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[Guide+Theorycrafting][93 Cap]Pve Inquisitor 3.0 - A Storm Is Coming


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#1 Jovion

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Posted 13 November 2015 - 03:36 PM

Introduction
3R cap is the biggest revamp Dragon Nest has since T3 to T4. Awakening has further changed our class dramatically. You might have seen my old 80 cap thread and be privy to the discussions inside. Kindly ignore most, if not everything discussed in there. Post-T5 and awakening Inquisitors are a very different beast from what we were back in 80 cap and before. Many returning players might find it disorientating that Inquis are no longer a support class and instead a full-fledged DPS class in our own right.

Similar to my 80 cap thread, this is intended as a guide slash theorycrafting thread for Inquisitors at 90 cap. The first part is a beginner-friendly guide and the second part is a little math for those interested.

The nature of such threads is that it is permanently a work in progress: As discussions bring up new information or as the game is updated it is likely that the underlying theorycraft will change.

Also part of the nature of such threads is that while this starts off as being based off my own knowledge, eventually this should have the collective wisdom of multiple high-level Inquisitors.

Contents
1.   The Role of the Inquisitor
2.   Summary of Changes
3.   Inquisitor as a DPS: Pros and Cons
4.   Skill Builds

4.1. The Basics

4.2. Skill Build

5.   Playing Your Class

5.1. Playing Your Class: DPS and Explanations

5.2. Playing Your Class: Heavenly Judgement

5.3. Playing Your Class: Utility Spells

6.   Gearing
7.   Advanced Section

7.1. Math: DPS Skills

7.2. Mechanics: Dealing Damage

7.3. Mechanics: Electrocution and Class Mastery I

7.4. Mechanics: Resist Debuff Explanation

8.   Further Reading
9.   Acknowledgements
10. Version Changelog

1. The Role of the Inquisitor
DPS, DPS, DPS. Pretty much it.

Inquisitors are no longer healers as of 90 cap. Inqui's potential support is pathetic. We are now supposed to co-exist alongside Saints in parties.

The awakening have shored up our strengths in Area of Effect damage and immobile boss killing, but also made our weaknesses all the more apparent. Extreme damage from Awakened Consec-Boosted Storm + GCv2 + HBv2 is heavily limited by their skill design and mobile bosses inadvertently gives Inquisitors cancer.

The Inquisitor is a high skill/experience cap class that requires a combination of nest knowledge, skill and intuition to fully maximize due to Consec+Storm's nature of being high powered damage-over-time spells with an effective AoE radius. In some nests it may even be nearly impossible to do optimal DPS as an Inquisitor either due to mobility or too many iframe mechs or both. Really new players looking for an easy DPS class to play should stay away.

Nonetheless, if you stick with Inquisitors and master the class, you will be rewarded with relatively high damage. However, there are a few classes with higher potential but are much easier to play, such as Moonlord and Adept. If you go with Inquis it will mostly be for the AoE damage and the class flavor.

Edited by Jovion, 30 May 2017 - 01:34 PM.


#2 Jovion

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Posted 13 November 2015 - 03:36 PM

2. Summary of Changes From T4
  • Removal of most light resist debuffs, including the base -15% from electrocution.
  • Our sole remaining resist debuff is in MindBreaker EX, providing -20% general elemental resist reduction that has 100% uptime. Its debuff is no longer tied to electrocution (i.e. you don't need to electrocute to apply the resist debuff and Detonating electrocution won't remove the resist debuff)
  • Outright nerfs to Heal and base Healing Relic. Heal is now downright useless for all clerics. Healing Relic is only useful with the EX version. The majority of cleric healing ability now lies in Saint’s Holy Shield and 4x Healing Relic EX.
  • Big boost to Lightning Tree skills. Most are now quite good.
  • Massive boost to Consecration. It is now one of your major sources of damage.
  • Nerf to GCv2 and major boost to HBv2. Once extremely broken as God Cross, GCv2 has been pulled in line with the other spells. HBv2 gained a significant boost to match or slightly beat out other spells DMG/CD wise.
  • Our INT to Mattack conversion ratio is same as every other INT based class except Arty/ML/SB. This means we no longer suffer from an innate stat disadvantage VS other INT based DPS classes.
  • We keep Wand Mastery while Striking and Blessing of Light as self-buffs. This means we actually receive an almost-passive +45% attack power boost and +20% light attack boost OVER other DPS classes.
  • 2 Shiny, brand New Awakening Skills. Lightning Storm is essentially God Cross returned to us in a different form, boasting extreme damage in exchange for being somewhat impractical in nature. Judgement Spear is no slouch either and helps to fill out our rotation.

Edited by Jovion, 30 May 2017 - 01:35 PM.


#3 Jovion

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Posted 13 November 2015 - 03:36 PM

3. Inquisitor as a DPS: Pros and Cons

Pros
  • One of the higher-end DPS classes in the game post-awakening.
  • Highest defence/HP gain from stats by virtue of being a cleric
  • Highest crit gain from AGI – much easier to stack crit vs other non-AGI DPS classes.
  • Has one of the highest boosts to damage from skills/passives: Inquisitors have +45% attack power and +30% light attack from self-buffs/passives AND +20% damage duplicator in Class Mastery I AND one of the highest attack gain from CM2 (13%, since surpassed by a few boosts to other classes). Added up they serve to multiply Inquisitor board damage by 2.262x. This is one of the secrets behind Inquisitor's DPS. Awakened Consec adds another +15% Light Attack when standing inside it, bringing the boost to 2.523x under Consec.
  • One of the highest AoE DPS - Inquisitor's main skills have both large AoEs and high damage.
Cons
  • Needs to cast constantly for maximum DPS.
This is self-explanatory. Inquisitor post changes needs to cast like a mad-man to maximise DPS. Unfortunately this is not possible in DN especially in RDN. Most of the time your pattern is Spell>Spell>Dodge>Dodge>Spell, which means that you often have to make on-the-fly decisions as to what to cast when multiple spells are on cooldown.

IDN and most contemporary nests are much easier to maintain the constant casting required to optimize Inquisitor DPS, but there are a new notable bad eggs, for instance, Professor K nest.

Rune Dragon is a mixed bag. Bosses will initially appear very quirky but with sufficient practice and understanding of DPS windows/what attacks to dodge/positioning you can still do incredible damage with an Inquisitor.
  • Reliance on AoEs/Channels
Quite a lot of Inqui damage comes from Consec/Lightning Storm. Accordingly, mobile bosses = cancer for Inquis. Inquis also has a innately higher skill/experience cap due to this. You must not only factor in cast time but predict boss movements one or two steps ahead such that your Consec/Storm is not wasted.
  • Least iFrames
This is more obvious in PvP, but also has PvE ramifications: Inquisitors share the standard Tumble and Aerial Evasion. Besides those two the only other iFrame skill is Avenging Wave. Out of all classes Inquisitors are the easiest to juggle and land hits on. This means being out of position or casting something at the wrong time can be potentially extremely painful for Inquisitors.

Edited by Jovion, 01 June 2017 - 11:30 AM.


#4 Jovion

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Posted 13 November 2015 - 03:37 PM

4.1. Skill Builds: The Basics
When constructing a skill build for Inquisitors, you should generally adhere to the following rules.

1. Awakening skill and key damage skills should be maxed.
Unlike old caps, the SP revamps and skill accessory revamps in 90 and 93 cap mean that all damage skills can and should be taken at max level without penalty, sans Chain Lightning which can be left at 16. In fact, for the most part, not maxing skills incurs a penalty such that you are unable to take Awakenings.

The breakpoints at 6, 11, 16 and 21 still exists up to max level (meaning to say skills will experience jumps in damage at these skill levels up to their max SP).

After the skill accessory revamp, +1 and +2 of skills add a flat 7% and 10% damage respectively to skills. This means that for skills like Detonate which max out at level 15, a +1 will not give you a huge damage boost at level 16. Instead, 7% of the level 15 board damage is added to the skill.

This means that for skill accessories, simply use the skill with the highest DPS.

2. Your self-buffs should be added.

Striking, Wand Mastery and Blessing of Light are what keeps Inquisitor damage competitive as our skill board damages are adjusted lower than other classes to account for them. No Striking+Wand Mastery+BoL = bad damage.

3. Max Consecration, Grand Cross and Holy Burst.
Approx 1/3 of your DPS lies in these skills. Max them or don't bother playing an Inquisitor.

4. Take all Awakenings
Every Awakening is useful in some way and contributes a lot to Inquisitor damage. Unlike some classes, Inquisitors should take all Awakening passives and skills.

4.2. Skill Build
Accompanying our awakening is a significant SP rebalancing by Eyedentity. Summarily, you will no longer be able to take Cure Relic without neutering our DPS.

This is because Awakening forces you to max out skills in order to Awaken them. Furthermore, the SP requirement for Cure Relic has been increased to 10.

Our Awakened Skills are:
Lightning Bolt
Detonate
Avenging Wave
Consecration

Thus, it is impossible to take Relics without screwing your DPS (namely, level 1 CL and level 10 GC)

Posted Image

Before you think of dropping Lightning Bolt Awakening, Lightning Bolt Awakening is directly tied to our new Judgement Spear mechanic whereby using LB resets 1 charge of Judgement Spear. Judgement Spear stacking is critical for our DPS as not only is the skill itself very damaging, it can be Detonated to deal another 100% of its damage per stack.

Lightning Bolt Awakening allows you to use and stack one more Judgement Spear, as such dropping it equates to a huge drop in DPS.

Edited by Jovion, 01 June 2017 - 11:09 AM.


#5 Jovion

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Posted 13 November 2015 - 03:37 PM

5.1. Playing Your Class: DPS and Explanations

There are four golden rules to adhere to for Inquisitors to do remotely competitive DPS.
  • Keep Striking and Blessing of Light up at all times. Without them you are a bad DPS.
  • Keep electrocution on target at all times. You lose out on 20% extra damage without it.
  • Maintain MindBreaker EX’s -20% elemental resist debuff
  • Land as many Consecration and Storm hits as possible. Ideally, the Consecration explosion should hit the boss as well.
  • Always. Be. Casting. Simply put, Inquisitors have a plethora of spells that are all powerful. If you run out of things to cast from your Priest/Inqui/Awakened Trees alone something is VERY wrong.
Refer to the advanced section if you want specifics on how our coefficients work and how our skills does damage.

BIG IMPORTANT NOTE FOR INQUISITOR DPS:

Quote

Do NOT get Consecration cancelled NOR time it so badly that the boss runs out of Consecration 1 second after you cast it.


Rotation
Our opening is:

MindBreaker EX (point blank) > Consecration > Lightning Storm > Holy Burst > Grand Cross > MindBreaker EX > Spear x2 > Lightning Bolt > Spear > Detonate > Chain Lightning > (Enhanced Detonate) > Priority

Summarily, MindBreaker is to provide a permanent -20% elemental resist and +10% light attack boost. Consecration itself provides a 15% Light Attack boost and ideally you want to spend it on Lightning Storm/Holy Burst Enhanced/Grand Cross Enhanced. Once you burn all your big hitters you begin the filler rotation of Spear>Spear>Lightning Bolt>Spear>Detonate>Chain Lightning>(Enhanced Detonate).

After that, see what is off cooldown and hit accordingly. You will want to follow the following priority system:

[0. (If there is electrocution on target) Enhanced Detonate proc]
1. MindBreaker EX (Always cast this on cooldown, it maintains the elemental resist and light attack buff that is critical to your damage)
2. Consecration (Provides +15% light attack and unlocks 2 of your mini-nukes, also happens to be your 2nd highest DPS skill)
3. Lightning Storm (Your most powerful skill. This is pretty much the main reason why Inquisitor DPS can be so high)
4. Holy Burst Enhanced (Enhanced Holy Burst is only available under Consecration and is one of your 2 mini-nukes)
5. Grand Cross Enhanced (Enhanced Grand Cross is only available under Consecration is the other mini-nuke)
6. (If Spears charges are available) Judgement Spear
7. (If there are no Spear charges) Lightning Bolt
8. (If all Spear charges + Lightning Bolt has been used) Detonate
9. (If no electrocution is on target and MindBreaker EX is on cooldown) Chain Lightning/Avenging Wave
10. GCv1/HBv1

Explanation
Your rotation/priority can be distilled into the following trends:

1. Always maintain MindBreaker EX resist debuff/light buff.

That's why you always cast it on cooldown.

2. Consecration into your big hitters
You drop your 2nd most powerful DPS skill AND empower the rest of your big hitters with it.

3. Fill in the gap with Spears > LB > Spear > Detonate Combos
These skills provide powerful DPS on their own and are great fillers to use between Consecs/Storms.

4. If you still have time after finishing a full Consec+big hitters+Spears+Detonate combo, cast the rest of your skills.
Self-explanatory, always be casting. Every moment not spent using a skill when available is wasted DPS.

5.2. Playing Your Class: Heavenly Judgement
Heavenly Judgement, while doing respectable damage, suffers from being an AoE channel during which you are likely able to squeeze in filler skills whose overall board damage is much higher than a single HJ cast.

I will only recommend HJ if you really run out of things to cast and you need some (almost) guaranteed on-demand damage. As much as your filler skills can overall trump HJ's damage, none of them alone can claim to be an 8k% skill fully backed by an iframe.

Edited by Jovion, 01 June 2017 - 11:30 AM.


#6 Jovion

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Posted 13 November 2015 - 03:37 PM

6. Gearing

Equipment
The following shows what you should go for, left is the most optimal, right is the least optimal.

Armour:
1. Rune Dragon Legend (Best)
2. (Evolved) Ice Dragon Legend
3. Rune Dragon Unique = Red Dragon Legend
4. Theano Unique
5. 90 Uniques/93 Epics
6. RDN Unique (Set)
7. 90 Epics
8. Red Dragon Unique (No Set) (Worst)

Rune Dragon Legend is obviously the best set without question.

Ice Dragon Legend (Evolved or not) is the 2nd best in the game. This is one of two viable stepping stone to get you into RuDN HC.

Rune Dragon Unique is the first uniques in a long while that provides L grade equivalent stats. However it falls behind on a few counts (being unable to stack BOTH crit and crit damage, FD, slight loss of overall stats and attack power due to weaker enhancement)

RDN L is somewhat outdated by now. While it still outclasses any epic/unique 90 gear and 93 epics, Rune uniques with improved stats + better jades should finally equalize with RDN L.

Weapons:
1. Rune Dragon Legend (Best)
2. (Evolved) Ice Dragon Legend
3. Rune Dragon Unique
4. Red Dragon Legend
5. Theano Uniques
6. 90 Unique/93 Epics
7. RDN Unique +12
8. RDN Unique +10
9. 90 Epics (Worst)

[Assumes L grades are at +12]

For weapons, it is a little tricky. One might assume the loss of the INT jade would defeat the mattack gain by transitioning to 90A weapons. However, it is not really the case, it depends on which previous cap weapons you are using

RDN Unique to 90 Epics is a DPS loss, even without the set bonus factored in.

RDN L is the third best weapon set up you can have.

90 Unique weapons are couple levels behind RDN L. 93 Weapons, especially Nightmare 93, are roughly the equivalent of 90 Uniques.

New Rune Dragon Uniques almost equalize it with RDN L. The higher attack and L grade level base stats are mitigated by the loss of the extra jade and using an epic jade vs an L grade jade.

Necklace:
1. Genesis Necklace (Best)
2. Rune Dragon Legend
3. Red Dragon Legend (FD stackers, with 3 set)
4. Skill Necklace (INT-based)
5. Red Dragon Legend (Without Set)
6. RDN Unique
7. Ice Dragon Legend
8. 80 Intellect Accessories
9. Ice Dragon Unique
10. 93 Epic Necklaces
11. 90 Epic Necklaces (Worst)

In general, level 90/93 necklaces that are not the Genesis neck or skill accessories have horrible stats (+defence and HP, bonus 3rd stat mattack/INT that is vastly inferior even to level 80 accessories)

Ideal is the genesis neck followed by skill necklaces then RDN L for non-FD stackers. Swap RDN L and Skill Necklace around if you are a FD stacker and are utilizing the RDN L 3 set bonus.

Rune Dragon Legend Necklace finally fixed the bad stats of Necklaces. using it should be second only to Genesis necklaces.


Earring
1. Genesis Necklace (Best)
2. Rune Dragon Legend
3. Ice Dragon Legend
4. Skill Earring (INT based)
5. Abyss Earring
6. Red Dragon Legend (FD Stackers, with 3 set)
7. Ice Dragon Unique Earrings
8. 93 Epic Earrings
9. 90 Epic Earrings
10. Red Dragon Legend (Without Set)
11. Red Dragon Unique
12. Level 80 Earrings (Worst)

For earrings, level 90/93 stat earrings are superior to Red Dragon Unique/L Earrings unless you are going for the set bonus (even then I would recommend the vastly superior necklace + 2 rings).

Abyss Earrings are not a great option for Inquis vis-a-vis skill earrings or IDN L for Inquis. This is because Inquis already has a naturally high Light attack, boasting a permanent +30% Light Attack from self-buffs. Combined with your own gear/costume, this means that additional light attack suffers heavily from diminishing returns and stacking raw stats tends to be better for Inquis.

Finally, Genesis Earrings top out the list even though it has bad stat distribution. Summarily, the sheer 10k attack power makes it better than most options even if you are at FD and Crit damage cap. It also provides many optimization opportunities such that if you were at that cap you can trade FD/Crit damage for INT else where (heraldries, talismans etc.)

Rings:
1. Genesis Rings (Best)
2. Rune Dragon Legend
3. Red Dragon Legend (FD Stackers, with 3 set)
4. Desert Dragon Legend (Old Item versions with Potential)
5. Red Dragon Legend (2+ set)
6. Ice Dragon Legend
7. Skill Rings (+attack and +elemental)
8. Ice Dragon Unique
9. Red Dragon Legend (No set)
10. 93 Epic Rings
11. 90 Epic Rings
12. RDN Unique Rings
13. 80 Rings

For rings, Genesis rings are the best. The skill accessories should be more competitive than 90A especially mattack+light attack variants. RDN L is recommended for FD stackers using the 3 set but otherwise grab DDN L if possible.

After DDN L, RDN L 2 set proves better options than using a IDN L or IDN U ring. This is because of the much higher raw stats found on RDN. However, if you have approximately 5k FD, the IDN L are a better option. Use RDN L if you are either already at FD cap or have lower than 5k FD.

The newly released Rune Dragon Legend rings should beat out all previous options with its insane stats.

Stats
There is no one universal stat ranking especially for % stats. The weight of % stats fluctuate as you accumulate them due to the law of diminishing returns. You can read the principle in the outdated-but-still-relevant guide from sieg here: http://dn.mmosite.co...by_sieg_1.shtml

In summary, it is best to keep a balance of multipliers (% attack, % light attack etc.) than to blindly stack one, sans FD given that its exponential growth overcomes diminishing returns.

For fixed stats there is very little leeway given to you to trade them, here are my recommendations:

3rd Stat Heraldries: FD > INT, cheaper option is Mattack.

2nd Stat Talismans: INT > FD, cheaper option is Mattack.

The reason for the difference is that while FD on talismans are more cost efficient in terms of gold per FD, it is also very inefficient in terms of how much main stat you trade vs heraldries. On Heraldries you trade almost 1 INT for 1 point of FD. On Talismans you trade around 8-10 INT for 1 point of FD.

As such, if you are an FD stacker and want to optimize your equipment, stack FD on your heraldries first. Only use 2nd stat Talismans to stack FD if your wallet is tight and you need a cost-efficient method of obtaining FD.

Jades
Pre-90 cap Equipment
Use all Intellect and Life Vitality in Armours. If you need more crit, you may swap some Life Vitality or Intellect jades for Wind jades. It is very possible for most 4-man nests as generally they don't hit too hard.

You might have to reconsider for DDN HC and RDN onwards, however.

For DDN HC and RDN you will want 1.5m Hp minimum.

For SDN HC and IDN you will want 2m HP minimum.

I do not recommend attempting RuDN HC with pre-90 cap equipment.

Use Light Attack Jades in Weapons/Rings. No matter your magic attack level, Light attack jades will always provide a higher boost to your attacks.

For Necklace, Earrings and the blue jade slot in your weapons, just use Intellect, boss damage is nerfed so hard it is not even funny.

For 3rd stats, use INT where possible and Mattack for Intellect jades. Alternatively, VIT 3rd stat on Intellect is an option for more survivability.

90 cap Equipment
Use all INT jades. INT/VIT or INT/CRIT depends on your needs. If you survive well (which is most likely the case), just go for INT/CRIT to save yourself headaches stacking crit. If you are dying a lot, going INT/VIT will help you tank more hits and hopefully your healer can save you in time.

At L grade level the amount of AGI on your equipment naturally crit caps you. Just go for INT/VIT.

As per pre-90 cap equipment:

For DDN HC and RDN you will want 1.5m Hp minimum.

For SDN HC and IDN you will want 2m HP minimum.

For RuDN HC you are looking at roughly 3m HP in town.

For weapons/rings, same as before, Light attack.

Enhancement Heraldries/Talisman
You should have the following set up:

Magician, Intellect, Life Vitality, Health, Fatal, Wind, Ultimate, Limitation.

You may also swap out Fatal/Wind if you have sufficient crit.

You can place Tent/Iron Wall>Attack>Concentration (in that order) instead of the above as you see fit.

Ideally, all plates should have third stat critical till crit cap. Once crit cap has been reached, use 3rd stat INT.

For L grade players you should just stack INT. AGI naturally found on your gear will crit cap you rather easily.

FD players, swap out 3rd stat INT for 3rd stat FD.

For Unique heraldries, there are many variations for stats but get the best combination of Attack/Increasing/Striking/Chaos that you can, ideally with as much INT/mattack on them as possible (or for Chaos/Striking, Crit damage and FD becomes important stats to look at as well).

Skill Heraldies
The base 4 slots I would put Consecration CD, Lightning Bolt CD, Holy Burst DMG and MindBreaker CD. This maximises your DPS.

Consecration is a given - It is our 2nd most powerful skill after Lightning Storm (which cannot be plated) and lower CD means more access to GC/HB v2.

Holy Burst v2 is our 3rd most powerful skill.

MindBreaker CD serves two functions. Firstly, since it is cast on cooldown and does respectable damage it ends up as the highest DPS skill on the Lightning tree. Secondly, it helps you maintain your Light Attack buff from CM II and your elemental resist debuff.

Lightning Bolt CD is the best not necessarily because of the boost to Lightning Bolt alone, it also increases the number of Judgement Spears you gain due to its Awakened mechanic. Theoretically, if you cast LB on CD, you generate an extra Spear every minute, making it far surpass most other plates.

Expansion Heraldries
If you get the heraldry expansion you can choose to add 3 more skill or enhancement heraldries.

Add Tent/Iron Wall, Attack and Concentration.

Skill Up Heraldry

Consecration.

Edited by Jovion, 07 June 2017 - 01:27 PM.


#7 Jovion

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Posted 13 November 2015 - 03:37 PM

7. Advanced Section

This is a more advanced section with math, explanations and whatnot. This is for those interested in how stuff works or have a bit more knowledge than the average Inqui player.

7.1. Math: DPS Skills
Posted Image

A more detailed breakdown can be found here: http://i.imgur.com/QJvxTU0.png

Self-buffs and Passives are:
Attack Power: Striking 27% + Wand Mastery 18% = 45% or 1.45x
Light Attack: Blessing of Light 20% + CM II 10% = 30% or 1.3x
Electric Bless Duplicator: CM I 20% duplicator when damaging an electrocuted target = 20% or 1.2x

*Detonate Enhanced: As the skill is a random proc, it technically has indeterminate cooldown and hence indeterminate DPS subject to your luck. However, a theoretical cooldown of 24 seconds can be assumed (Enhanced is available once every 2 Detonates as per its proc rate of 50%).

**Consecration EX: Due to the way snapshotting works, Consec's damage calculation is determined based off your stats at the moment Consec is placed on the ground. Since Consec Awakened's 15% Light boost is only applied after Consec is placed, this means that Consecration can never benefit from its own Awakening 15% Light Boost.

***Grand Cross and Holy Burst Enhanced: Since these two skills are only available when standing under Consecration, it is safe to assume that you will always be buffed by Consecration when casting these two skills. Very rarely would you cast a GC/HB Enhanced without Consec buff as it only occurs in very specific situations.

7.2. Mechanics: Dealing Damage
Lightning Bolt Awakened: Cast it you instantly do 10 hits of 0.2 coefficient on the boss. Easy. You must land at least 1 hit to reset 1 charge of Judgement Spear

MindBreaker EX: When you cast MB EX, you will first spin in a circle with your wand. This spin is actually a melee hit that does a coefficient of 0.3. The ball itself does 0.1 coefficients for 10 pulses before exploding. The explosion does an additional 0.5 and induces electrocution. The total coefficient is 0.3+0.1x10+0.5 = 1.8

Chain Lightning EX: You will cast it and "hold the wand". 3 waves of lightning will pulse from it (you can hear the individual pulses if you listen carefully). You can interrupt the skill by tumbling, but if you do it before the pulses finish then you will lose the remaining pulses on a single target (i.e. You cast CL and hear it pulse once. If you tumble at this point it will only damage the boss once. If you tumble after the second pulse it will only damage the boss twice. If you don't tumble it will damage the boss 3 times.

Detonate Awakened: Does one big main hit of 1.3 coefficient. May trigger Enhanced Detonate at a 50% proc rate. If proc'ed, Detonate's skill icon will be highlighted with a yellow border and the skill can be casted again. If no electrocution is on the target Enhanced Detonate deals the same damage as a normal Detonate. If there is electrocution on the target, Enhanced Damage does 1.5x damage for a total coefficient of 1.95.

Both Detonate and Enhanced Detonate can trigger Judgement Spear afterimages.

Heavenly Judgement: 5 pulses of 3 small hits and 1 big wave. The effect is largely aesthetic, 1 small hit and 1 big wave deals the same damage (0.05 coefficient). Total of 20 hits and applies electrocution and a -20% resist debuff on any hit.

Consecration EX: 20 hits of 0.05 coefficient over 10 seconds. At the 10 second mark, the AoE explodes, hitting the boss 3 times for a total coefficient of 1. While in Consecration, Grand Cross and Holy Burst are enhanced. With the awakening, Light attack is also increased by 15% when standing inside Consecration.

Normal Grand Cross: Now a much faster cast, does 6 hits of 0.2 coefficient each, fast projectile that slows down when it hits an enemy.

Normal Holy Burst: 5 hits of 0.2 coefficient each in an AoE around you. Simple.

Enhanced Grand Cross: Same mechanics as normal GC, it does 1 per hit now rather than 0.2.

Enhanced Holy Burst: Just a straight upgrade of Holy Burst. Exact same AoE size, hits around you in a 360 degrees circle. Just dealing 6x the damage of a normal Holy Burst at 1.2 coefficient per hit.

Judgement Spear: Landing the Spear does a flat 1 coefficient and leaves an afterimage. Using Detonate explodes the afterimage for another 1 coefficient. The afterimages of multiple spears can stack. When using Detonate, the Spear afterimage hit is separate from Detonate's main hit and has unlimited range (you can Detonate far away from a target and  all Spear afterimages on it will still explode and deal damage even if Detonate itself does not land).

7.3. Mechanics: Electrocution and Class Mastery I
Electrocution since T5 no longer provides a resist debuff, so why is electrocution still important?

The answer is our 65 passive.

The 65 passive duplicates damage done at 20% efficiency. In other words, if you hit 1000 on an electrocuted target you will do 200 damage with the 65 passive.

It duplicates the damage displayed, meaning to say if you do say a light attack-boosted crit of 1000,000 damage, it will deal 200,000 damage and not 100,000 damage.

This means it is effectively a 1.2x damage boost that is multiplicative with other multipliers.

Skills that have a chance to electrocute are:

Charge Bolt: 10% chance of electrocution per hit.
Lightning Bolt: 10% chance of electrocution per hit.
Heavenly Judgement: 25% chance of electrocution per hit.
Judgement Spear: 20% chance on landing the spear.
Lightning Storm: 30% chance of electrocution per hit.

All of these skills electrocute on a per hit basis, meaning to say the "RNG-check" for electrocution occurs on every single hit of the skill and not the entire skill as a whole.

Thus, Charge Bolt, Lightning Bolt, Heavenly Judgement and Lightning Storm actually have a far higher electrocution rate than displayed. Lightning Bolt's total chance of electrocution is approximately 65% at 10 hits. Charge Bolt's total chance is dependent on how many hits you land. Heavenly Judgement and Lightning Storm is more or less going to guarantee electrocution unless you are pretty unlucky.

Skills that guarantee electrocution are:

Chain Lightning: 100% chance of electrocution on any hit.
MindBreaker EX: 100% chance of electrocution on melee wand hit AND 100% chance of electrocution on explosion.
Avenging Wave Awakened: 100% chance of electrocution.

These 3 skills can apply electrocution at a 100% rate, making them ideal for applying/reapplying electrocution especially after a Detonate. LB/CB/Storm/Spear electrocution would only matter if you were unable to land any of these skills for whatever reasons.

7.4. Mechanics: Debuff Explanation
It is important to differentiate between electrocution and elemental resist debuff. In T5, your elemental resist debuffs are no longer tied to electrocution.

For electrocution, MB EX's old T4 mechanics still apply. MB EX applies electrocution at two points: 1) the melee wand hit and 2) the explosion.

For resist debuff, MB EX applies -20% light resist at a 100% chance on any hit. Simply landing the skill works.

One implication of this is that you can safely Detonate away and it won't wipe your MB EX debuff.

Note that MB EX's debuff does not stack with similar debuffs from other classes.

Edited by Jovion, 01 January 2017 - 12:31 AM.


#8 Jovion

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Posted 13 November 2015 - 03:37 PM

8. Further Reading

Sieg's Final Damage Guide: http://dn.mmosite.co...by_sieg_1.shtml - While an article focused on final damage, the principles of multipliers outlined on page 1 applies to all stats and it is especially pertinent to Inquisitors as we have a lot of innate multipliers from self-buffs and passives. This information should help inform your gearing choices especially when it comes to deciding between raw stats, % multipliers to stats, Light Attack and FD.

Edited by Jovion, 26 December 2016 - 09:05 AM.


#9 Jovion

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Posted 13 November 2015 - 03:37 PM

9. Acknowledgements
Xaldin – The tests on MB EX he used for his guide. Electrocution remains a key mechanic of Inquisitor and while the light resist debuff information no longer applies, the info about how electrocution is applied is still relevant even today.

HaiVN - After my own KDN account was locked due to inactivity he helped by sharing his own KDN account for me to go in and test Inquisitor changes early. Props to him!

Edited by Jovion, 26 December 2016 - 09:08 AM.


#10 Jovion

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Posted 13 November 2015 - 03:37 PM

10. Version Changelog

Version 0.5 - Most of the guide uploaded, Math section under construction.
Version 1 - Math released. Guide mostly completed.
Version 2 - Guide updated for Awakenings. Other sections were mostly cleaned up and updated.
Version 2.5 - Minor updates for release of Rune Dragon Nest, some parts were re-written.

Edited by Jovion, 30 May 2017 - 02:18 PM.


#11 Jovion

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Posted 13 November 2015 - 03:37 PM

Reserved

Edited by Jovion, 13 November 2015 - 04:27 PM.


#12 Jovion

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Posted 13 November 2015 - 03:38 PM

Final Reserved.

#13 Sora1994

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Posted 13 November 2015 - 04:27 PM

Does Mind Conquer really need to be Level 4? Is mana regen an issue for us inqui as a DPS INT class?
Or you just put the SPs there to fulfill the 45 minimum SP mark in Cleric tree?

#14 Jovion

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Posted 13 November 2015 - 04:36 PM

INT no longer adds MP, so Inqui has the same MP as say a Barbarian.

Yes it is mainly to fill SP requirement, note that we still have an excess of SP. So we can really play around with Cleric tree skills in 90 cap

I'm not a big Holy Kick fan because you need 2 action speed plates and Inqui has pretty much better options for plates than to use 2 for kicks.

How much MP Passives to add and which Cleric skill to use is a matter of personal choice.

Note that in between bosses HP/MP are restored. So the usefulness of MP passives is mainly for very long fights (think raid bosses) or soloing dungeons while you are undergeared, or comp on environments where your damage is controlled so you might have to use more skills to kill one thing.

Edited by Jovion, 13 November 2015 - 04:38 PM.


#15 Sora1994

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Posted 13 November 2015 - 04:43 PM

All these new info is making me explode. It's like we have to forget everything about Inqui in 80Cap and relearning everything of 90Cap (crazy)

#16 truedistance

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Posted 13 November 2015 - 04:49 PM

I guess I'll stick to my usual Traditional Inqui build because my guild does not have a Saint main, but does have a couple of players who have Light Furies and Physicians. (Do Physicians and LFs have a debuff cure skills?)

And I guess due to the changes in MP, I should stick to my low-level Premium Vigor Plate I have since who-knows-when.

Edited by truedistance, 13 November 2015 - 04:50 PM.


#17 Sora1994

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Posted 13 November 2015 - 05:04 PM

Another question Sir Jovion, what is the damage output of this rotation: MB EX>CL>Conse>GC>HB>Deto compare to your proposed rotation?
The above rotation is what I usually do now (minus the Deto). Is it still viable?

#18 Jovion

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Posted 13 November 2015 - 05:11 PM

Worse.

Detonate EXi adds 10% light attack on Detonate. Meaning to say you lose 10% damage on everything after MB EX.

Also, you lose one Detonate (since by going through the rotation, Detonate should have CD'ed at least once)

Note that you should not see it as a "rotation" but as a priority now. If the top-most spell is available off cool down, cast it over the others first.

@truedistance, LF and Physicians have Chakra Cure and Poison Break EX respectively which both cures debuffs in 90 cap.

The problem of our utility in party play is that we are essentially diverting points in our main role to cover utility that the Healer already brings.

Think of it as the opposite of T4: In T4, adding more DPS is discouraged because one of our main roles is healing and trying to add more DPS reduces our capability to heal due to SP spending AND other DPS classes do better damage anyway so it is pointless.

T5: Adding utility spells reduces our ability to DPS due to SP spending AND the real healer classes can do everything we do but much better.

I'm mainly aiming this point at Cure Relic though, since it is basically spending 13 SP just for it (It is locked behind a highly useless 10 SP Healing Relic), all our other utility can be reasonably obtained with less impact on our DPS.

Edited by Jovion, 13 November 2015 - 05:22 PM.


#19 truedistance

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Posted 13 November 2015 - 05:23 PM

I really don't mind sacrificing a bit of my DPS for Cure Relic, unless it's really very bad to do so. (Screw efficiency. :P)
Anyway, I'll probably polish my evasion skills, which would be easier done on 90 Cap due to the i-frame indicators.

Calling Inquisitors an honest-to-Altea DPS still leaves a bad taste in my mouth.

#20 Sora1994

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Posted 13 November 2015 - 05:27 PM

Wait, now that I think about it, why even bother using HBv2 if MB EX is better and with shorter CD?
Edit: Never mind, I got it. Crowd control skill.

Edited by Sora1994, 13 November 2015 - 05:30 PM.