This makes the build special as it is more of a battle mage type that focuses on dealing physical damage. Inquisitors start with one point in the warfare and necromancy skill respectfully. Because they are based as more of a warrior than a mage the pre-made class will start with the Executioner talents that will give them two free extra AP after a killing blow. However, the Inquisitor will start with two necromancy skills are only one warfare skill.
These can all be modified if the player wishes. Due to this class being entirely based around dealing physical damage, the player will likely want to stick to that type of damage base when looking at new skills. This is because when a player deals magically based damage instead they are attacking a different shield. Usually, the best choice to go up against enemies in Act I and II is to keep all the character's damage of the same type to all fight the same shield base. Only later on will the players need to diversify their damage.
With this in mind, the only other skills that may work well with these are Summoning, Geomancy, or possibly Hydrosophist if the player wants this character to fill the role of healer too. Summoning and Geomancy can deal both physical and magical damage depending on the skill. Hydrosophist can only really be used for healing and magical damage.
Here are the best options in these skill lines for an Inquisitor. That includes the Awakened gems. Also, don't use the Unnatural Instinct jewel then. That would lower the cost to around ex.
Index: " 1. Gear: Spoiler The real essential item is Aegis Aurora. Since this item only drops from Sirus, it might be hard to get it in the beginning of a league.
I would recommend using an armour base helmet with life and resistances until you manage to get one. Body Armour: Spoiler This is both an offensive and defensive boost. I even got the corruption which increases both by another 1 level. Defensive because this chest increases "Global Defenses", which includes armour and ES.
Note that you have to get one with the right colours, since colours on this one can't be changed. A Tabula Rasa would be a good option until you can get this one. Since this only drops from Breachstones, it might be hard to get in the beginning of a league.
Gloves: Spoiler Regular rare that fills out the stats I need: Life, armour, resistances. Boots: Spoiler This is a special one. We are using a cluster jewel called The downside of this jewel is that it reduces our movement speed. The downside of the jewel does nothing for us and it even gives us the advantage that we cannot be affected things like Hinder as well. The only thing that does slow us down still is Temporal Chains. It also has the mod that increases cooldown recovery speed for travel skills, so if we want to use Flame Dash we could cast it much more often.
This is considered a "Blight unique". This means we can put an anoint on it, something which is normally only possible on an amulet. Note that you will have to choose if you want a Lab enchant or an anoint on the boots. You can't have both! From the Wiki: " If you can't get this item early on, you can also use Kaom's Roots. This will give you the same advantage as The Stampede, but a lot less movement speed and no gem sockets. It does this by giving us increases to ES depending on how much armour we have on our shield.
Since we use Aegis Aurora, which has a nice bit of armour, our ES is increased by quite a lot! Shield: Spoiler The bread and butter of this build.
It replenishes ES based on the amount of armour that we have on each block. During regular mapping without flasks up we have 26k armour. This means we replenish over ES on each block and with flasks up this goes up over ES even! Needless to say, this makes us into a very tanky character! This has been done by way of the Bestiary recipe in the Menagery. This is a perfectly safe way to do it cannot brick your item and it gives a bit of extra armour and ES. Amulet: Spoiler This slot is used to fill out the resistances we need.
The anointment I got on here is "Soul of Steel", which increases armour and maximum resistances. From the Wiki: " Rings: Spoiler These are very important slots! Firstly it gives us stats: life and resistances. With these rings however, we solve this downside. Instead of increasing curse effect on ourselves, we even managed to reduce curse effect a little!
Note that this mod only comes from Crusader rings and cannot be rolled on regular rare rings! If you want an alternative, Kikazaru-rings would also give the reduced curse effect but adds no real other stats to the build though.
Belt: Spoiler This belt makes it so that we are considered as "Low life" all the time. This belt comes with 2 downsides though: 1 we are cursed with Vulnerability. This has been solved by getting 2 rings with reduced curse effect on them. This means that we get the juicy advantage of the belt while getting none of the downsides.
With patch 3. Flasks: Spoiler " Panic button: instant full life on use. The chaos degen it gives is no problem, as are chaos resistance is capped out. The only time this might become an "issue" is in no regen maps, but even then, with all the resistance we have, it would maybe degen us for life. Notice that I did not put quality on this, exactly to have the chaos degen effect on us as little time as possible. This flask also gives a nice bit of extra dodge and "Phasing" allows us to run through mobs, might come in handy in tight spots.
Note that I would only recommend using this flask when you manage to get your chaos resistance capped or near cap. The degen might otherwise be sketchy in certain situations. If you want a good alternative, get a Divine flask with the Seething prefix. From the Wiki: " " This gives both nice offence and defence. Since we managed to triple balance our elemental resistances meaning that the resistance between brackets on all 3 elemental resistances is the same we get both advantages of the flask for all elemental damage types!
How you can see it's working: " " Nice increase in armour. Will help us replenish ES faster. Keep in mind that this also affects the offensive properties of Vaal Molten Shell. Jewels: Spoiler " Gives life, armour and chaos res " The most important mod on here is "Unaffected by Vulnerability while affected by Determination" because it helps us negate the negative effect we have from our Coward's Legacy-belt. If you don't have the Vulnerability mod on this jewel, don't use the Coward's Legacy belt!
You would be way too susceptible to DoT damage otherwise and would die too much. This one also gives us nice extra armour, of which we need a lot of in this build for the benefits of Aegis Aurora to be usefull to us. I was able to get one with ES gained on hit as well, but this mod is not necessarily needed.
Just a nice bit of minmaxing. Note that this mod will work for ALL automatic skills we use too! This is a handy way to get maxed on Spell block. I managed to get one with "Cannot be Maimed", which helps in a lot of fights. This is a VERY high budget option. Would recommend taking the entire "Melding"-cluster then See leveling section for skill tree's.
The medium one is been corrupted to that "Corrupted Blood cannot be inflicted on us". Large: Medium: " Nature's Patience gives us a nice bit of extra defence while also gives us a chance to double our damge. I was lucky enough to get the corruption "Cannot be Cursed with Silence" on it, which helps against certain mobs. From the Wiki: " " The Megalomaniac gives us some nice quality of life.
It is a cluster jewel that can potentially have ANY notable from all available cluster notables in the game. It's quite rare to get a good one though, since it drops corrupted and can only drop in Simulacrum maps or from Delirium events in maps.
The one that I use gives the following benefits: -Fortify on Sceptre attack, which we do all the time because we have Reckoning , which triggers everytime we block. For the 2 other nodes it would be pretty much whatever. Pretty much anything that would: -increase armour -increase life -increase ES -increase fire damage -increase AoE Order of importance to get first: Spoiler The most important one to get is Aegis Aurora. Awakened gems aren't required for the build, but it's a nice bit of min-maxing.
If you don't have a level 3 Empower or higher, use Awakened Fire Penetration instead. This will give more damage then. The higher level you can bring Incinerate , the more damage it will do.
This skill deals a ton of damage, even on a defence focussed build. Since 3. It will also trigger Combustion , which reduces enemy fire resistance even further. Note that if you don't have an Awakened Hextouch , you can replace Combustion here with Cold Snap for a bit of extra defence.
Void Sphere is a recent addition to the build. It does have a couple of advantages though: -Firstly, it puts the "Hinder" debuff on enemies, causing them to move more slowly. It will automatically apply our curses which reduces enemy fire resistance further. Since I have a lvl5 Awakened Hextouch I can apply 2 curses instead of 1. Also, because we have the "Overlord"-node on the Megalomaniac jewel, it will also give us Fortify everytime Reckoning activates.
If you can't get an Awakened version of Hextouch , use the regular one and add Combustion here instead of in the Cast When Damage Taken-setup. That would leave you a spare socket to add something like Cold Snap for a bit of extra defence. A level 4 Enlighten is needed if you want to run all 3 of these without picking up mana reservation nodes from the tree.
Alternatively you can use a level 3 Enlighten and pick up the mana reservation nodes left of Templar start Sovereignty-cluster. This might come in handy in some of the higher tier battles. Additionally, enemies which hit us get chilled, causing them to move and attack slower. I want to stress that this setup will only be beneficial if your damage is high enough!
Less Duration serves to make sure that the travelling between point A and point B goes as fast as possible. A good alternative would be Flame Dash , but that is a little bit less spammy then LW. Infernal Cry is a new gem added in 3. What about 2h Warhammers? Is there some sort of specialization I can work with there to give myself a boost in damage, or even defence? Any help would be really appreciated.
I am discussing with my friends about it as well, but it would be fun to just surprise them a bit with my "own" build. Well, as I said I am not after a build per say, just a sort of push in the right direction. Experimenting is half the fun eh? EDIT: Don't know how much difference it makes, but we are playing Kingmaker, I guess its an adventure path or something.
You probably know more than me. Last edited: Apr 26, Inquisitors aren't very durable in my experience and they don't get very good weapons or armor proficiency to be a real front lines fighter. They make for a great spec-ops operator if a deity needs something done discreetly. If you want heavy armor and a giant warhammer, just go cleric. Samaphira The mad shaman.
Or paladin. They do the frontline tank quite well. I don't think I want to play any other classes than say, Inquisitor or Samuraij. Its not that I want the best of the best or looking for a class that does stuff better, I just need som help tinkering with the Inquisitor.
Thanks for the suggestions tho. McCaber said:. Clerics aren't proficient in heavy armour either. To the OP: to start off, pick a Domain that supports either hitting things or survival Protection, with the Defence subdomain is good - I think Inquisitors using subdomains is ok, I don't know the official position.
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