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WolfLover's Inquisitor PvE Guide 2019 (Focused On SEA)
WolfLover's Inquisitor PvE Guide 2019 (Focused On SEA)
WolfLover's Inquisitor PvE Guide 2019 (Focused On SEA)
INQUISITOR GUIDE 2019
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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.
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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 = 5th 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 2nd 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.
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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)
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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.
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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.
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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.
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Boss charging in a certain direction/or sudden movements
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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.
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Guide First Completed 10 April 2019 at 11:30 PM GMT +8
Last Updated on 10 April 2019 11:30 PM GMT +8