The Inquisitor EoF Abilities:
I will write this as an overview of all abilities, since there are many paths one can take, and I cannot to this day find the one clear path thats head and shoulders above all other (I actually prefer this).
Battle Cleric Line:
This is the exception to what is written above. As an inquisitor what sets us apart from our templar counterparts is our focus on offense. This line is the incarnation of that. As a young Inq comin up, BC should be a focus with your new AA's. Augmented of course by the 100% melee crits. Enjoy outparsing everyone else in RE
You want to eventually max all your melee attacks in this line. ACT of and Heresy arent really as important to worry about, cruise through them so you can get to Strike of Corruption and E:Fanaticism, respectively. And, of course, get the endline ability to bring it all together.
Punishments Line:
In this group you will be able to enhance your reverse reactives, enhance the Verdict ability, and with enough points add a small amount of extra hate the mob has to whatever target it is on when your reactives fire. It looks good on paper, but from experience (and hopefully an Inq more knowledgeable than I can elaborate), our damage reactives arent that great. We share the same problems coercers have when it comes to placing damage reactives on epic mobs- Tanks "tank" with avoidence being king. In other words, a good MT setup will actually work to -lower- the amount of hits, thus lowering reactive procs.
Enhancing Verdict will allow the Inq to cast verdict sooner. Normally, the threshold is 2%. with Enhance, I believe you can place Verdict on the mob at around 5-6% (depending on your raids DPS). This will not reduce its HP to 1 immediately, but will let you place Verdict sooner, so as soon as the mob does hit 2%, Verdict fires. Problems I have heard with this are that since verdict has -2- actual casts (the casting you do, and the drop of the hammer), if you are moving at all you can interrupt the verdict you placed earlier. Personally, I do not recommend this ability. It costs alot of AA to get to, and verdict still will not truely fire until you cross the 2% threshold.
As far as the endline ability, I see it as a double edged sword (both edges being rather dull). It only applies to your Punishments abilities, the extra hate it gives is negligible, and if/when the mob does rip, and your reactives do fire, guess what..now that poor mage has extra hate. Summary=I cannot myself recommend this line through my experiences.
Detriments Line-
The first 3 options here are our main debuffs. And these are a good choice. Especially enhance Condemned. the very first thing i do on a pull is tag it with Condemned. DPS = Win. With a brig and Thieves' Guild, ad3 condemned (+5 AA) theres the meat and potatoes Inq debuff (near 1300 to -all- mitigation). No other class save brig can up raidwide DPS like us and this ability.
The Forced Obedience ability coupled with a masters' strike and Skull Crack from the STR line can literally drop a mobs ability to hit your tank by multiple levels. This works amazingly well with the avoidence is king statement from above.
Debase and it's T8 upgrade lowers STR and INT and stated before. This will mainly show benefits to you and your raid by lowering a mobs AE damage. With the names these days capable of some sick ae's, this can be vital to your success. Use it wisely.
As far as the other 3 abilities (our root , deaggro and fear enhancers), I do not see much benefit to them. Points are better spent elsewhere if you ask me.
Maladroit- I did play with this awhile. As stated, it will cut by 1/4th the skill reductions (think Forced Obedience) a mob places on your tank and raid. After testing, I did not really see any increase in surviveabilty meriting the amount of points it takes to get this. A cool ability on paper, but in execution somewhat worthless.
Triage Line-
Since we are healers, and this is the only EoF line that actually caters to that, I have worked this line along with BC and the debuffs in Detriments. There are bonuses to our rezzing speed, E reactives, Fervent Focus and the Sacred Armor buff along the way to +5 spell reach.
Amongst these i see the most benefit from our rezzes and Fervant Focus. at max (and our T7 legenday armor, dont laugh at me

) , you will be hard pressed to find a class that can bring our fallen comrades up as fast as us. My single target rezzes cast in just over 2 sec, group 5.5 sec. Fervant Focus enhancement lowers the recast of this beautiful stun break ability. I can break almost all control effect on me once every 75 seconds. The strategic bonuses to this are enormous. Again, use this skill wisely.
As far as Sacred Armor, this is the first buff I usually drop in favor of another Tenacity slot, so I personally have not buffed this. The enhancement simply increases STA, and you will find your tank bumping diminishing returns even now, only a few months into RoK.
The endline ability Spell Reach is a nice little plus, I choose it, have really no complaints. It's quite obvious what it does, and will allow the alert Inq to heal his groupmates while sometimes being out of a few ae ranges.
So thats it, my lil EoF tree writeup for our awesome pope-hat sporting class. What it mainly boils down to is the choice is yours. Much like the cleric tree there are multiple paths you can take, each with there own benefits. Enjoy.