WolfLover's Inquisitor PvE Guide 2019 (Focused On SEA)

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INQUISITOR GUIDE 2019 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

INQUISITOR GAMEPLAY SIDE WRITTEN BY WOLFLOVER


GEARING SECTION WRITTEN BY DREAMVOLT
INTRODUCTION 
 
 
 
 
Hey there everyone, as you may know (and should know) who I am, I am WolfLover, 
also the creator of this guide. I will first introduce myself for those that do not know 
who I am. 
 
I am a dedicated Dragon Nest SEA Player since November 2011, around when it was 
still at Level 32 Cap. 
 
I don’t just like Inquisitor, I love Inquisitor. I love it so badly that I wouldn’t mind having 
an Inquisitor body pillow. If anyone were to ask me who I would gay for, I would go gay 
for Inquisitor. But… I’ll still pick loli. Anyway… 
 
Whatever that I will be writing for this guide will also apply to future patches (Up to 
Goddess Equipment). This guide from now on, will be always in a work-in-progress 
until said otherwise. 
 
Either way… 
 
I… 
 
I hope that you will find this guide useful. If you have any feedback that you would love 
to tell me or want to tell me, you may do so on Discord at: W ​ olfLover#2461 o ​ r at my 
Youtube channel​ ​HERE 
 
Enjoy reading this guide! 
 
   

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TABLE OF CONTENTS 
 
1. What is an Inquisitor? 
2. Inquisitor vs Saint 
3. Inquisitor’s Role in a raid 
4. Golden Rules of the Inquisitor 
5. Rotation and Playstyles 
6. Skill Builds Explained 
7. Gearing - Equipment 
8. Gearing - Costumes 
9. Gearing - Skill Plates 
10.Gearing -Heraldry 
11.Gearing - Dragon Jade 
12.Gearing -Talisman 
13.Dodge - Managing Sliding Step 
14.Dodge - Managing Heavenly Judgement 
15.Dodge - Managing Avenging Wave 
16.Adapt - Adaptation to Mechanics 
17.Adapt - Consecration Timings 
18.Adapt - Consecration Positioning 
19.Adapt - Quick Dodging 
20.Practicing Tips 
21.References and Final Message 
 
 
 
 
 
 
 
 
 
 
 
 

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What is an Inquisitor? 
Inquisitor is a class that exists under the Cleric class. It is the second job specialization that can 
be done if you are a Level 45 Priest. 
 
Inquisitor is a class that focuses on electrocuting his opponents to deal massive damage over 
time. Over the years, Inquisitor has gone through several changes. 
 
While Inquisitor is a class that focuses on damage dealing, its learning curve can be a little 
steep if you are planning to conduct more research on the class - if ever you decide to be 
dedicated to Inquisitor. 
 
One thing that I would like to point out is that Inquisitor isn’t a class that is fixed on a single 
rotation or skill, but every single skill plays an important role in battle, that includes knowledge 
of the nest and boss. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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Inquisitor vs Saint 
 
This is a common question at times, and I will answer it for the sake of answering it. Saint is a 
support class and cannot be compared to Inquisitor in terms of DPS. However, a Saint’s 
supportive abilities are certainly a lot higher than an Inquisitor. 
 
 
 
 

Inquisitor’s Role in a Raid 


 
The Inquisitor’s role in a raid is simple - It’s a DPS class, therefore it’s a DPS role! However, 
there are more to being the Inquisitor than simply DPSing. The Inquisitor could be used as an 
AOE damage (as it is his speciality) in raids such as the Forest Dragon Nest where there are 
many minions. The Inquisitor can also be a semi-support by using a Relic Build, which will be 
explained in the Skill Build section. 
 

Inquisitor’s Golden Rules 


 
These are the golden rules of the Inquisitor: 
1. Maximise every attack’s potential to the best you can 
2. Use Consecration properly 
3. Always re-electrocute where possible 
4. Always start with Mind Breaker EX 
5. Debuff consistently 
 
 
 
 
 
 
 
 
 

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Rotation and Playstyles 
 
There are multiple rotations for the Inquisitor. There is the basic rotation, consistent 
rotation and so on. There are many ways to play the Inquisitor. 
 
Main Re-electrocution skills are as follows:​ Mind Breaker, Avenging Wave 
(Awakening) and Chain Lightning.​ Which in most cases, least one of them is available. 
 
In playing the Inquisitor class, it is more important to master the boss’s attacks and 
movements rather than the rotation itself - This is because that when you miss 
something or you stop casting, your begin to lose DPS overtime, especially if you get 
Consecration cancelled. 
 
One thing to take note: We are not blessed as other classes that have high board 
damage, this is because of our passives and buffs - From Wand Mastery to Class 
Mastery and so on. 
 
A wrong timing in casting a skill would also cost a lot of DPS loss, and compared to 
some other classes, we cannot catch up as quickly (Example: Moonlord) 
 
The basic rotation for all Inquisitors are as follows: 
BASIC ROTATION 
Mind Breaker -> Charge Bolt (Class Mastery 3) -> Consecration -> Lightning Storm 
-> Grand Cross Enhanced+Holy Burst Enhanced -> Judgement Spear X2 -> 
Lightning Bolt -> Judgement Spear -> Detonate -> [Re-electrocution skill] -> 
Detonate Enhanced 
 
Moving on to what the other rotation refers to, there are many ways to play with the 
rotation. The kind of rotation that you want to have is one that is consistent and have 
least one skill always available regardless of situation. 
 
A consistent DPS rotation looks something like this: 
CONSISTENT ROTATION 
Mind Breaker -> Charge Bolt (Class Mastery 3) -> Consecration -> Grand Cross 
Enhanced+Holy Burst Enhanced -> Judgement Spear X2 -> Lightning Bolt -> 
Judgement Spear -> Detonate -> Re-electrocute -> Detonate Enhanced -> Lightning 
Storm->And so on ~ 

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Question: Where is Mind Breaker in the rest of the rotation? 
Answer: Mind Breaker is a skill that should always be used off cooldown. Even if it does 
not exist in the rotation list, it should still be used. The reason it is not in the list is due 
to the golden rule: Always Re-debuff. 
 
Do always keep on experimenting and don’t stop doing that. Only that way can you 
find your own playstyle. 
 
For those that would like to know my rotation: 
WOLFLOVER’S ROTATION 
Mind Breaker-> Charge Bolt (Class Mastery 3) -> Consecration -> [Electrocute] -> 
Judgement Spear X2 -> Lightning Bolt -> Judgement Spear -> Detonate -> 
[Electrocute] -> Detonate Enhance -> [Electrocute] -> Grand Cross Enhanced+Holy 
Burst Enhanced -> Lightning Storm -> Lightning Bolt -> Spears/Lightning 
Bolt/Grand Cross/Holy Burst -> Charge Bolt -> Consecration -> Repeat Rotation 
*Use Lightning Storm where possible 
 
For my rotation, I treat Lightning Storm as a skill on its own= after the first Lightning 
Storm in the rotation - Therefore being omitted from the rotation list. 
TIP: Find your own playstyle/rotation. 
[Insert Reference video for rotation] 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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Skill Builds Explained 
 
There are a few types of skill builds, generally, the basic Inquisitor skill build looks like 
this. 
 
 
Basic Skill Build 

 
This skill build has 26 SP remaining that can be used for supportive skills or to 
maximise offensive power. Using that build, you can create a support build or a damage 
build. Can remove Dive Kick for 1 SP. 
 
 
 
 
 
 
 
 
 
 
 

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Supportive Skill Build 

 
The supportive skill build consists of taking skills from the “Saint Tree”. However, 
following that skill build will not allow you to take Protection Shell unless you sacrifice 
skills like: Toughness/Charge Bolt. 
 
Miracle Relic vs Protection Shell. Take note that Protection Shell has a SP cost of 10, 
whereas Miracle Relic has a SP cost of 3. 
 
You can lower Charge Bolt to Lv. 6 to take Protection Shell, but you will lose a lot of 
damage that was originally meant to give the Inquisitor. 
 
Supportive Build - Miracle Relic vs Protection Shell vs Toughness: 
-Miracle Relic has a long cooldown, but low SP cost. 
-Protection Shell has lower than half the cooldown of Miracle Relic, but high SP cost. 
-Toughness lasts throughout the entire battle, cannot be removed and is a passive, but 
high SP cost. 
 
 
 

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Maximum Damage Skill Build 

 
 
This is the build that I(WolfLover) is using. This skill build allows the Inquisitor to 
maximize his damage, while having preserving as many supportive elements as 
possible. 
 
Due to the omission of the Saint Tree (excluding Miracle Relic), the Inquisitor is able to 
learn Holy Kick Lv. 6(For kicking purposes), Toughness and Miracle Relic. This means 
that the player is able to have an easier time in raids that involves “kicking mechanics. 
For example: Rune Dragon Nest Hardcore, Ice Dragon Nest etc. 
 
Holy Bolt is also there for binding purposes, as since Level 95 cap, more mobs have 
begun to be able to be bind by skills as well. (Example: Forest Dragon Nest’s Lumi) 
 
You can remove Toughness for Protection Shell, but the risks are still there for yourself, 
but supportive elements are greater. 
 
However, You can remove Holy Kick to get 6 more SP to invest in other skills as well. 
THIS ISN’T THE ONLY SKILL BUILD, SO DO NOT BLINDLY FOLLOW IT. 
 
 
 
 

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[Additional Theory] 
Detonate Awakening vs EX 
 
As the skill description of Detonate Awakening says: There is a 50% 
Chance of enhancing Detonate. 
 
1. Detonate Awakening removes the lightning spread, which reduces the overall 
damage of Detonate if the second Detonate does not activate. 
[Calculation] 
Let’s say that the damage value of Detonate is equals to 100%. 
 
Considering that the power of Detonate EX’s Additional Bolts are 10% of Detonate EX 
each - You will always deal 180% of Detonate EX at pointblank. 
 
However, Detonate Awakening removes that - Which leaves you only with 100% at a 
100% rate - And 200% or 250% at a 50% rate. 
 
200% = Detonate 2nd hit, no electrocution 
250% = Detonate 2nd hit, with electrocution. 
 
Pick between consistency and a large burst at a 50% rate. 
 
Detonate EX deals the additional damage instantly, so it allows you to have more time 
to cast other skills as well - and forces you to play close range most of the time. 
 
In most cases, Detonate Awakening will win however. 
 
 
 
 
 
 
 
 
 
 
 
 

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Gearing - Equipment 
Gearing is continuous. With the introduction of various stuff like new costume sets, buff 
changes, Willpower Fragment changes, etc., Gearing is an evolving process. But basically, 

BALANCE. 
gearing an Inquisitor just follows one concept. ​
 
There are many ways to gear up. But the most basic way to gear up is by making use of 
the “Tier System” which was introduced since the beginning of Level 95 Cap. 
 
For more information, you may check here: 
https://sea.dragonnest.com/news/pm-blog/15 
https://sea.dragonnest.com/news/pm-blog/16 
 
One way to see the gears that are available and are recommended to you, is by 
pressing on the “Growth Guide” which is available under your minimap after you hit the 
maximum level. 
 
Growth Guide 
 

 
Click on Growth Guide 
 
 

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The Growth Guide Window Will Open Up! 
 
As you can see, there are many different types of equipment. However, under the 
Equipment section, the gears in this tab will show you the different types of 
equipments available. These are the types of gears that are available for you to use for 
your class. 
 
 
 
 
 
 
 
 
 
 

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Tier Equipment 
 
The first equipment on the top that has an orange border(Epic Grade). It is the Hero 
Neris Equipment. 
 
The tier system moves up in grades as you advance further into the game. 
 
 
 
When you reach enhancement level +20, you will be able to move up a tier, in which 
where the enhancement stat will be added to the base attack of the equipment and you 
will be able to enhance your equipment once again to gain more powerful overtime. 
 
Enhancement will be tough, but hang in there. 
 
The progression are as follows: 
Hero’s Neris Tier 1 (Epic) -> Hero’s Medea Tier 1 (Unique) -> Hero’s Medea Tier 2 
(Unique) -> Hero’s Calypse Tier 1 (Legend) -> Hero’s Calypse Tier 2 (Legend) -> Hero’s 
Calypse Tier 3 (Legend) -> Skila (Legend) 
 
You may follow the guideline below: 
- Neris = Cheapest armor available. Int stat is chosen 
 
- Medea Tier 1 and 2 = Can be obtained by converting Neris +20. Choose Int Vit 
for survivability or Int Agi if lacking crit 
 
- Calypse Tier 1,2 and 3 = Can be attained by converting Medea T2 +20 > 
Calypse T1 +20 > Calypse T2 +20 > Calypse T3 
 
- Skila = Attained by converting Calypse T3 +20. This is the end gear for now 
 
- FDN Main Weapon = Crafted by consuming 350 Forest Dragon Stem Scales or 
roughly clearing FDN raid 7 times. For now, this is the best possible weapon since it 
gives a 15% attack buff that lasts for 15sec and has a cooldown of 60sec whenever we 
cast Mind Breaker. Skila weapons is better with high enhancement levels but since FDN 
weapons can be easily enhanced to +10 compared to Skila, FDN weapons is the better 
choice for now. 
 
 

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Special Equipment 
 
Skila is the end of the tier progression system, and from there on, there will be many 
different types of equipments to choose from. 
 

 
Forest Dragon Wand, an equipment that is of the same calibre as Skila equipment 
Special Equipment - Goddess Equipment 
 
Goddess Equipment is a type of equipment that has skill effects. For Inquisitors, they 
will be given these skills for enhancement: 
Lightning Bolt/Chain Lightning/Detonate 
 
These are skills that are highly relevant to the Inquisitor class. 
 
 
 
 

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Credits to Varun Goku: 
 
Helmet = When Enemy HP is less than 50% 
Skill Used will do additional damage proportional to lost HP of enemy 
 
Shirt = When skill hits enemy 
Chance to recover 5% HP ( % of Chance is Unknown ) 
Cooldown 30 secs 
 
Pants = When Skill Hits enemy 
Dmg Received is reduced by 15% 
Duration 20 secs 
Cooldown 40 secs 
 
Gloves = When Skill hits enemy 
Chance to get 10% Action Speed Buff ( % of Chance is Unknown ) 
Duration 10 secs 
Cooldown 30 secs 
 
Shoes = When skill hits critical  
That skill will do 30% Additional Damage 
 
Ring = Applies Bleed Damage 
Bleed Damage is 100% of the skill that hit targets for its total duration. 
Bleed Duration: 6 Seconds 
 
Earring = Chance to Freeze Enemies 
 
Necklace = Chance to gather enemies in a single place 

 
Goddess Equipment Artwork (Cleric, Academic, Kali Classes) 
 

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Accessories 
- ​ Epic 
o Chiron Accessories 
 
- U
​ nique 
o Cold Judgment Seal = gives magic attack, int and agi 
o Determination = gives element % 
o Fury Hanger = gives stats and crit damage 
o GDN Unique Accessories = upgrade up to lvl3 
o Labyrinth Accessories = 5​th​ step has pretty decent stats 
- L​ egend 
o Refined Genesis accessories = convenient set since can be transferred thru 
storage 
o GDN Legend Accessories = upgrade up to lvl3. Gives 2-part set bonus 
o Geraint Accessories = End-game necklace and earrings that allows the user to 
equip 1 attack and 1 defense jade. This is very good if equipped with 2 Legend Jades 
each. 
 
- A ​ ncient 
o FDN Accessories EXCEPT EARRING = gives insane stats 
  
Combining the above accessories depends on current gear set up. Assuming 
that the user has full T3 +20 and full conversion set and can equip the proper L jades in 
the Geraint Accessories, the following accessory combinations are most effective and 
ranked starting from highest damage output: 
  
§ 2 Int FDN rings, Geraint Neck and Ear = This yields the highest dps   
but the downside is, the user will have low hp. This is 
also harder to set up since the user must still cap crit, crit damage, and fd while using 
this set in order to fully utilize the high damage gain 
  
§ 1 Int FDN ring, 1 Int L-GDN Faraway ring (lvl3), Geraint Neck and Ear= 
Has lower dps than above sample. This is the set up for those waiting for their 2​nd​ FDN 
ring. 
  
§ 1 Int FDN ring, 1 Int L-GDN Faraway ring (lvl3), GDN Neck, Geraint Ear = 

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This is easier than the above example because the user retains the 2-part set bonus of 
the L-GDN accessories. The 2-part L-GDN acce bonus gives high hp and fd. 
  
§ 2 Int L-GDN Faraway rings (lvl3), Geraint Neck and Ear = Geraint neck 
and ear comes from an event. With proper L jades, these 2 accessories can boost 
damage output a lot. In this set also, we utilize the 2-part bonus of the GDN 
accessories. 
  
§ FULL L-GDN Accessories = wearing full set is also nice for those who 
failed to get Geraint accessories. 
 
 
   
*​side note:​ There are many other possible combinations. It is possible to use other FDN 
or GDN parts depending on the needs of the user. It is important to cap fd, critical, and 
critical damage for best dps results, or give up a few fd, critical, or crit damage in 
exchange for defensive stats like def and hp in order to increase survivability. Always 
remember, n ​ o matter how high the stat is, a dead dps is no dps. 
  
  
 
  
  
  
  
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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Gearing - Costumes 
Gearing for costumes is rather simple - Get the best costumes available (in terms of stats) and 
use them! 
 
Currently (in Dragon Nest SEA), the best costumes are the Conversion Costumes. 
 
 
Conversion Costume (Excluding Weapon) 

 
Stats of the Conversion Costume 
 
The ​conversion costumes​ are extremely powerful and expensive costumes with most of its stat 
gains in percentage. However, there is a cheaper alternative to these. 
 
 
 
 
 
 
 
 
 
 
 
 

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Epic Costumes 
You can use​ Epic ​costumes that have stats that are close to that of conversion. 

 
Current Best Epic Costume Stats​ at the end of 2018 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Costume Accessories 
Currently, the best costume accessories are the Red Dragon Flower Ring/Earring accessories. 

 
Red Dragon Flower Ring 
 
 
 
The reason why it is one of the top performing accessories are due to its 5% elemental stat 
increase. Which where when two of the same are equipped, you will gain a total of 10% 
elemental attack increase. 
 
 
 

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Wing, Tail, Decal, Necklace 
 
One of the top performing WTDN/WTD is the Sadnyth/Jasmine set. Newer top performing 
“Transformation” WTDN/WTD includes the Irine transformation set. 
 

Sadnyth Stats Irine Stats 


 
The reason why the Irine Stat may not look as good as the Sadnyth stats, but that is because 
most of the Irine Set’s “Set Bonus” is spread across all of the accessories. 
 
However, Sadnyth/Jasmine Set seems to still win the Irine(and other same stats) accessories in 
terms of Attack Power increase. However, the Irine Transformation does have a skill that 
releases food items (Basically, Academic’s Dispenser Skill.) 
 

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Gearing - Skill Heraldry 


 
You will want to have these skill plates in use: 
Consecration Cooldown, Detonate Damage, Lightning Bolt Cooldown 
 
For remaining slots, you may use the following: 
Mind Breaker Cooldown, Charge Bolt Damage, Grand Cross Damage, Holy Burst Damage 
 
For all skill plates under “Remaining Slots”, take note that Mind Breaker/Charge Bolt/Grand 
Cross are all stronger than Holy Burst. You should only take Holy Burst Damage plate ONLY if 
you are able to preserve your stats. 
 
Consecration Cooldown is used to reduce the Cooldown of Consecration by 20%. This is 
essential as Consecration’s Awakening Skill greatly enhances the user’s damage when he is 
standing under it. 
 
Detonate Damage is used to increase the damage of Detonate, as it is one of your highest 
damaging skills. 
 
Lightning Bolt Cooldown is used for continuity in rotation, as well as generating more 
Judgement Spear charges. 
 
Mind Breaker Cooldown can be used to reduce the Cooldown of Mind Breaker for easier 
continuity in rotation, easier re-debuffing and easier rebuffing from Class Mastery 2’s increase 
in Light Attack by 10%. 
 
Skill Up Plate: Detonate 
 
IN A NUTSHELL 
Consecration CD Plate - Reduces the Cooldown of your most important skill by 20% 
Lightning Bolt CD Plate - DPS Consistency, Spear Regeneration 
Detonate DMG Plate - Your most powerful skill 
Mind Breaker CD Plate - Maintaining debuff and 10% Light Attack buff from Class Mastery 2 
Charge Bolt DMG Plate - Increases DMG of Charge Bolt, which is one of top skill 
Grand Cross DMG Plate - Increases DMG of Grand Cross, a strong skill as well 
Holy Burst DMG Plate - Slightly weaker than Grand Cross, Increases DMG 
 
 

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Gearing - Enhancement Heraldry 


 
Heraldries will be one of the longest section for this guide. So please bear with me. 
 
Basic Epic Heraldries 
 
These are the heraldries that are compulsory. 
Compulsory Heraldries 
- Magic 
- Intellect 
- Fatal 
- Limitation 
- Ultimate 
- Attack 
- Life Vitality 
Additional Heraldries 
- Bear 
- Tent 
- Iron Wall 
- Defence 
- Concentration 
- Wind 
- Health 
 
 
 
 
 
 
 
 
 

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Explanation on Epic Heraldry Types: 
 
MAGIC 
Magic Epic Heraldry will consist of increase in Magic Attack in raw value and percentage. 
 
INTELLECT 
Intellect Epic Heraldry increases INT, which increases Magic Attack, Magic Defense and Critical 
Damage stats in raw value and percentage. 
 
FATAL 
Fatal Epic Heraldry increases Critical Rate in raw value and percentage. 
 
LIMITATION 
Limitation Epic Heraldry increases Critical Damage in raw value and percentage. 
 
ULTIMATE 
Ultimate Epic Heraldry increases Final Damage in raw value only. 
 
ATTACK 
Attack Epic Heraldry increases Attack Power and Final Damage in raw value only. 
 
LIFE VITALITY 
Life Vitality Epic Heraldry increases MAX HP in raw value and percentage. 
 
 
ADDITIONAL HERALDRIES 
 
HEALTH 
Health Epic Heraldry increases VIT, which increases Physical Defence and VIT in raw value and 
percentage (VIT ONLY). 
 
BEAR 
Bear Epic Heraldry increases STR, which increases Physical Attack and Critical Damage in raw 
value and percentage. 
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TENT 
Tent Epic Heraldry increases Magic Defense in raw value and percentage. 
 
IRON WALL 
Iron Wall Epic Heraldry increases Physical Defense in raw value and percentage. 
 
DEFENCE 
Defence Epic Heraldry increases MAX HP and Defense in raw values only. 
 
CONCENTRATION 
Concentration Rare/Epic Heraldry increases Critical, Critical Damage and Final Damage in raw 
values only. They are also available in Rare Grade. There are only Level 90 and Level 93 
versions of it. 
 
WIND 
Wind Epic Heraldry increases AGI, which increases the Critical Rate and Physical Attack in raw 
values and percentage. 
 
Q&A Heraldries: 
I will explain more on the “Add-On Heraldries” as I’m confident that it will pop up a lot more 
questions than the compulsory ones. 
 
Q: Why is Bear in it? 
A: The reason why the Bear Heraldry is in the list is due to the nature of Critical Damage. 
Critical Damage is increased when either INT or STR are increased as well. Critical Damage can 
also be increased when Additional Stats, which will be explained in the next section. 
 
Q: Why is Health omitted from the list of compulsory heraldries? 
A: Health plate is omitted as there may or may not be additional space to put it in. Furthermore, 
Health Plate HP increase is lesser compared to Life Vitality, which increases HP by 10%. Most 
of your HP will also be gained by Dragon Jades. Dragon Jades will be talked about in the next 
chapter of this guide. 
 
Q: Why is Iron Wall and Tent not under the list of compulsory heraldries? 
A: The reason for this is that Iron Wall and Tent are defensive heraldries, which are useful only 
in the following cases: Playing in a high level Labyrinth difficulty or raids such as the Forest 
Dragon Nest. If you attempting Forest Dragon Nest, Iron Wall is highly recommended 
compared to Tent, as Forest Dragon Nest will automatically max out your Magic Defence. Also, 
Inquisitor is a DPS class, not a defensive class, which places both of these heraldries under 
“Additional Heraldries”. 
 
Q: How useful is Defence Plate? 

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A: Kind of Useless unless you are going to explorations. 
 
Q: Should I use Concentration Plate? 
A: Although rarely seen now, it can be used to give your character that “little bit of boost.”. 
However, it is not necessary to use it. 
 
Q: Why is Wind under “Add-On”, does it not increase Critical stat? 
A: While Wind is greatly useful in increasing Critical, Critical can also be gained from plates 
with additional stats. Furthermore, Inquisitor’s AGI to Critical Ratio is the highest among all 
classes, which makes obtaining Critical easier than before. Which is why the Critical Rate can 
be easily achieved by using plates or using good equipment such as the Hero’s Calypse and 
Skila Equipment. 
 
Q: What is Final Damage? 
A: Damage Multiplier. 
 
Further Heraldry Explanation 
  
- ​ Intellect and Magic = Inquisitor is magic type class, these are needed to boost damage 
output. 
  
- Ultimate = This plate gives a lot of boost in Final Damage. A must have in order to reach 
Final Damage cap 
  
- Limitation = Helps a lot in order to reach the 300% Critical Damage cap. 
  
- Fatal = Increases critical. Capping critical (89%) is very important in order to maximize 
damage output. Although reaching critical cap is not very hard with inquisitors, 
having this plate helps a lot. 
*Side note: Premium stone gives 10% critical so having 80% town critical will 
    yield 89% in dungeons/nests 
 
- Wind = This adds critical as well but can be replaced with other plates if crit cap already 
- Attack = Gives a slight boost in Magic Attack and Final Damage 
- Concentration = helps increase Critical, Critical Damage, and a little Final Damage 
  
I call these “the defensive plates”: 
  
- Life Vitality = Gives HP and HP %. This is a must have plate as it helps survivability 
 
- Health = Gives Vitality. This increases HP as well and adds Defense 
 
- Defence = Gives Defense, Magic Defense, and HP. This helps a lot during explorations. 
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- Tent = Boosts Magic Defense. Since Inquisitor is an INT class, we naturally have high 
amounts of Magic Defense. Can be replaced by another plate if the user is comfortable with his 
Magic Defense or during FDN raids where Magic Defense is automatically maxed upon entry. 
 
- Iron Wall = Increases Defense. Very much needed in the current meta since our latest 
raid is Forest Dragon Nest and it requires high enough Defense in order to prevent OHKO 
(FDN = Forest Dragon Nest) 

Gearing Heraldry Additional Stats 


Heraldry Additional Stats refer to stats such as INT, Magic Attack, Critical, etc appearing 
alongside the heraldry that you were crafting. 
 
For all Level 93 and below heraldries, additional stats could be only be obtained with luck, but 
since the Level 95 Cap Update, Heraldries that were crafted would give an additional stat at a 
100% rate that is not the same stat of the plate that you are crafting. 
 
For example: 
An Intellect Heraldry, that gives INT in raw value and percentage, cannot give an additional stat 
of INT, but can give Magic Attack additional stat. 
 
The following stats are more valued: 
- Critical 
- Critical Damage 
- Final Damage 
- Magic Attack 
- Defense(For Forest Dragon Nest) 
 
Therefore, their prices in the Trading House are higher than other additional stats heraldries. 
 
Critical, Critical Damage and Final Damage are the most expensive and valued heraldries. 
 
As an Inquisitor, you will want to focus mainly on those heraldries only if you are having trouble 
maxing both Critical and Critical Damage out. 
 
Optimally, you will want Final Damage. However, if you have enough Final Damage, Critical and 
Critical Damage, you can opt for Magic Attack additional stat. 
 
*For extra stats in Plates/Heraldries: 
- Final Damage = If you can afford it, this is the best stat to prioritize. 
- Magic Attack = After capping FD, this will help damage output 
- Defense = in FDN, reaching 63-65% def helps in order to prevent being OHKOed 

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Gearing - Dragon Jade 


 
For this section, I will be covering Dragon Jades, which is essential in the gearing process. 
 
Dragon Jades are items that you insert into your equipment. Level 80 Equipment generally has 
2 to 3 slots, but as it is outdated, it is no longer applicable to what we have today. 
 
Aside from Geraint’s Bless Accessories, all equipment has at most 1 Jade Slot. 
 
As our main stat is INT and Magic Attack, we should be aiming for that. 
 
For defence jades, we should be aiming for full INT jades. It will give a great boost to our overall 
gear. 
 
Unique and Legend jades have wide varieties of combinations and the user can adjust the jades 
depending on his or her needs. If crit is not yet capped, put in some int crit jades, if crit damage 
is not yet capped, put in some int crit damage jades. 
  
DEFENCE JADES 
  
o Glass canon = Pertains to the jade that gives the highest possible mattack and 
int stat without any vit, crit, or crit damage stats. They give highest stat but running full glass 
canon def jades is quite risky especially in raids. 
o Int Vit = This jade helps in survivability. It adds HP and Defense stat from vit 
o Int Crit or Critdamage = Can add a few of these in order to cap critical or crit 
damage stats. 
  
*side note:​ In Unique or Legend jades, combination of the above def jades depends on 
current stats and how comfortable the user is with his/her stats. But personally, I advice 5 glass 
and 2 Int Vit jades in order to have a more survivability 
  
ATTACK JADES 
  
o Magic Attack % = gives more magic attack stats 
o Elemental % = gives more elemental stats 

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*side note: ​This is where my initial statement comes in..BALANCE. Balancing the % of 
magic attack and % of elemental attack will always yield more damage. 
 
  
Example: 
  2 x 6 = 12 
  5 x 3 = 15 
  4 x 4 = 16 
  
As you can see, the more the two variables are near or identical with each  other, the 
higher the resulting number is. Same is with Magic attack % and Elemental %. 
  
The BALANCE on whether one will use elemental or magic attack jades depends (again) on 
current gear set up. There are many factors that can affect this balance, for example, costume 
sets, title (teardrop vs sgg), wing set (sadnyth/protype vs hero set), etc. Depending on these 
factors, the set up may change. 
  
During the GDN time attack patches, most people (average population) cannot reach more than 
100% magic attack. That is why it has been a rule of thumb for Inquisitors to have 65% town 
element since Striking gives 25% light and Mind Breaker gives 10%. This results to 100% light 
attack in dungeons or nests which is almost (if not equal) to the % of magic attack that most 
people have with the available gears at that time. In short, by following the 65% town elem 
(100% dungeon) rule, we unconsciously BALANCE our elemental stats with our magic attack 
stats, thus, yielding to the best possible dps output. When Legend jades became rampant and 
people started completing their sets including conversion armors, the balance tilted. Players 
with end game gears have way too much magic attack and cannot follow the 65% elem town 
rule anymore so instead of running full magic attack jades, elem jades are needed in order to 
balance the mattack and elem stats once again. 
 
 
 
 
 
 
 
 
 
 
 
 
 

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Gearing - Talisman 
 
Priorities (Those that can be put at 200% or 175% slots) 
o Intellect 
o Magic 
o Element Talisman = max level 
o Guardian’s Sharp Talisman = at least +5 is better 
o Ultimate 
o Iron Wall = if needed for FDN 
Others (slots 125% or 100%) 
o Health 
o Life Vitality 
o Iron Wall 
o Tent 
o Bear 
o Wind 
o Fatal 
o Limitation 
  
*side note:​ For end game builds, Int extra stats is best. It contributes to magic attack, 
magic defense, and critical damage stats. Can also go fd if still not fd capped. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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Dodge - Managing Sliding Step 
Sliding Step is like our bread and butter for dodging for Clerics. As Inquisitors have already high 
survivability due to the nature of skills such as: Block, First Aid and Heavenly Judgement, you 
could say that it is not a bad trade (For PvE only) 
 
You have to ask yourself the following questions: 
1. Will I regret making the decision to dodge? 
2. What is the chances of the boss hitting me while my dodge is on cooldown? 
3. Are there alternatives if it’s still on cooldown? 
4. Am I using this to chain attacks with Mind Breaker? 
5. Should I use it to dash or not? 
 
These are the 5 questions you will have to ask yourself before using this skill. Dodging is 
extremely crucial and can be punishing if you do not time it well due to the lack of mobility on 
the Inquisitor class. 
 
Once you get used to it, you will be able to dodge by instinct. 
 
 

Dodge - Managing Avenging Wave 


Avenging wave is another one of your skills that is under the “Main Re-Electrocution Skills” 
section. 
 
There are three ways to use Avenging Wave. 
 
1. Re-Electrocution 
2. Dodge 
3. Counter 
 
As the Awakening version of Avenging Wave guarantees electrocution, it is most commonly 
used for that purpose due to its low cooldown of 15 seconds. 
 
However, when it’s used as a dodge(iframe) skill, its invulnerability is extremely short and the 
risk of getting hit is extremely high. However, you may use it if all other alternatives are gone. 
 
To use it as a counter, you just need to get into a knockback state as that is its original function. 

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Adapt - Adaptation to Mechanics 
Mechanics are either predictable or not. How you ADAPT to it depends on how good you plan 
ahead. The Good Inquisitor will always plan ahead of the monsters and visualises how the 
battle may go. 
 
Understanding Murphy’s Law is important in this case. 
● Murphy's law​ is an adage or epigram that is typically stated as: "Anything that can go 
wrong will go wrong". 
 
Your rotation is likely to be screwed over by mechanics and its timings - Especially DPS Checks 
which I will cover in Consecration Timings section of Adapt Section. 
 
Optimally, a boss that doesn’t move and doesn’t do anything is one of the more optimal 
situations for the Inquisitor as it allows us to manage our cooldowns. However, it may not be 
always the case. 
 
Questions to ask yourself are: 
- What are the chances of the boss monster doing something? 
- How can I counter and gain control of the battle flow again? 
- Which skills should I try my best to save? 
 
Of course, it’ll be easier to manage adaptation to mechanics if you have more knowledge about 
the nest or boss monster. 
 

Adapt - Consecration Timings 


Consecration - the bread the butter of the Inquisitor. Missing or getting Consecration cancelled 
will cause your DPS to go down a lot. 
 
Every Consecration have to be planned ahead  
- What will I do under my Consecration? 
- Will I use Lightning Storm or save it? 
- What is my Plan B if something goes wrong? 
 
With those questions in mind, you must quickly plan ahead if you want to specialize in 
Inquisitor. 
 
 
 

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Adapt - Consecration Positioning 
Questions that you may ask yourself: Where is the monsters going to attack from? Where is the 
boss monster or group of mobs likely to go to next? 
 
Which brings us to our next point: Consecration Positioning 
 
Positioning your Consecration is extremely important: Knowledge of how well you know about 
a boss’s attacks and movements - Example: Balapa’s Mechanic: Summoning 2 Balls. 
 
Optimally, if 2 or more monsters are spaced apart, you will want to hit both of them at the same 
time - Which is the advantage of the Inquisitor’s large AOEs. 
 
Sometimes, positioning your Consecration well can also save your allies’ life. Below are 
examples of proper positionings. 
 

2 Monsters Spaced Apart 


 

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Boss charging in a certain direction/or sudden movements 
 
 

Adapt - Quick Dodging 


Knowing which skills can be cancelled using Sliding Step is important, as it allows you to 
increase your mobility - even by a little bit more. 
 
There are two types of cancelling: 
1. Instant Cancel 
2. Shorten End Animation 
 
[Instant Cancel] 
Instant Cancel refers to the skill animation being cancelled immediately. The following skills in 
the list below allows that: 
1. Lightning Bolt 
2. Chain Lightning 
 
[Shorten End Animation] 
Shorten End Animation refers to the animation being ended earlier when nearing its end when 
Sliding Step is used. 
1. Charge Bolt 
2. Mind Breaker 
3. Detonate 

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4. Grand Cross 
5. Holy Burst 
6. Judgement Spear 
7. Lightning Storm 
8. Consecration 
 
By using this knowledge, you can plan out your attacks and prepare for Plan Bs if any. 

Practicing Tips 
Always challenge yourself both in terms of DPS and Dodging. DOn’t be afraid to go to high 
difficulties level/of failing the nest. What matters is that every failure is something that will 
make you go further and help you to specialize further on the Inquisitor class. 
 
It’ll be hard at first but keep challenging yourself. Try to DPS continuously at Battle Training 
Ground as well. 
 

References and Final Message 


References: 
http://forum.dragonnest.com/sea/classes-aa/cleric-s-cathedral-aa/82464-guide-theorycrafting-
95-cap-pve-inquisitor-3-5-get-charged 
 
http://forum.dragonnest.com/forum/sea-forum/general-topics-aa/useful-guidelines-links/12574
5-mini-guide-understanding-gear-and-damage-calculation 
 
http://forum.dragonnest.com/forum/sea-forum/general-topics-aa/useful-guidelines-links/91037
-maximizing-damage-potential-elemental-conversion-jades 
 
 
Final Message 
It took a lot of time to finish this PvE guide. This guide is likely to be updated regularly, so do 
check back often. 
 
Special thanks to Dreamvolt for writing the Gears section of the guide (since I’m bad at that). If 
anyone else has any other suggestions on how to improve it, please send me a DM on Discord 
at WolfLover#2461 
 
I hope you found this guide useful. Thank You. 
 
 

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