Inquisitor Strategies

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    Inquisitor DPS:

    Here, I will not talk anything about healing. I know how important it is to heal at the righttime and keep people from dieing, but I will ignore that in this section for those times whenyou know you don't need to heal anything. There are times like that, for example whenyou're in a dps group on a raid against an encounter that don't have any aoe abilities andlow enough damage output on the tank.

    First of all, what you need to have to be able to do high damage is the right achievementspec. Stoic made a good post about the KoS achievements, so I won't go any further intothat. Since no one has made a post about the eof achievements yet, I'll just quickly add thatyou should fill all the points in the battle line for most damage.

    Secondly, you need the right kind of equipment. The most important part of this is your weapon. I've seen a lot of inquisitors running around with a one-handed weapon and ashield, and while there are times for that as well, it's not optimal for doing high dps. Whatyou need is a good two-handed weapon. When you look for a weapon, don't look at itsdamage rating. Look at the top damage the weapon can do compared to the delay of theweapon. Why? It has to do with how crits work. I don't know the exact math for it, but allcrits are based on the top damage of the weapon and ignores the lowest possible damage,and when you have a permanent 100% crit chance, that applies to every single autoattack hit you land. If you have two weapons with the same delay, one that hits for 60-70 and onethat hits for 1-75, the one that hits for 1-75 is better no matter how much higher the damagerating of the other weapon is. One decent weapon that is quite easy to acquire with onlyone group is the Blackscale Maul that drops in the Blackscale Sepulcher. That can be agood start, but it's obviously not very good compared to some weapons you can get whileraiding. Hammer of the Dragonborn from HoS is ok (attuneable, so might be on broker),

    but the Vraksakin Claw Club from Vraksakin in the Temple of Scale is much, much better.Other than avatar loot, I've never seen a weapon that even comes close to that one.

    Other important aspects of equipment:

    Strength: This affects your autoattack damage as well as the up-front damage of your combat arts. The more strength you have, the harder you hit, so try to get asmuch strength as possible. It might be hard to do, since we don't have a strength

    buff to help us, but a good start could be to get a set of mastercrafted items, likedevout xegonite armor (good for intelligence as well as strength) if your gear isn'talready way past that. Acrylia jewelery and strength hex dolls will help as well.

    Intelligence: This affects the damage over time portion of your combat arts, as wellas procs and all spell damage you do. I'd say that this is your secondary damagemodifier. Strength is much more important, but if you can get intelligence upwithout loosing too much strength in the process, that's a good idea. Also keep inmind that if you get a very high amount of strength, you're greatly affected by howdiminishing return works. In that case, loosing 50 strength to gain 50 intelligencecan be well worth it.

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    Wisdom and power: This does not in any way affect your damage, unless the lack of it brings you out of power. Make sure to plan ahead and don't get too little of this, or you'll be in trouble (especially if you end up in desperate need to do some of that healing I wasn't going to talk about).

    DPS mod and Haste mod: These two are very important for getting a high

    autoattack damage, and not so very hard to obtain. With Yaulp, Consecrated Aura(Master I) and Fanaticism (Master I), together with the Ivy-Shrouded Earring of Tunare, the Amulet of the Forsworn (DT access reward), two proced acrylia ringswith strength and agility imbues, the War Mantle of Rallos and a +10 dps modadornment (Scintillating Judicious Clasp) for whatever neck piece you're using, youget 111 dps mod and 128 haste mod solo. Of course, you can't always expect allthose procs to go off at the same time, but even when those proc buffs aren't active,you still have 69 dps mod and 104 haste mod with those items and buffs. Thatmeans your autoattacks hit 69% harder and 93% faster than you would with 0 of those two modifiers. That said, if you're in a group and can afford to putConsecrated Aura on yourself without risk of someone dieing and if you don't have

    to take it from someone who can use it better, do it.

    When you've got all that down, you need to be in a good group that buff you up even more, but since most people have little control of what kind of group they'll end up in, I'll skipthat part. Now, how to do in combat? Well, I bet there are a million ways, but I usuallystart out with Convict after pull, and sometimes Fanatical Vengeance depending on howlong I think the mob will live. No point to spend two seconds casting it if you'll end upwith just one proc of it doing any damage. If it's a multimob encounter, I also put Heretic'sDestiny on the mob that should die first. Forced Obedience and Debase are applied whenneeded, but I usually skip those on trash fights. I then put my achievement enhanced

    version of Fanaticism on, make sure to be close enough to the mob to actually hit it withmy autoattack and begin spamming my combat arts, starting with my dots and maintainingthem throughout the fight. I've heard that a lot of people don't like E: Fanaticism, but Iwouldn't want to be without it when I'm trying to do as much damage as possible, since I'dhave to choose between Fanaticism or combat arts if I didn't have the enhance. Also,Fanaticism speeds up your recasts, putting for example Strike of Flames down to an 18.2second recast instead of the normal 20 second recast. When I need to reapply my spells, Itoggle fanaticism off to not have to spend an eternity casting those spells, but then turn iton again when I'm ready to only use combat arts for a while.

    Inquisitor AAs: The pros and cons:

    This is to explain why an Inquisitor goes the STA AGI line and to explain how it iseffective. First the Inquisitor class is a dps based class, a majority of our buffs and skills aredps based and we have a strong affiliation toward helping melee users. To illustrate this atthe end of this post I will show what a Self-Buffed Inquisitor is capable of reaching inmelee ability with AA's specced down this line and their effectiveness on raids, groups, andsolo ventures.

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    First I will cover the basic AA setup that as of today seems to be the "most bang for your buck" setup in generally any situation.

    Yaulp - 120% Double Attack. 20% Haste. 20% DPS Mod. Lowers Focus and Ministration by 32.

    STA : 4-4-8-8

    +20 Stamina - A means to an end, nothing more.

    Hammer Smite - A nice Combat Art that does decent damage and stuns non-epic mobs. 45second recast.

    Severe Judgement - 100% melee crit. The single most powerful melee AA in the game. If you need clarification as to why then you have no buisness playing this game.

    Inspired Renewel - 15.6% Heal Crit. Heal crit is the only AA we have that "can" increaseour healing potential and should be maxed due to that fact. Anything to increase our primary role as healers should be maximized providing the cost is worth the gain.

    AGI : 4-4-8-7-1

    +28 Agility - A means to an end.

    Wondrous Buckling - Single target Mez ability. Does not work on epics. 45 second recast.13.2 second duration. Mostly a means to an end, however works well on heroic mobs andon players in pvp or duels.

    Battle Fervor - 32% Melee Double Attack, 32% Increase in Shield Effectiveness. Thisability coupled with Yaulp gives 52% double attack and increases the effectiveness of thenext ability in this line.

    Shield Ally - 52% chance target avoids attack using casters avoidance. Single target buff that is helpful on high agro classes. Requires no concentration.

    Holy Shield - AOE Immunity except when direct. Recast 90 seconds. Duration 30 seconds.Single target only (not group).

    Those are the values of the spec I listed using all 50 points for the Cleric tree. Now to showyou what a fully self buffed Inquisitor can achieve with buffs and AA's combined. (Itemsand adornments have been removed from this study despite how common haste and dpsincreases are. Also all values are with M1 spells.)

    Melee Crit : 100%

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    It takes up a conc slot naturally and seeing how we want as many of those free for aura as possible this buff often finds it self benched for much better alternatives. Good for groupsand solo.....great

    Fanatics Faith

    This buff provides straight hp gain and mitt against magic, mental and divine damage. Nowi'm not crazy about resists but the flat hp gain of this buff make it superior to most toons for hp gain over pious, thus making it a superior defensive buff in most situations.

    Act of Convictionour attack proc. You can boost its % chance to trigger up to 2 times a min with AA's and itdoes around 400 damage varying on int. this skill works on all forms of attacks, spells,ranged, melee etc. its a decent proc as far as it goes and with a dirge can give out a fairlydecent % of someones damage. No matter what group im in, i dont drop this buff, itssimply too usefull, and remember our purposes, healer AND dps buffer.

    Consecrated Aura provides HP and dps boosts, that only effects auto attack damage. At master one with the 5 piece bonus from the fabled set, provides 1064 hp and 41 dps. Thats awesome. You cancast it as many times as you have empty conc slots and this is the buff were most wantedfor. You want this buff on anyone who does melee damage or is going to be taking damageobviously. We also make extensive use of this buff, the extra hp is always good for thoseAE's and the dps allows us to hit even harder than normal and put out some good numbers.

    Ok so those are the 4 main buffs that we have. Now as you've noticed we have 3 groupones that take concentration and 1 single target, multi cast one. This means we have toknow whats best to cast when. Your scouts are gonna be begging for aura, but you need tomaintain the proc at the same time, but also have to consider the hp of the group. You alsoneed to consider the encounter, a heavy AE fight or a named will be different to most trashfights. In a dps group of say, your self a dirge an illusionist a brig a ranger and a assassin,you've got ACT up already so 4 left. If its trash then throw up 4 conc auras, the damagescouts first then yourself. Trash is all about ploughing through asap. Your basicallymultiplying the damage of the group members to increase dps. If you find the bard out doesyou in the parse then buff him, but generally we can out do them and thus should take the

    buff. Now if its a named fight or AE heavy you drop your aura and put up faith for extra hpgroup wide.

    Exceptions to be considered our things like PHH where there a fairly heavy AE in the fight.Special cases like this should be viewed separate. Use the aura to buff up anyone who haslow hp, invariably a mage.

    Experiment with it, but this is ultimately the best buff we have.

    Our buffs, as well as our class is flexible. We dont offer huge defensive buffs but we dooffer some, and we do buff dps.

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    Inquisitor Debuffs

    Inquisitors have a decent amount of debuffs, we have offensive and defensive debuffs,meaning offensive debuffs make the encounter a little weaker so they hit less hard,defensive debuffs are debuffs that make the encounter easier to hit for others and yourself.

    Experts in debuffing are definitely Brigands (specialized in defensive debuffs) andSwashbucklers (specialized in offensive debuffs), Bards, after those healers come forward,Shamans are best of the healers concerning offensive debuffs then Inquisitors can showsome nice debuffing in both directions.

    All our debuffs have uses and I will explain why.

    How to use Debuffs?If it is possible you put your debuffs on what you fight as fast as possible, that is themoment the tank is engaged with the encounter if you have chosen the Intelligence AA line

    (im sta/agi) it is usefull to cast Divine Recovery right at the start so you can put all your debuffs on the encounter in a matter of seconds, after that you try to keep your debuffs upat all times. But make priorities for which debuffs really have to stay up, as its not always

    possible to have em all up.If an encounter is weak I would advice to only use defensive debuffs, as im sure you wantthe encounter to die fast so you can focus on DPS and healing/curing if needed. That is for example when you are raiding Labs with EoF gear, there is no challenge in doing it but youwanna be done with it quickly so you use your defensive debuffs. Or EH/FTH trash, I think you get the point ;)And for the hard stuff you should use all your debuffs, or at least your main ones.Defensive and offensive ones.

    What debuffs do we have exactly?

    Convict:Our main debuff if you ask me, the key to success is for 99% of all fights in game: DPS.Convict provides a mitigation debuff of 1 mob by 855 at master 1 with 5 AA spend in it.The funny thing about Convict is that you can keep it up at all times it has a 1 min 12duration. People always say they love brigands for using dispatch, dispatch has a 3k+mitigation debuff with the exact same description as convict, but it can only be up for 17.5seconds with a 52 seconds recast, so 1 convict can be up at all times, dispatch can't andwith the amount of what dispatch debuffs you can make the calculation that 1 dispatch

    almost equals 1 convict.Debase:Our second main debuff if you ask me, AE's are something that can wipe raids easely, tolower the damage of AE's we have Debase.With Debase we can debuff Strength and Intelligence by 108 on 1 mob if you have put 5AA's in it. In this game the damage of a mob is partly determined by stats, those 2 stats areSTR and INT.

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    So if you wanna make a mob hit like a pussy you put this on him, Intelligence lowers thedamage of an AE and his spell damage, STR lowers his melee damage.Debase has a 36 seconds duration and can be active at all times.

    The above 2 Debuffs are my personal favorites and I'll usually put both up on mobs, and so

    I would advice you to do so .

    Forced Obedience:This debuff lowers the melee skills by 34 levels of an encounter (so that is the whole groupyou are fighting against) if you put 4 AA in it.If you debuff this the whole encounter will simply have there melee skills lowered by a fewlevels, meaning the mob will have troubles hitting you or the tank, also depends on thetanks defensive skills/buffs ofcourse.At the moment there are a few groupmobs that this debuff works well with, but not many,most die quick enough and usually not much healing is needed for big encounters, but it'seasy to cast and so I do use it especially on groups. on single target mobs I only use it

    sometimes, it depends how hard he hits.Forced Obedience has a 36 seconds duration and can be up at all times.

    Writing Strike (combat art) /Affliction (spell):Writing Strike decreases mitigation of target vs mental damage by 840 and does somedamage.Affliction decreases mitigation of target vs mental damage by 1072 and does some damage.You would ask yourself what is mental good for, for several reasons, the main reason is:- A tanks taunt, taunts are based on mental damage, so if you use this on a target, its easier for the tank to get aggro, might be usefull on pull for some fights.- Chanters use mental damage, so do bards, so does the spell/ca itself as your only spell that

    deals mental damage.So if you are caught in a ranged fight it is still surely usefull to use Affliction to help thetanks and the total dps. Affliction is easy to cast and casts the fastests of our spells, so noharm in using it at all.Writhing Strike has a 12 seconds duration and can be up at all times.Affliction has a 18 seconds duration and can be up at all times.

    Strike of Flames (combat art) /Absolving Flames (spell)Strike of Flames decreases mitigation of target vs divine damage by 840 and does somedamage.Absolving Flames decreases mitigation of target vs divine damage by 1040 and does somedamage.Who use Divine damage?Healers, paladins, as far as i know these are the only ones doing divine damage and not onall the spells of those. far from it.Our master strikes are divine damage, Strike of corruption and this spell itself. Paladin'staunts are still mental, so if you ask me this is our most useless debuff.Strike of Flames has a 16 seconds durations and cannot be up at all times because it has a20 seconds recast.

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    Absolving Flames has a 16 seconds durations and can be up at all times.

    Bloodlines spell/CA Strike of Corruption , Punish corruption (level 53).Strike of Corruption debuffs wis by 50 at rank 1 (weeeeeeeee!!!) and does some damage.Punish Corruption debuffs wis by 58 at adept 3 and does some damage.

    Debuffing wis causes the lowering of all resists on a mobTo my calculations Punish Corruption (58 wis) should debuff all resists by 136 so that isabout 1/7 of Convict. A minor difference, but ofcourse there is still difference.Strike of Corruption has a 24 seconds duration and can be up at all times.Punish Corruption has a 24 seconds duration and can be up at all times.

    All our debuffs can be put on multiple encounters.