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Old 09-17-2007, 06:06 AM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

I'll try 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) and Swashbucklers (specialized in offensive debuffs), Bards, after those healers come forward, Shamans are best of the healers concerning offensive debuffs then Inquisitors can show some 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 the moment 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 up at 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 want the 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 you wanna 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 12 duration. 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 17.5 seconds with a 52 seconds recast, so 1 convict can be up at all times, dispatch can't and with 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, to lower 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 5 AA's in it. In this game the damage of a mob is partly determined by stats, those 2 stats are STR and INT.
So if you wanna make a mob hit like a pussy you put this on him, Intelligence lowers the damage 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 group you 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 few levels, meaning the mob will have troubles hitting you or the tank, also depends on the tanks 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's easy 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 some damage.
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 the tanks and the total dps. Affliction is easy to cast and casts the fastests of our spells, so no harm 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 some damage.
Absolving Flames decreases mitigation of target vs divine damage by 1040 and does some damage.
Who use Divine damage?
Healers, paladins, as far as i know these are the only ones doing divine damage and not on all the spells of those. far from it.
Our master strikes are divine damage, Strike of corruption and this spell itself. Paladin's taunts 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 a 20 seconds recast.
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 mob
To my calculations Punish Corruption (58 wis) should debuff all resists by 136 so that is about 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.

If you have any questions about this, see anything I have missed or done wrong, do not hesitate to say so.
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Old 09-17-2007, 08:02 AM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

good work man and kudos on including the attacks with debuffs in them, i would have forgotten :p
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Old 09-17-2007, 11:26 AM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

and I even forgot maladroit and the thingie from str line
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Old 09-17-2007, 12:15 PM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

Might edit the post and add them as a chance to have abilities or something.

Or abilities that Inqs can get with AA choices, as another subject and include a breakdown of each AA ability and what it brings to the group/raid
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Old 09-17-2007, 12:21 PM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

Then they should be descriped under AA's whoevers doing that
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Old 09-17-2007, 01:22 PM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

we will split the AA posts into 2, kos and eof.

also i wonder if it would be better to post the none altered by AA, flat master 1 level of everything to prevent confusion
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Old 09-17-2007, 07:23 PM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

btw meph on ranged fights or fights with alot of jousting I always use ranger as my powerbish and they work just fine....
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Old 09-17-2007, 10:58 PM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

my comparison right now is C mayong

last week was on a ranger and i sucked for power, now its on a swash

the difference?

ranger = ran out of power, swash its barely breaking past 90% and im doing more..

/shrug
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Old 09-18-2007, 05:25 AM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

Quote:
Originally Posted by Chanah View Post
Strike of Flames (combat art) /Absolving Flames (spell)
...
Our master strikes are divine damage, Strike of corruption and this spell itself.
I guess this isn't very significant to the debuff section, but since I assume you want all info to be correct, I'd like to add that the spell version, Absolving Flames, does not do divine damage. Yes, it still debuffs divine, but the damage it does is heat.

As a side note, there's a big difference between convict and dispatch that explains why people say they love dispatch. I love convict as well and always keep it on, but with dispatch, people can save their highest damage attacks, especially those with long recast (like decapitate), and use them when they know dispatch is on. Convict is good for higher maintained dps throughout a fight, while dispatch is good for high burst damage.

I like the idea of a guide like this. Nice work by everyone involved.
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Old 09-18-2007, 06:53 AM  
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Default Re: The Inquisitor, a non Inquisitors guide. (draft and drawing board)

Inquest a warlock! It's amazing.
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