you is only during solo play, in groups it is trivial and in raids it is even more trivial due to the capping out of debuffs by the raids. Your fixation upon the debuff is more mind boggling than anything else.

    Curing a full group, yourself included, takes all of hitting 6 buttons in succession while you have nothing better to be doing at all on those fights.

    For pure DPS the spell crits help much more than the Steadfast ability does, spell crits affect your reactive damage spells and proc's(group buffed, equipment and Act ones). This increases your DPS more than Steadfast can except in situations where you are being stifled/interrupted near incessantly which is all of... no fights where you should be using a pure DPS spec.

    Overall it just appears to be a slightly noob perspective of the class abilities and the ways to spec.

    You still haven't corrected or added in the changes that need to be made from my first post.
  17. ARCHIVED-Calain80 Guest

    The only time I go all out for DPS is with my spec is while soloing. In group or raidplay my 1st interest is to keep my group and the MT alive through healing and debuffing. Only if this is granted I try to help that the mob goes down faster and while soloing Steadfast brings more then spell crit. If you could take your AA mirror with you it might be a nice build for trash, but as you can't. ... After I have the whole guide up, I 'll try to rewrite the first section and scrape the whole virtues and flaws statements, as these seem to create the most disagreement. For now I will add a disclaimer that this is not a raid guide and that some of this might change while raiding. Still thanks for participating in this thread.
  18. ARCHIVED-Calain80 Guest

    Finally found time to add the gods.
  19. ARCHIVED-Wzed Guest

    Thank you for the guide, I read it just as it was intended. This is my main character, and learning things every day in solo and group play. Its nice to read others and things they have learned; to share with others like me who have a lot to learn.

    Though 90% of my time is solo, I don't want to be the cause of a group wipe (which has happened a couple times), but that's part of learning the class and the game mechanics. A little help from others is greatly appreciated (from reading other posts, I have also avoided a wipe of the group, as I remembered others doing what I was going to do...phew !)

    Again, thank you for the start of this post, a few things have been picked up from it by me. I also enjoy others comments and inputs to your post, at least the ones that make sense to people like me who are not end content raiders.

    Wzed.
  20. ARCHIVED-Levatino Guest

    very good guide and an interesting read! Great job

    Btw why isn't this stickied yet?