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General information on class
The Inquisitor is an incredibly versatile priest that can excel in almost any circumstance. Being clerics, reactive heals (spells that trigger a heal each time the spell target receives damage) are the Inquisitor's bread and butter. We provide a well rounded buff package, offering plenty of goodies for tanks as well as both melee damage and spellcasters. If healing isn't a full time job, an Inquisitor can bring formidable melee based offensive power to the group as well.
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Why pick your class over another
A good Inquisitor is a one (wo)man army. In plate armor, we can take a hit better than most. Being priests, healing is never a problem, and we have no trouble inflicting plenty of damage. I spend a lot of time playing solo, and I like being able to easily fly through solo content, and tackle easy heroic stuff by myself for a challenge. Aside from soloability though, Inquisitors are very adaptable. I use 3 different specs: Defensive, where I have points in every healing ability, debuffs, and tank survival buffs. Offensive, where I have points in everything that inflicts damage. And then a middle of the road spec, where I try to take the best of each. Because of that versatility, an Inquisitor can excel in any raid group. Specced defensively, they can serve well in a tank group, especially paired with one of the "offensive" tank classes who enjoy the Inquisitor's dps buffs. On the other hand, those dps buffs and 2 group cures make us a viable choice for solo healing a mage or scout group too. There are plenty of reasons to love your Inquisitor, but the best one of all might be Verdict. You can't not love shaving 3% off of every raid encounter, and 12% off of heroic ones.
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AA choice and why - with screen shots
Here are my 3 AA specs which are probably different by the time you read this, because I nitpick them all the time.
*****EDIT: I have become less stupid since the original post. See the reply below for new and improved AA info *****
Cleric Tree
Left to right:
(Str) Skull Crack - Just spending 2 points to get 22 in the tree so the last one opens up **Edit: Consider taking this to 10 for a defensive spec - the weapon skills debuff isn't bad
(Str) Bolt of Power - at rank 10 has a 50% chance to cast bolt of power on each of my combat arts. Bolt of power does extra damage and interrupts the target. Yay for interrupts.
(Str) Unwavering Resolve - 10% extra hp and 71.2 focus. Being interrupted or running out of HP is bad when you're healing.
(Str endline) Steadfast - As long as I stand still, I am immune to interrupts and stifles. (With the Sentinel's Fate add-on right below it)
(Agi) Wondrous Distraction - not useful, just wasting 2 points to get to the endline. Don't even waste space on your hotbar for this.
(Agi) Battle Fervor - +32% dps and block chance. Block chance raises my avoidance which is shared with the tank via the Shield Ally AA.
*Defensive*(Agi) Shield Ally - Until Cancelled buff that grants the target a 60% chance (at rank 10) of using the cleric's avoidance to make a 2nd avoidance check. *Edit: Shield Ally is a bit complicated. It SAYS it uses your avoidance but that's not the whole story. More on this HERE
*Defensive*(Agi) Holy Shield - Single target AOE blocker with 40 second duration and 45 sec recast (With the Sentinel's Fate add on right below it). I normally macro this to myself, in case I need to stay in on a joust to keep healing or something.
(Sta) The 2nd one in this line gives a bonus to base weapon damage.
(Wis) The 2nd one in this line adds extra Divine damage to every melee or spell hit.
*DPS*(Wis) Exorcise - Until cancelled buff, lowers my heal potency by 95% and automatically hits up to 4 targets every few seconds. This is only in my dps spec, and I toggle it off if things get hairy.
*Hybrid* (Int) I just took this line to spend enough points to open up the endline in my hybrid spec... nothing exceptional about it.
(Endline) Divine Guidance - The best gift clerics have ever been given. 24 second group reactive with unlimited triggers, + 30% max hp. The range on DG is also a whopping 43 meters.
*Edit* Further testing makes me lean toward 10 points in skull crack, and only 2 in Unwavering Resolve... the melee skills debuff on skull crack is nice for keeping tough mobs from outright slaughtering your tank, and the extra damage on it is nice for dpsing on easy fights.
Inquisitor Tree
This is the tree where you upgrade your attacks to melee strikes. I put only 1 point in each one for my defensive spec, to save points for beefing up my debuffs and lowering the reuse on my death save and emergency heals. Opinions vary on whether it's worth spending 5 points to make it so that verdict triggers when the mob crosses the threshold, but it's worth it to me because things get hectic and that gives me some flexibility with when I cast verdict.
You DEFINITELY want Reach of Faith. It expands your heal range and the radius of your group buffs. Huge deal.
Another interesting note - adding heals to the punishment spells with the right hand endline is fairly useful. The heal goes on the ally who is nearest to the mob, often a tank who may not even be in your group. Sometimes it helps a lot, sometimes not much, but if you look for it in your parser keep in mind that the healing done by punishment is not credited to the inquisitor, it is credited to the mob it is cast on.
Endline: Chilling Invigoration - This is a 10 trigger reactive that also inflicts damage on the attacker who triggers it. The damage it does is credited to the target of the spell, and it can be cast cross group.
Shadows Tree
I take Seal of Faith in the Priest line to raise my block for Shield Ally, in Defensive. In my other 2 specs I take Litany of Combat for better damage instead.
In my mage group spec, I skipped a lot of bonuses to single target heals in favor of group heals and buffs.
Overwhelming Arms gives a 25% chance with each combat art to raise your flurry by 20% for 15 seconds. It's up almost constantly and is extremely huge for dps.
Fanatical Devotion gives a 10 second group damage proc, which the inquisitor has a 15% chance to trigger on any critical hit. It's up a lot if I am in melee range, and typically parses slightly less than Peace of Mind, making up 2-4% of each group member's total damage.
Heroic AA
Spirit and Body is, in my opinion, a no brainer for everyone, but as a healer the last thing I want to do is die.
You can reforge to reuse speed so easily now, I always take cb and potency which are harder to get.
The boost to Divine Guidance is a must-have. Divine Armor is wonderful for healing a tank through a lot of incoming damage, but in any other situation take Retribution for 30% extra combat art damage while in offensive stance.
I've gone back and forth on the best endline to take. Equilibrium would be the obvious choice if tanks weren't excluded from the death save. I used this one a lot in CoE when people being one-shot by aoes was a real risk and too many deaths meant a fail condition. But now it seems kind of meh. Preserverance of the Divine gives a 2 hit stoneskin that only absorbs damage over 10% of the target's health. It can last up to 15 seconds and once it ends it applies a 2 trigger reactive based on the amount of damage the stoneskins absorbed. This one is situational but can be really useful. For my defensive spec, I go back and forth between Preserverance and Immaculate Revival. Instant cast clean group rez with full hp and power that can be cast while I'm under control effects or even dead. If things have gone really south, this gives me a way to get my group stable again extremely quickly.
*Edit: I've switched to taking Divine Armor in my group spec instead of potency... because running Divine Armor on the tank makes it easier to slack off and dps during group runs.
Dragon AA
I spec for the bigger better faster stronger heals in defensive, big deeps in dps, and some of each in hybrid.
Prestige
*Edit: I go full left-side for Vulaks because the 100% extra healing received and stoneskins can really save the day, plus the reflect effect does a decent bit of damage to the mob if it's hitting hard enough.
My prestige trees are all identical except for in my dps and mage group specs I take Invigorate instead of Brainstorm, for the doublecast + flurry rather than damage reduction. Otherwise I take the right hand tree, because Interrogation is amazing both for dps and the group ward it procs. I've had Interrogation's ward go as high as 120k, although it's usually more like 80-90k.
Class Focus
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Spells/combat arts discussion, basics on your stuff.
First, Heals:
Radiance - Emergency 5 trigger single target reactive on long reuse timer.
Chilling Invigoration - Bonus 10 trigger single target reactive + damage trigger on medium reuse timer. I usually put this on Liepha right before she grabs a bunch of adds, to help with heals and dps the adds down.
Penance - Basic 5 trigger single target reactive on very short reuse timer. If I'm in a group with a tank, I maintain this on them constantly. If I'm not in a group with a tank, I maintain this on whichever tank doesn't have a cleric in its group. If all the tanks have clerics, I macro this for anyone else in the raid who seems to be taking increased damage and cast it as needed.
Ministration - Faster casting, smaller one-time heal. I use drumsUI, and this is #2 on my group clicky buttons. I will throw it on anyone in the raid if I see their health less than green, and I use it during necros' lifeburns.
Fanatical Healing - Longer casting, bigger one-time heal. This one is #3 on my group clicky buttons, and I use it the same way as the other one. If my tank is taking tons of damage, I chain Fanatical Healing and Ministration between refreshing Penance.
Evidence of Faith - Emergency 9 trigger group reactive on long reuse timer.
Malevolent Diatribe - Basic 12 trigger group reactive on short reuse timer. I maintain this constantly.
Alleviation - Group one-time heal. I hit this one if more than one person in my group needs a heal.
Divine Guidance - 24 second unlimited trigger group reactive + 30% hp on medium reuse timer. I use DG any time I anticipate lots of incoming damage. I'll use it + a precasted myth cure to compensate for not having an aoe blocker on painful AoEs, I use it if my tank is grabbing adds or taking big damage, or I sometimes use it for its huge radius if members of my group are out of heal range. It can be cast while running, so sometimes I cast it if heals are needed during a joust. On easy fights, I use it so I can be lazy and dps without casting any heals.
Inquisition - 15 second duration heal over time on a medium reuse timer. Inquisition can be cast while moving, and I use it to heal during jousts, or when there is lots of damage, or to help keep up with lifeburns.
Miscellaneous
Cure - gets rid of a detriment
Cure curse - gets rid of a curse
Resolute Flagellant - Group cure
Cleansing of the Soul - Group cure from the Inquisitor Mythical weapon. Dispels 209 levels of detriments (usually 2 of each type) and heals for each detriment removed.
Fervent Faith - Cures all control effects from myself.
Holy Shield - AoE blocker
Disorientation - Drops my hate by 1 position with all targets in AoE
Verdict - Lowers the mobs health from 3% for epics, 12% for heroics down to 1hp.
Debuffs:
Condemn - Debuffs mitigation vs all damage by 1002 (More with AA upgrades) - I cast this on everything at the start of the fight.
Deny - Debuffs Str & Int of mob - can be upgraded with aa to also debuff wisdom. I cast this on Mage or Fighter names.
Forced Obedience - Debuffs melee skills of grouped mobs - can be upgraded with AA to debuff offensive skills too. I cast this on any mobs that seem to hit hard, especially names in raid. In my defensive spec I have it upgraded to debuff defense as well and I cast it on everything.
AoEs:
Litany Circle - Blue Melee AOE + Interrupt, max 8 targets. Heratic's Doom - Green spell AoE, can be cast from ranged. Divine Demonstration - Green spell AoE, can be cast from ranged.
Punishment Spells:
Vengeance Repentance Smite Heretic
Single Target Attacks:
Listed in my usual casting order, noting anything they do besides damage
Invocation Strike - Interrupt Strike of Flames - DoT + Arcane Mit Debuff Strike of Corruption - DoT Writhing Strike - DoT + Arcane Mit Debuff Skull Crack - Interrupt + 20 sec weapon and casting skills debuff
Hammer Divine Smite - Knockdown (if not epic) Wrath/Uncontrollable Wrath Interrogation - Big damage + ward proc if the mob is under 50% hp
5. Hot bar setup - with screen shots
6. Group buffs and individual buffs and why you use them where.
My always-on group buff package provides:
313.9 Stamina
76.8 Multi-Attack
75.2 Haste
10 DPS
123.2 Wis/Str/Agi/Int
+2.7% to base avoidance
9.6 reuse speed
Arcane Mitigation: 2894
Elemental & Noxious Mitigation: 1819
Physical Mitigation: 2914 (only 658 for Fighters)
Fighters only: +5.94 hp per stamina, seems to actually give around 170k HP
Stun immunity on about 40% of the time
Divine damage proc 1.5x/min
I also have Inquest, which gives a single target 2% flurry and doublecast, and procs power for the group. I try to give it to someone with high weapon damage or big nukes.
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Pre pull buffs
I don't really cast much before pull except heals.
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Casting order, combat arts/spells, temp buffs, and why
I cast my standard st and group reactives before pull, refreshing them as needed throughout the fight. I usually throw Condemn (mit debuff) as the mob is running in. If I am in defensive or if it is a named, I will throw Forced Obedience and then Deny as well. After debuffs, I usually hit a melee attack to start my auto attack, then cast all 3 punishment spells. Once they are up, I go through my attacks in the order I listed them in the above section, while refreshing reactives, punishment spells and debuffs as needed according to my spell timer.
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Oh no buttons, when things go bad.
Divine Guidance and my emergency heals come to mind, but I don't have any really powerful cure-all, it's more a matter of trying to anticipate disaster and prevent it.
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Gear choices
I've chosen to use: 2 pieces of the set with both potency and hp%, 3 pieces of the set with potency and no hp%, and 2 pieces of auto attack damage gear. I have the Maul of the Wyrmslayer equipped as my 2 hander, but I have Deacon's Valiant Hammer and Buckler of Guise on hand to swap in for my defensive spec as well. I use Gangel's Cloak of Piety and Belt of Ethereal Scales to bring up my flurry for better damage. Ideal heroic content charm slot items I think are Ahrmatal's Scorching Eye and Fabled Azjer'orz Guard,
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Adornment choices
White:
I have crit chance in my ears and rings. (Edit: switching these to Stamina as items give me more crit chance)
DPS in neck, waist
Weaponry in chest, hands, feet and both wrists
I put casting speed in my cloak and charms, to buy myself some stats to reforge
Wisdom everywhere else
Purple.
I put flurry in my shoulders, AE auto in my forearms, power runes everywhere else except I got an ethereal potency so I put that one on too.
War runes: Bolstered Attributes, Storm Animus, Winds of Obol, Truespirit's Legacy, Screams of Battle. I still have Evaded Reaper, but it seems like the proc rate has been nerfed. I'm considering trading it out for Descent of Drinal (for the crit chance) or Reification (for the bigger heals and chance to cure)
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Deity/other items (mana stone, etc)
I chose Rodcet Nife for my deity, because of Devout Healing - 20 second reactive that triggers a HUGE group heal each time the target (should be the tank) takes a hit. That spell by itself will solo heal the group standing in fire on Ahrmatal for 20 seconds, as long as the tank keeps getting hit.
Clicky effect from Steward's Mantle of Eternity - can give some handy buffs
Clicky item given by Cloak of Crystalline Waters good to keep one around for power regen
Both types of manastone - mis-calibrated and overclocked
Both types of power signet available from the Relic and Signet peddler
Either Savant's Essence of Power or Savant's Essence of Clarity
Power potions from the station cash market or goblin games
I still keep my Manastone from the Stiletto's Orders HQ hotbarred... it gives enough power to cast one heal and that has saved the day more than once
Oiled Studs of Discipline - Make a macro to equip and use these, then re-equip your normal earring. It can all be in the same macro. Has to be done before the fight starts, but it benefits you for 42 seconds once activated and it's significant.
Radiant Earring of Revelations - Use this one the same way as the oiled studs. Extra healing power for 12 seconds on pull followed by a 15 second group potency buff, which kicks in right about the time the mob has been positioned and debuffed.
Totem of the Draconic Oracle Doesn't have to be equipped to use - just hotbar it and use it before a big cast sequence or for extra healing power in a tight spot.
The Vial of Bolgin's Brew which I linked earlier - the activated effect is life changing. I use it a ton.
Defibrilating Heart Stopper - tinkered item. Feign death somewhere safe when things have gone completely upside down, so you can rez.
Acerbic Elixir of Piety - totally worth getting. The wisdom alone will give you nearly a 1% bonus on all your damage.
Quel'ule Arcane Destruction potions - these are seriously sad but I use them sometimes anyway. You never know when just a very tiny bit more damage would mean the difference between success and failure!
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Macros you use
Oh dear, lots. I have /cancel_spellcast and /gsay macros for my cures. I have macros telling the group, raid and dirges when and who I am rezzing. I have macros for equipping and using most of the things I listed in the previous section. I have macros for saving and loading the hotkeys for my defensive spec and my normal hotkeys, because they have slightly different buttons. I have /cancel_spellcast macroed before verdict, so I can get that in quickly. I keep an extra Penance on my hotbar, so that I can put in a target macro and maintain penance on two targets if needed. I also have a /cancel_spellcast on my death save.
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Useful tools you use (outside of game) - including download links
I use DrumsUI which is irreplaceable to me. It comes with a few features that I'd be lost without.
The group window has the 5 click-to-cure buttons everyone has, but it also comes with 5 programmable buttons, which I have set in this order: 1=Penance, 2=Ministration, 3=Fanatical Healing, 4=Clean Rez, 5=Dirty Rez.
When you hover over a player in the group or raid window, it looks like this:
The spell timer window is the other great thing. You set which spells you want the spell timer to keep track of, and it displays the remaining time/triggers/ward amount etc left on the spell.
Here is a shot of it in action: That said, I can't STAND the persona window of DrumsUI. I deleted the mainhud.persona xml file from the drumsUI folder and added it to the ignore list for the DrumsUI updater. I did the same with the terrible custom icons that drumsui gives to eq2maps. All better!
I also use Eq2Maps and ACT
15. Videos of your character doing his/her job
Coming soon