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Jubei, the Mentalist Dragon Mage 1. Character introduction Once a noble apprentice of the High Temple of the Mages' Guild seeking magical knowledge, Jubei quickly earned a name for himself in the Great Council. His fast learning abilities combined with the accurate magic and fighting skills acquired during the short stay at the Temple turned him into one of the most promising students in the land. The ranks and grades he obtained were bolstered day by day, slowly climbing on his way to the top. One day, following his hard work and commitment at the Temple, Jubei managed to came into the Grand Archmage's attention who wanted to personally greet and teach him all the knowledge he had. Finally, the young student, got the opportunity to fulfill his childhood dream, that to meet and directly learn from the Archmage himself. But he never got the chance to fully complete his wish. At a time, the men's long forgotten enemies had returned, the Demons. They shortly begun to slaughter everything in their path, man by man, kingdom by kingdom, quickly making their way to the Mages' land. Overcome and outnumbered by the demonic army, Jubei and his fellows retreated into the mountains to seek shelter, but only a few of them managed to fulfill the long and tedious journey to the peak of the mountain. Little did they know that they had taken refuge close to a dragon's lair so they were taken by surprise by the dragon's return, who surprisingly allied them against their common enemies, teaching Jubei vast mentalism and dragon magic knowledge. Since that day, the now fearsome and skilled Dragon Mage seek to avenge the loss of his former colleagues and masters, entirely driven by his own will in order to banish the evil once and for all. 2. Skill build and skill mastery 2.1 Skill build Level 2 - Mentalism Lore (at least 75 points here; match its level by your character's level so you can master it at level 75) - What's a mentalist without his Mentalism Lore skill? Mentalism Lore is a crucial skill in our build, increasing both damage dealt and casting speed of the combat arts from the Mentalism aspect as well as granting Runes of Protection buff further resistance increase. Also allows modifications for our most important spells. Level 3 - Tactics Lore (at least 75 points here; keep it 3/4 of your character's level so you can master it by level 100) - A good mentalist has to be a skilled fighter as well. Tactics Lore provides us increased weapon damage as well as better chance for critical hits. Level 5 - Armor Lore (keep its level around 2/3 of your character's level in order to diminish the penalty caused by high level gear; usually, the penalty level has to be at least 20 levels higher than your character's level, meaning that a level 75 Dragon Mage (for example) should use level 95 or even 100 gear without any penalty) - A balanced mentalist should not only focus on his offense but on his defense as well. Armor Lore provides us a decent amount or resistance and regeneration decrease as well as a penalty level decrease for our equipment. Level 8 - Mentalism Focus (at least 75 points here; match its level by your character's level so you can master it as level 75) - In order to be a complete mentalist, we should have the focus skill of this aspect as well. Like Mentalism Lore, Mentalism Focus is another crucial skill in our build that greatly reduces regeneration time for Mentalism aspect combat arts and diminish the penalty levels too. Also allows further and faster modifications for our Mentalism spells. Level 12 - Concentration (75 points only; keep its level 1/4 of your character's level until mastery; don't put too many points into this skill since we're using it mostly for the second buff) - Learnt by Jubei in the loneliness of the mountains, Concentration is a must have skill that comes in handy even with a single point into it. It reduces the regeneration time of all combat arts but most important, it enables the use of 2 buffs at the same time. Level 18 - Dragon Magic Focus (at least 75 points here; keep it 3/4 of your character's level so you can master it by level 100) - The mighty dragon's knowledge finally comes in handy. Dragon Magic Focus greatly reduces regeneration time for Dragon Magic aspect combat arts and diminish the penalty levels as well. Also allows modifications for our Dragon Magic spells. Level 25 - Pole Arms (keep its level around 2/3 of your character's level in order to diminish the penalty caused by high level weapons; like Armor Lore, the penalty for Pole Arms weapons has to be at least 20 levels higher than your character's level, meaning that a level 75 Dragon Mage (for example) should use level 95 or even 100 weapons without any penalty) - Like a skilled Shaolin fighter that uses long-handled weapons, our mentalist will focus on learning the power of the pole arms weapons. Pole Arms increases attack speed and chance to hit as well as a penalty level decrease for our weapons. Level 35 - Constitution (keep its level around 1/2 of your character's level; try to master it by level 150 'cause we'll badly need it for Platinum and Niobium difficulties) - Constitution provides increased health and health regeneration, empowering our Mage's survivability. Level 50 - Combat Discipline (75 points only; keep its level around 1/2 of your character's level until mastery; we won't really need 4 combat arts in a combo so don't hurry up mastering this skill) - A Concentration-like skill that comes in handy without many points in it. Combat Discipline improves the damage of all combat arts as well as the number of combat arts that can be put in a combo. Level 65 - Toughness (75 points only; keep its level around 1/3 of your character's level until mastery) - One final defensive skill for the mentalist, Toughness provides a little bit more resistance as well as a minimal damage mitigation percent. I picked Toughness as a final level 65 skill simply because I find resistance and survivability in general a higher priority for the late game (Platinum or higher) rather than damage increase skills (we already have Mentalism Lore as well as Combat Discipline skills to do it). If you intend to give the build a personal 'touch' or you want to define it in a particular way, some other possible level 65 skill choices can be (instead of Toughness): Dragon Magic Lore (keep it around 1/2 of your character's level until mastery) - Only if you really want to further improve the Dragon Magic aspect combat arts in terms of more Eternal Fire and Dragon Strike damage and a little bit of Familiar health bonus as well; I personally prefer Ancient Magic skill to increase the spell damage and the health bonus granted isn't that much of a thing since we already have Constitution) Ancient Magic (keep it around 1/2 of your character's level; try to master it either on Silver or Gold difficulties since we'll badly need the opponents' spell resistance reduction on Platinum and Niobium) - If you want to maximize the damage dealt, choose this skill. It boosts our spell damage by a decent amount and it decreases opponents' spell resistance when mastered (my personal favorite skill as a Toughness replacement because it can be a good choice for Platinum and Niobium too if you master it before entering those difficulties since it reduces the enemies' already high resistance, dealing with them a bit faster) Spell Resistance (75 points only; keep it around 1/3 of your character's level until mastery) - Good skill to choose if you feel your Runes of Protection buff can sustain you in battles against weapon attacks. As the name says, Spell Resistance increases our Mage's resistance against magic spells and adds a protection against spell-based critical hits as well. Enhanced Perception (keep it at least 2/3 of your character's level for better effectiveness) - Learn Enhanced Perception if you like a greedier approach to the build since it increases our chance to find valuables. Good skill to take if you like to play with a lot of set and special items. Bargaining (if you want to fully benefit from it match its level by your character's level) - Learn Bargaining if you intend to do a lot of shopping to constantly upgrade our gear. 2.2 Skill mastery order 1st - Mentalism Focus: for further decrease of the regeneration time and even more penalty level diminish for the Mentalism aspect combat arts. Master it at level 75. 2nd - Mentalism Lore: for further damage increase for the Mentalism aspect combat arts. Master it at level 75. 3rd - Tactics Lore: for even more damage and chance for critical hits increase. Master it by level 100. 4th - Dragon Magic Focus: for further decrease of the regeneration time and even more penalty level diminish for the Dragon Magic aspect combat arts. Master it by level 100. 5th - depending on your skill chosen at level 65: Pole Arms (only if you didn't pick Ancient Magic at level 65): to have the chance for double hits. Doesn't have a certain level to be mastered with. Ancient Magic (only if you picked it at level 65): to be able to reduce the enemies' resistances against magic. (if you picked Ancient Magic at level 65 then master it 5th, right after Dragon Magic Focus and delay the order of the rest of the masteries afterwards by 1; try to master it either on Silver or Gold difficulties since the spell resistance reduction to the enemies will be much needed in Platinum and Niobium). 6th - Armor Lore: for further reduce to the regeneration penalty. Doesn't have a certain level to be mastered with. 7th - Constitution: to increase the health regeneration rate during combat. Try to master it by level 150. 8th - Combat Discipline: for further combat arts' regeneration time decrease and to allow up to 4 combat arts in a single combo. Doesn't have a certain level to be mastered with. 9th - depending on your skill chosen at level 65: Toughness: for even more resistance increase and damage mitigation. Dragon Magic Lore: for further damage increase for the Dragon Magic aspect combat arts. Spell Resistance: to be able to reduce the duration of detrimental effects (the five secondary damage effects like open wounds, burn, freeze, poison and weaken) and damage over time effects. Enhanced Perception: to grant a chance to find secret compartments in chests and hiding places (not really sure what this means to be honest since I never mastered Enhanced Perception). Bargaining: for better quest rewards. All of these skills mentioned in this section doesn't have a certain level to be mastered with. 10th - Concentration: for further combat arts and buffs' regeneration time decrease and to allow up to 3 buffs to be used at the same time. Doesn't have a certain level to be mastered with. I choose to master Concentration last because we don't really have a useful buff as our 3rd one since we didn't focused on the Elemental Magic aspect to modify the Protector buff. 3. Combat arts and modifications 3.1 Combat arts Mentalism aspect 1. Energy Blaze: Our main offensive combat arts we'll be using. It creates a magic energy that damages and burns (damage over time) enemies in the area of effect. Very good for dealing with groups of enemies. 2, Combat Trace: Powerful castable buff that reduces our combat arts' cooldown and protects us against root and stun effects as well. Very good ability when used before boss fights. 3. Maelstrom: Good crowd control combat art that slows the enemies inside the area of effect. Also slows the missiles inside the field. Probably better when used in a combo paired with other combat arts than used as a standalone spell. 4. Runes of Protection (buff): Our main buff we'll be using. It basically provides the Dragon Mage a magical armor that protects him against melee attacks and spells. Extremely powerful defensive buff. Dragon Magic aspect 5. Eternal Fire: Another area of effect damage ability that ignites an enemy and spreads the fire over to nearby targets. Might be better used in a combo paired with another area of effect or crowd control spell rather than a standalone ability. 6. Dragon Strike: Heavy area of effect offensive spell that comes in handy in a possible combo. Calls down a dragon that casts a massive fireball at the targeted area, dealing fire damage over time to the enemies. 7. Familiar (buff): Our second buff after we'll learn Concentration. Summons a small dragon companion that increases our Intelligence, Health and Willpower. Very good second buff if modified according to the build. 3.2 Modifications (modify the combat arts in the exact same order as listed below) Mentalism aspect 1. Energy Blaze Confusion: targets attacks more slowly (30% + 0.02% per Energy Blaze level) - I find this modification to be more effective than Blind (opponents' hit value decrease) just because it synergies better with Maelstrom's slow (Energy Blaze and Maelstrom combined provide movement slow, attack speed slow, missile slow as well as a weaken effect) Zone: increases the area of effect (+5 meters) - I personally prefer this one over Impact (damage increase) because we can increase the Energy Blaze's damage much easier than increasing its area of effect. Afterglow: magical burn gets stronger (2.5 damage/second + 1.25 damage/second increase per Energy Blaze level) - I personally find this better than the regeneration decrease modification (Experience) because we'll reduce the regeneration time of all spells via items, Combat Trace or Energy Flux Familiar modification, so a little damage increase over regeneration decrease won't hurt us that much. 2. Runes of Protection (buff) Protection: increases protection against physical damage (8 + 5 per Energy Blaze level) - Very good modification since most of the enemies in Ancaria's lands uses physical damage (or physical + other damage type). Stone Skin: increased chance to block missiles (25% + 0.3% per Runes of Protection level) - We already have one Protection modification as well as Armor Lore and eventually Toughness, so we have enough physical resistance. An increased chance to block incoming missiles would be better this way. Flux: reduces the costs to keep up the runes (-25% reduction to the regeneration penalty) - A huge modification to take since it reduces the regeneration penalty caused by Runes of Protection buff, thus meaning a shorter regeneration time of all our combat arts. 3, Combat Trace Awareness: increased stun resistance (16.7% + 0.1% per Combat Trace level) - I find this better than the Light Footed modification (increases root resistance) because we can still use combat arts and attack while rooted, while we're completely defenseless while stunned. Experienced: reduces the Trace's cooldown (down to 40 seconds) - Self explanatory. Shorter cooldown, more Combat Trace uses we have. Energy Flux: markedly increased regeneration (-15% + 0.3% per Combat Trace level) - Highly recommended modification to take for further regeneration decrease to all aspects. 4. Maelstrom Grind: further reduces the armor of enemies caught in the Maelstrom (-50% + 0.2% per Maelstrom level) - The less armor they have, the more damage we inflict. I choose this modification over the Burden one (further speed reduce) because Maelstrom has a -50% speed slow by default, which is more than enough for huge crowd control. Thicken: missiles are further slowed inside the field (200% slow) - A total of 400% missile slow after this modification. I'm not a big fan of the Extension modification (Maelstrom duration increase) since 8 seconds by default is more than enough and we usually finish opponents in less than 8 seconds. Demoralize: attributes are further decreased inside the field (5.5% + 0.1% per Maelstrom level) - Similar to the Grind modification, the less attributes they have, the more damage we inflict. I prefer this modification instead of another Thicken one since a total of 400% missile slow is usually more than enough. Dragon Magic aspect 1. Familiar (buff) Insight: increases experience per kill (+10%) - A free 10% increase experience per kill will help us level up a bit faster. I pick this over Firebug modification (chance to ignite targets) because we won't rely on the Familiar to kill our targets, we'll do it with Energy Blaze and Eternal Fire. Quick Mind: increases casting speed (15% + 0.2% per Familiar level) - From my perspective, Dragon Mage has a lot of slow casting spells so I always prefer this modification over the Protection from Fire one (self explanatory name). Energy Flux: reduces the regeneration time of all spells (-16.7%) - Another huge regeneration decrease modification and a must have one since it decreases the regeneration of all spells from all aspects, not just from the Dragon Magic aspect. Also, the Life Force modification (health increase) can be a bit overkill since we have Constitution anyway (and a lot of resistance from our items and Runes of Protection buff). 2. Eternal Fire Licking Flames: fire can jump to enemies that are further away (+0.8 +0.01 meters per Eternal Fire level) - As the description says, more spread range with more burning enemies. Can be deadly in certain combos. Hunger: increases the chance to jump over to nearby enemies (+10% +1% chance per Eternal Fire level) - Like the previous modification (Licking Flames), this one increases the fire spread further more. Fury: fire burns stronger (+37.5% damage increase from base damage) - The more damage dealt, the more deadly Eternal Fire will be. 3. Dragon Strike Heat: fire burns faster, reducing time between the pulses (+0.34 hits/second) - Faster damage over time to the enemies caught. Since this spell will only be used in a combo, we won't take the other modification, Terror (chance to stun the targets). Heat: fire burns faster, reducing time between the pulses (+0.34 hits/second) - Another Heat modification for even shorter damage intervals. Fury: fire burns stronger (+33% damage increase) - Very good modification to take to maximize the damage potential of this spell. 4. Combos Combo 1: Energy Blaze + Maelstrom - Both crowd control and damage focused combo. Energy Blaze rips enemies apart and the survivors (if they exist) will be greatly slowed and will be finished only by weapon. Combo 2: Energy Blaze + Eternal Fire - Maximum damage focused combo. Energy Blaze heavily damages the enemies in the area of effect while Eternal Fire sets them ablaze, finishing the rest of the survivors (if they exist). Combo 3: Dragon Strike + Maelstrom - Another crowd control and damage focused combo. We'll put Dragon Strike first into the combo since it has a short delay before the fireball falls. if you want to use 3 combat arts in the same combo (after learning Combat Discipline, level 50), the third combat art that will be put into the combo is pure preferential (same thing applies after Combat Discipline mastery when we can combo up to 4 combat arts); I usually use combos with just 2 combat arts into them a suggestion for a maximum damage 3 combat arts combo: Dragon Strike + Energy Blaze + Eternal Fire 5. Attributes level 1-30: add points into Strength (for increased attack value and pole arms weapon damage; note that we won't be using blunt pole arms which are only affected by Dexterity attribute since Strength-based pole arms are usually easier to find and comes with better damage values as well) and Stamina (for better combat arts' regeneration time early on) in a 60-40 ratio (at level 30 you should have around 18 points added into Strength and around 12 points added into Stamina; if you prefer you can even add 16 points into Dexterity and 14 into Stamina) level 31-50: put points into Strength and start to occasionally up Vitality as well (for some health bonus) in a 60-40 ratio as well (by level 50 you should have added around 12 points into Strength and 8 into Vitality) after level 50 when you will have 2 attribute points to spend: ONE point should always go into Strength while the other one should go into Vitality or Intelligence (for a bit of spell damage and spell intensity); my preference is to improve Vitality one level and then Intelligence next level and so on after level 150 when you will have 3 attribute points to spend, TWO points should always go into Intelligence (to be able to scale our spell damage better into the higher difficulties) and the other one into Strength 6. Weapons and equipment 6.1 Weapons since there are no set pole arms specific to the Dragon Mage, we're going to use some unique ones (if we're lucky enough to find some) otherwise, rares are good too (even some blues can be found with nice modifiers as well) best weapon modifiers to use: +X% Lifeleech is the best modifier so far (+X flat value Lifeleech is good too), +X/X% Damage, +X% chance for critical hits, +X% chance for double hits, -Combat arts regeneration time, +X% damage to the same damage type you use, +Regeneration/hit, +X all combat arts, +X all skills try to keep each one of the weapon slots for each damage type and focus on one main damage type (I personally use magic damage due to the weaken effect that synergies with the weaken from the Maelstrom spell) only use pole arms that are affected by Strength attribute (thus meaning that all blunt pole arms that doesn't have a sharp edge or a point won't be affected by Strength) best unique vanilla-version pole arms you can use (for lucky people): Cordell's Javelin of War (+All combat arts, +Strength, +Attack and Deathblow), Gronkor's Downfall (+Chance for double hits, +Chance for critical hits, +Regeneration/hit, +Attack and Defense), Optimus Minimus (+All combat arts, -Regeneration time, +Offensive Skills), Torik's Wrath Ice and Blood version (just for the sake of role-playing but fortunately it has some nice bonuses such as +Attack speed, -Opponent's chance to evade and a huge +Ice damage boost) if you have the Community Patch installed (thanks Flix for reminding me), then the best pole arms weapons you can use are: Danse Macabre (+% Lifeleech, +Chance to disregard armor, +Attack, +Spell Intensity), The Earth-Shaker (+% Strength, +All skills, -Opponent's armor: physical, -Opponent's attack value, +Chance to slow), Soulflay Fork (+Chance to reflect combat arts, +Damage, +All combat arts, +Intelligence, +Regeneration/hit) and Waton's Dreamblade (+Chance to halve regeneration time, -Opponent's chance to evade, +Duration of potion effects, +Chance to hit additional opponents) best modifiers to socket into your weapons (from jewelry): +X/X% Lifeleech, +X% Chance for critical hits, +X/X% Damage, +X/X% Magic damage, +Regeneration/hit or even +X Attack 6.2 Equipment best type of armor to use are the set ones (we're going to use Torik's Oath set for the bonuses to the Mentalism aspect) until you find all pieces of the Torik's Oath set, mixed gear containing rares, uniques or other set items are also good best modifiers to use on your armor pieces: +X/X% Lifeleech, +X/X% Defense, +X/X% Armor, -Combat arts regeneration time, -Regeneration penalty from buffs, -Regeneration aspect: Mentalism, +Mentalism aspect, +X all combat arts, +X all skills, +X% Damage mitigation,+X% Magic damage or +Spell Intensity best modifiers to socket on your armor pieces (from jewelry): +X/X% Lifeleech, +X/X% Armor, -Combat arts regeneration time, -Regeneration penalty from buffs, +X to all skills, +Regeneration/hit, +X% Damage mitigation, +X Defense, +X% Magic damage or +X Max hitpoints modifiers 6.3 Jewelry the best jewelry you can equip are the ones that provides the bonuses mentioned above (like +Resistance, +Defense, +Regeneration/hit, -Regeneration time, -Regeneration penalty from buffs, +X to all skills, +X Defense/Attack or +X Max hitpoints) pieces with individual skill bonuses such as +Mentalism aspect, +Mentalism Lore, +Mentalism Focus, +Constitution or pieces with individual attribute bonuses such as +Strength, +Vitality, +Stamina (or even +Willpower) etc. are good too don't socket more than one jewel into a single item (if it has more socket slots) because you'll lose the other ones when you will take one of them out (fill the rest of the slots with Blacksmith arts; Anneal and Enhance are the best ones for armor pieces while Whet for the weapon slots) 6.4 Relics have a main relic slot with mixed resistance relics (I personally use one Magic relic, one Fire relic and one Poison/Ice relic for every character and build I follow) the rest of relic slots should focus on the following resistance types: one entire slot filled with Fire relics, one with only Ice relics and the remaining one filled with Poison relics if you have the Community Patch installed, the new set relics added with the patch are one of the best ones to use (following the rules mentioned above as well) 7. Play style Expert Touch option should be ON since we're mainly focused on the Mentalism aspect you can use both standalone spells or put them into different combos, it's your choice Combat Trace should not be put in any combo, just use it as a standalone spell because I heard people saying it can crash the game when used in a combo; didn't experienced it on my play nor even tried to verify the eventual bug yet (I'm not sure if the Community Patch fixed this bug either) control groups of enemies with Maelstrom, slowing them down, then follow with an Energy Blaze to wipe them out use the "hit'n'run" kiting style a lot early on since we're not a casual 'hack'n'slash-kill-everything-in-our-path-overpowered-toon' and we need some time and a lot of modifications to fully outline our build (later levels you can stand and fight in almost all battles because we'll eventually grow stronger and resistant) don't forget to always use a Concentration potion followed by Combat Trace before tough battles or boss fights try to use the maximum damage combos (Energy Blaze + Eternal Fire or Dragon Strike + Energy Blaze + Eternal Fire) against bosses since most of them are slow-ish and in majority of the cases we won't need Maelstrom to slow them down (however, slowing projectiles and missiles with Maelstrom is always a good thing) don't hesitate to often use Mentor potions since we're mainly fighting against hordes of enemies (also, we find potions quite easily and Mentor potions stacks with the Familiar Insight modification if you have the Community Patch installed) try to complete as many side quests as possible and collect all items found (even the common ones) because we need some levels and enough gold to outline the build and constantly upgrade our items (I always do all of them in all my playthroughs, from the 1 star ones to the 5 star ones) although boss killing can be a bit slow, try to complete all 4 and 5 star side quests since they give a lot of experience and good item drops after completing them if you find the character's casting speed a bit slow then you can slaughter single enemies only by your weapon 8. Pros and cons As a part of all my guides so far, in the end of each one I show the players both pros and cons in order to help people understand advantages as well as disadvantages of each particular build I create. So, without further ado, I came to the following conclusions: 8.1 Pros very good crowd control and damage against huge groups of enemies high amounts of damage dealt with the offensive spells amazing resistances (one of the highest physical resistance in the game from all characters) due to the Runes of Protection buff (Familiar buff also provides some health bonus) combat arts that synergies very well between them as well as their modifications interesting and extremely powerful combos to use can be an interesting build for the players who are into role-playing awesome looking Mentalism focused set (Torik's Oath) 8.2 Cons can be a bit weak early on requires a lot of combat arts modifications to fully come on-line boss killing can be a bit slow since it requires a lot of 'hit and run' strategy not that flexible build in terms of combat arts, modifications and items since it requires certain choices to work well Dragon Mage is the only character in the game who doesn't have access to weapon-based combat arts the use of two-handed pole arms turn the player unable to use shields, thus decreasing his resistance a little bit
Dual Wield hybrid Inquisitor build Greetings! After sharing my personal Seraphim guide on these forums, today I am back with a personal hybrid Inquisitor build that I want to share. As the title say, the following guide is a Dual Wield oriented style of Inquisitor, focused on a little bit of each one of his three aspects, Gruesome Inquisition, Astute Supremacy and Nefarious Netherworld. From the Gruesome Inquisition aspect, we will be using Callous Execution, Frenetic Fervor and Purifying Chastisement (buff) combat arts. From the Astute Supremacy aspect we'll be using Clustering Maelstrom, Zealous Doppelganger and Reverse Polarity (buff) combat arts, while from the last aspect, Nefarious Netherworld, we will be using only the Soul Reaver (buff). Here we go! 1. Skill build Level 2 - Tactics Lore (at least 75 points for mastery) - Our main 'melee' damage increase source. Very important skill which pumps up our weapon damage and chance for critical hits. Also allows further modifications to Gruesome Inquisition combat arts, Put points into Tactics Lore equal of to your character's level (or at least try to keep it close to so you can master it at level 75). Level 3 - Armor Lore (1/3 of your character's level or even 1/2 if you like a more 'tanky' style) - We already have one offensive skill, so it's time for a defensive one. Armor Lore improves resistance and diminish penalties for our equipment; also reduces regeneration time of our combat arts. This skill's penalty threshold should be around 15-20 levels higher than our character's level (for example, a level 60 Inquisitor should have no penalties wearing level 75 armors). This is because we'll use a lot of set or unique items. Level 5 - Gruesome Inquisition Focus (at least 75 points for mastery) - Reduces Gruesome Inquisition combat arts' regeneration time and allows further and faster modifications. Diminishes penalty levels as well. You should aim to keep this skill at 3/4 of your character's level for regeneration reduction of Callous Execution, Frenetic Fervor, but most important, Purifying Chastisement buff. Level 8 - Dual Wield (keep it around 1/3 of your character's level or, if you like to be more 'melee' oriented, 1/2 of your character's level) - As the name says, it enables the use of two one-handed (non-ranged) weapons at the same time as well as increasing attack speed and chance to hit with them. The penalty threshold should be 15 or even 20 levels higher than your current level (for example, a level 60 Inquisitor should have no penalties for weapons level 75 or lower). This is because we're gonna be using set and unique weapons as our artillery which mostly comes in way higher levels than ours. Level 12 - Astute Supremacy Focus (at least 75 points for mastery) - You're wondering why Focus and not Lore first? Well, our main objective for now is to reduce Clustering Maelstrom's (Zealous Doppelganger's too) regeneration as much as possible. Aim to keep it close to your character's level (or at least try to do it so you can master it by level 75) to maintain regeneration as low as possible, as well as modifying them. Level 18 - Nefarious Netherworld Focus (at least 75 points for mastery) - We won't need the Lore skill for this aspect since we'll only use Soul Reaver from it. You should keep this a bit lower than Gruesome Inquisition Focus and Astute Supremacy Focus skills since we're using this only for the Soul Reaver regeneration reduction and modifications. A 1/2 of your character's level ratio is enough. Level 25 - Concentration (1/4 of your character's level should be enough since we use this mainly for the 2 active buffs effect; if you prefer having 3 buffs more faster, you can keep a 1/3 ratio). We're taking Concentration at level 25 because we want a fully modified Purifying Chastisement buff before we use 2 buffs at the same time, so try to fully modify it by now. Even though we're not pumping up many points early on in this skill, it's an extremely important one because it allows the use of both Purifying Chastisement as well as Soul Reaver buffs at the same time. Level 35 - Astute Supremacy Lore (1/2 of your character's level should be enough) - By now, we should have some good levels into Clustering Maelstrom, so it's time to pump up its damage and casting speed. It also helps fastening modifications of our Astute Supremacy aspect combat arts. Level 50 - Constitution (a ratio of 1/3 of your character's level should be enough; you can keep a 1/3 ratio if you like a more 'tanky' approach) - Good skill to have for more health. Level 65 - Toughness (1/3 or 1/4 of your character's level) - Just like Constitution, Toughness is a good skill to have for more resistances. ***Other possible choices for the level 65 skill (instead of Toughness) can be: Combat Discipline (1/3 of your character's level; pick it if you like to focus more on combos rather than single combat arts since it improves both their damage and regeneration time; it also allows you to put up to 3 combat arts in a single combo) Ancient Magic (1/3 of your character's level; pick it if you prefer a more 'wizardry' approach of the character since it increases the damage dealt by your combat arts, especially by Clustering Maelstrom) Damage Lore (1/4 of your character's level; pick this if you'd like a more 'melee' approach of the character since it increases the chance to use your elemental damage secondary effect (Burn, Poison, Weaken, Freeze, Wound) more often) Bargaining (keep it equal to your character's level if you picked this and you want to fully benefit from it; you should add 2 points per level up until you match its level by your level and 1 point per level up afterwards) 1.1 Skill mastery order (personal preference) 1st mastery - Tactics Lore (for even more critical hit chance; more critical chance = more damage) 2nd mastery - Astute Supremacy Focus (for further decrease of regeneration time and penalty of Clustering Maelstrom and Zealous Doppelganger; or Reverse Polarity buff once we master Concentration too, so we can have 3 buffs) 3rd mastery - Gruesome Inquisition Focus (for further decrease of regeneration time and penalty of Callous Execution, Frenetic Fervor and Purifying Chastisement buff) 4th mastery - Astute Supremacy Lore (for even more damage dealt by Clustering Maelstrom and Zealous Doppelganger; or Reverse Polarity as well once we master Concentration too, when we can have 3 buffs) 5th mastery - Dual Wield (for chance to deal double hits; double hits = more damage if we're lucky enough) 6th mastery - Concentration (for further decrease of combat arts regeneration time and regeneration from buffs as well and also to be able to maintain 3 active buffs at the same time) 7th mastery - Nefarious Netherworld Focus (for further decrease of regeneration time and penalty of Soul Reaver) 8th mastery - Armor Lore (only for further reduce of penalties from our gear) 9th mastery - Constitution (to be able to increase health regeneration rate while in combat) 10th mastery - Toughness (for further resistance increase as well as "+Damage mitigation: All channels +X%" modifier, which sums up all other damage mitigation your character has) *If you didn't choose Toughness as your level 65 new skill, then the 10th mastery will be your skill chosen instead of Toughness; check the Skill build section for other possible choices as level 65 skill. 2. Combat arts and modifications (modify them in the same exact order as listed below) Gruesome Inquisition aspect 1. Callous Execution - A powerful blow or stab that deals heavy damage of a single target. Our main combat art against single target enemies where Clustering Maelstrom is nearly useless (if not completely useless). An ideal regeneration time of Callous Execution should be between 2 and 3 seconds. Modifications: Bleed - chance to inflict deep wounds (50% + 0,5% chance per level of Callous Execution) Lacerate - chance to inflict deep wounds that will decrease the base hitpoint value (19,8% + 0,2% per level of Callous Execution) Judgement - increases chance for critical hits (19,8% + 0,2% per level of Callous Execution) 2. Frenetic Fervor - Increases the attack speed and maximum weapon value of the Inquisitor. Very good synergy with the Soul Reaver buff, which increases our attack and defense values. Note that Frenetic Fervor is the only combat art or effect (if I'm not wrong) that increases the maximum attack speed cap from 150% to 170%, turning the melee Inquisitor a fearsome warrior! Modifications: Fanaticism - further increases the attack speed (14,8% + 0,2% per level of Frenetic Fervor with a 50% increase from the base value) Resolve - increases the attack value (40% + 10% per level of Frenetic Fervor) Relentless - increases the duration (33,3% increase) 3. Purifying Chastisement (buff) - The Inquisitor deals more damage when wounded; the more wounded, the more damage dealt, up to a maximum threshold. Kinda risky to use it at full potential, which is at 25% health remaining, but has an outstanding effect if used efficiently. Just be careful and always keep an eye out on your health bar if you don't want unnecessary deaths. Modifications: Purge/Mystic - increases inflicted fire/magic damage (18% + 2% per level of Purifying Chastisement) - Pure preferential modification, depending on your main damage used; I personally use the Mystic modification since I mostly use magic damage weapons (upgraded with Magic Pearls) due to Weaken effect. Eradicate - increases the chance for critical hits (9,9% + 0,1% per level of Purifying Chastisement) - I find this way useful that Merciless modification (increases the threshold for max effectiveness) because the critical hit chances are the same at every health percent rather that just when wounded. Hallow - adds more damage (18% + 2% per level of Purifying Chastisement for EACH DAMAGE TYPE) - A must have modification if you'd like to maximize the damage dealt. Astute Supremacy aspect 4. Clustering Maelstrom - Draws every enemy within the range and pulls them to the core, dealing physical damage. Our main combat art when facing groups of enemies. Ideal regeneration time should be between 3 or 3,5 seconds. Modifications: Chaos - opponents tumbling into others will inflict more damage (49,5% + 0,5% per level of Clustering Maelstrom) - I find this modification better than Gravitation since this deals way more damage if more enemies are pulled into the Maelstrom (the more enemies, the more damage is dealt). Vortex - increases the range of the Maelstrom (18,75% increase) - at least one Vortex modification should be taken due to Clustering Maelstrom's small area of effect without modifications. Vortex - increases the range of the Maelstrom (18,75% increase) - I personally take both Vortex modifications for a total of 37,50% area of effect increase, which means more enemies can be caught into (remember, the more enemies caught, the more damage dealt) 5. Zealous Doppelganger - One of the most powerful combat arts of the Inquisitor that allows you to create a perfect copy of your character to aid you in combat. One particular aspect of this spell is that when you die somehow, the clone will become the new Inquisitor (unfortunately, the survival bonus acquired is still lost). Modifications: Incentive - increases the Doppelganger's attack and defense values (25% + 5% per level of Zealous Doppelganger) Equal - the Doppelganger gains the aspect of Gruesome Inquisition (I find this modification better than the Domination one because we want a more offensive approach since we're using the Doppelganger mainly against bosses and we're fighting most of these bosses with Gruesome Inquisition combat arts such as Callous Execution) Determination - increases the lifespan of the Doppelganger (33,3% increase) - I prefer this modification rather than having the Doppelganger as a permanent buff since we're gonna be using this combat art to aid us in tough battles or against bosses and it's not needed all the time. Also, the Inquisitor already benefits from some really strong buffs such as Purifying Chastisement or Soul Reaver and waiting for Concentration mastery to use Doppelganger as a 3rd buff is a bit too much. 6. Reverse Polarity (buff) - A strong buff that grants the Inquisitor a chance to reflect ranged damage back to its source. Comes in handy as a 3rd buff later on in the game when we'll have Concentration mastery and way tougher opponents (starting from Gold difficulty onward). With the following modifications we'll have a chance to be protected against mainly all damage types. Modifications: Rebound - adds a chance to reflect magic damage (20% + 2% per level of Reverse Polarity) Counterblow - adds a chance to reflect close combat damage (20% + 2% per level of Reverse Polarity) Evade - increases the defense value (10 + 5 flat value increase per level of Reverse Polarity) Nefarious Netherworld aspect 7. Soul Reaver (buff) - Our main and most important buff we'll be using and at the same time, the only combat art used from the Nefarious Netherworld aspect. Basically, each slain enemy raises a soul that surrounds the Inquisitor, granting him increased attack and defense values for each soul while they're up. Very good synergy with Clustering Maelstrom for providing a large amount of souls. Modifications: Zealot - increases the lifespan of each soul (50% increase) - more souls, more attack and defense granted. Source - decreases the regeneration time of ALL Inquisitor's combat arts when souls are up (10% + 0,5% per level of Soul Reaver) - a must have modification for lower regeneration of your main combat arts Zealot - increases the lifespan of each soul (50% increase) - two Zealot modifications for a total of 100% increased lifespan, each soul lasting for 30 seconds; like I said, more souls, more attack and defense boost. 3. Attributes until we learn Concentration (level 25), all attribute points should go into Stamina (main regeneration decrease source until we find decent items) and Strength (to increase our melee damage and attack value) in a 60-40 ratio after level 25, start pumping up Strength and Vitality (for some health bonus) in a 70-30 ratio after level 50 (until 150) when you'll gain 2 attribute points to spend, ONE should always go into Strength and the other one is choice based; you can choose between Stamina, Vitality or Intelligence, depending on your need (I personally increase Vitality one level, then the next one I up Intelligence and so on, until level 70 where I always upgrade Intelligence along with Strength) after level 150 when you'll gain 3 attribute points to spend, TWO should always go into Intelligence (to be able to scale our spell damage better into the higher difficulty levels) and the other one into Strength 4. Weapons, equipment, jewelry and relics 4.1 Weapons try to have a weapon slot for each damage type (I personally use slot 1 as a main slot with magic damage weapons, slot 2 for fire, slot 3 for poison, slot 4 for ice and slot 5 for physical) try to use fire or magic damage weapons because of Purifying Chastisement Purge/Mystic modification weapon types are pure preferential (you can choose freely between swords or hafted weapons but don't combine them into the same slot) set and unique items (occasionally legendary) are the best weapons to use best effects and modifiers to use: +X Damage, +X% to the damage type you're using (or +X% physical damage to increase Clustering Maelstrom's damage) +X Attack, +X% Attack, +X% chance for critical hits, +X% chance for double hits, Combat arts regeneration decrease, Regeneration per hit or +X to Gruesome Inquisition or Astute Supremacy aspects (Lifeleech can be good too, but if you want to maximize the effect of Purifying Chastisement, I'd recommend not using it) 4.2. Equipment you can use both mixed set and unique items to wear or complete sets (I personally prefer full sets because they look more epic ) best set items to use Deylen's Power set for Astute Supremacy aspect bonuses, Dreadbringer set for bonus to enraged players (damage increase when wounded), making a good synergy with Purifying Chastisement buff, Ilgard's Judgment for Gruesome Inquisition aspect bonuses or The Judicator Community Patch set for a huge damage boost, damage over time mitigation, as well as a regeneration penalty from buffs reduction. best effects and modifiers to use on your equipment: +X Defense, +X% Defense, +X to Armor, +X% to Armor, Regeneration reduction for combat arts, Regeneration penalty from buffs decrease, +X to all skills, +X to all combat arts or some damage mitigation effects (damage of enraged players can be good too if you prefer to use it) 4.3 Jewelry effects and modifiers from the rings you wear can be pure preferential (though the best ones are these who helps our build like +X% physical damage for Clustering Maelstrom's damage, +X% magic damage (if you're using magic damage on your weapons and if you chose Mystic modification from Purifying Chastisement buff), +X% fire damage (if you're using fire damage on your weapons and if you chose Purge modification from Purifying Chastisement buff), +X% chance for critical hits, +X% chance for double hits or Regeneration per hit) like the rings, amulet's effects and modifiers are preferential as well (you can use some bonuses to resistance, armor, attack and/or defense boosts, +X to all skills, +X hitpoints, some regeneration reduction effects and even +X% experience per kill or +X% chance to find valuables for better gear with a bit of luck) you can freely socket any of the mentioned effects on your weapons and equipment, but if you want to keep your items, socket just one ring/amulet into your gear and fill the other slots (if the gear you use has more) with Blacksmith arts (Whet for your weapons and Anneal and/or Enhance to your equipment) 4.4 Relics use a relic slot for each of the following resistances: Poison, Fire and Ice have a main slot for a mixed resistance relics relic sets from the Community Patch are always good to have 5. Play style use Callous Execution combat art against single targets or fleeing enemies (mages and archers will hate it) gather large groups of enemies and watch them being torn apart by Clustering Maelstrom (will fill your souls from Soul Reaver as well, granting huge boosts to attack and defense) use Frenetic Fervor and Zealous Doppelganger before facing tough enemies or boss fights (otherwise try to keep them until you really need them due to their long regeneration time) try to avoid teleportation between locations if it's not really necessary because doing it will reset the souls count to 0 as I am a big fan of collecting all dropped items, I advise you to do the same since we'll be using lots of gold to upgrade our gear don't forget to switch between weapon damage types (since you should have all 5 of them because that's why we have 5 slots) and relic slots when needed (like using poison resistance relics against Poison Lord, fire resistance relics against Carnach or fire damage against Octagolamus) try to complete as many side quests as possible because we need some time to fully outline our build (also, the drops after completing them can be good too) Expert Touch option? I personally vote for using it since lower regeneration is always good to have and we aren't spamming both of Callous Execution and Clustering Maelstrom anyway (we're using each one of them based on the situation we're facing) 6. Pros and cons In the end of the guide, I'll show you both the pros and the cons of this build, because, like every aspect and individual thing or being in the real life, it has to present some advantages and disadvantages as well. So, if my build helped you or it will help you in any way, I'll be more than pleased knowing I could support you in this diverse and complex game. Pros very flexible build, good against both single enemies and groups huge amounts of damage dealt if used effectively almost invincible later in the game with lots of souls consumed (after Concentration mastery with all Reverse Polarity modifications it will be even more stronger) extremely good combat arts and buffs to choose from (for some players this can even be a disadvantage since we're limited to just 2 buffs since later on) powerful combat arts and buffs modifications diverse and fun to play type of Inquisitor lots of set and unique items that synergies with the build Cons slow start since it's dependent on a lot of modifications to combat arts and buffs boss killing might be a bit slow can require a certain play style since the Inquisitor has to be wounded to maximize the damage dealt mainly limited to only one damage type (fire or magic) due to Purge/Mystic modifications from the Purifying Chastisement buff (depending which one you chose) not advised for 'lazy' players since this play style requires a lot of APM (actions per minute)
* Note: I brought this over from my original post on Clan-DA's Forum * * Note 2: I have not yet tested this with the Community Mod. Only vanilla. * Note 3: It has been a long time since I have played Sacred/Sacred 2, so I won't be able to answer any questions with this build (yet). I will be following my own guide to get back into this fantastic game! * My Perfected Astute Supremacy/Gruesome Inquisition Hybrid Inquisitor Build This guide will offer two things. It is a build guide and a road map. What I mean by that is, I am laying out what I took or am taking and how I am modding them, etc. For that, it is a build guide. I also took it one step further, and documented my first 19 levels of leveling up and how I allocated points, and modding so that I could create a road map. This will allow someone to get a jump start on this build. Or allow a beginner a little assistance to getting an inquisitor past the fatal stages. (Although this build is a little aggressive. that might be a problem. But I am sure if they want it bad enough, they will persevere. It will be worth it in the end. *wink*) Since this is my first build guide/road map, I don't know if the road map will be totally useless (as people like to experiment, and choose for themselves. I know I do. So I know it won't be for everyone) But I thought it might help a few, so I documented it. I hope you all find the guide somewhat insightful and useful. This build will be pretty precise and aggressive at the start. I devised this build from learning what few things I wanted to change with my high level inquisitor character. I learned what weaknesses he suffered from and what I needed to change to make this build perfect (in my eyes). Now, I have only tested this new perfected build up to level 38 or so. But this first 38 levels, and with my high level character experience, I know this build is on the right track to be perfect. ~DarkWolfNine Skills (in this order) 1. Astute Supremacy Lore Increases damage, critical chance, and cast speed for this aspect. 2. Dual Wield Grants the ability to wield two one-handed (non-ranged) weapons. Increases attack speed and chance to hit for both weapons. 3. Astute Supremacy Focus Improves regeneration and raises max Combat Art level for this aspect. 4. Armor Lore Improves resists, increases maximum item level without penalties, and decreases regeneration penalty from armors. 5. Nefarious Netherworld Focus Improves regeneration and raises max Combat Art level for this aspect. 6. Concentration Improves regeneration for all Combat Arts, and allows the use of up to three simultaneous buffs when mastered. 7. Constitution Increases health and health regeneration. 8. Gruesome Inquisition Focus Improves regeneration and raises max Combat Art level for this aspect. 9. Tactics Increases damage and chance for critical hits with all weapons. 10. Spell Resistance Increases resistance to spells and protection from spell-based critical hits. (An alternate 10th skill option would Combat Reflexes instead of Spell Resistance to block the physical attack critical hits. But I feel that reducing the damage from all the poison (from spiders, for example), and fire traps, etc. etc.) could be a better pay-off. It could go either way really. You will have to be more careful against physical critical hits with spell resistance. (Another reason for my constitution mentioning below)) Soul Reaver will protect you from physical, when it is charged (later in your character's life), but it is also no help against boss battles) Anyway. Just something to think about. Combat Arts: Gruesome Inquisition - Callous Execution Powerful blow or stab that will inflict heavy damage on an opponent. Mods: 1. Bleed (top) An attack which inflicts damage and causes bleeding (damage over time). (50% + 0.5% per CA level chance) 2. Lacerate (top) The opponent suffers from a deep wound that will decrease the base hit point value for a brief period. (19.8% + 0.2% per CA level chance) 3. Judgement (bottom) Increases chance for critical hits. (19.8% + 0.2% per CA level chance) Astute Supremacy - Levin Array Several streaks of lightning will shoot forward, inflicting damage on all opponents within a cone-shaped area in front of the Inquisitor. Mods: 1. Elongation (bottom) Increases the range of the lightning streaks. (20% increase) 2. Paralyze (top) Briefly decreases movement speed of affected opponents. (50% + 0.5% per CA level decrease) 3. Dynamic (bottom) Increases the chance for critical hits. (19.8% + 0.2% per CA level chance) - Clustering Maelstrom Everything within range of the maelstrom will be drawn in to collide heavily at its core. Opponents will sustain damage from the collision. Mods: 1. Chaos (bottom) Opponents tumbling into other opponents will inflict more damage. (49.5% + 0.5% per CA level increase) 2. Gash (bottom) Adds bleeding damage (damage over time). (42 + 21 per CA level physical damage over time (+damage modifiers)) 3. Vortex (top) Increases the range of Clustering Maelstrom. (18.75% increased area of effect from base value) - Reverse Polarity While active, this aura grants a chance to reflect ranged damage back to its source. Mods: 1. Sphere (bottom) Opponents within a certain radius around the Inquisitor will be hit and damaged by small streaks of lightning. (21 + 10.5 per CA level magic damage (+damage modifiers)) 2. Counterblow (top) Adds a chance to reflect close combat damage. (20% + 2% per CA level chance) 3. Evade (bottom) Increases the defense value. (10 + 5 per CA level increase) (Why did I not add the Zealous Doppleganger into my build? Well, simple, because he is bugged right now. Even though he is not supposed to use the Soul Reaver buff, he still does, and he steals my souls. Which is no good to me right now. When it is fixed, I might incorporate him back into this perfect build. His mods would be: 1. Incentive, 2. Domination, 3. Companion. So that when my Concentration is mastered, and I can use 3 buffs, I would probably add him as a third buff (if the bug gets fixed. :)) Nefarious Netherworld - Soul Reaver The essences of fallen corpses will rise and surround the Inquisitor. Whenever a fresh soul is raised, the duration of their stay is reset. Each additional soul grants a bonus. Mods: 1. Zealot (bottom) Increases the lifespan of each reanimated soul. (50% increase) 2. Source (bottom) Decreases the regeneration time of combat arts while the Inquisitor is accompanied by souls. (10% + 0.5% per CA level decrease) 3. Zealot (top) Increases the lifespan of each reanimated soul. (50% increase) (Combat Art Mods are gained after putting skill points of focus/lore: 3, 5, 9, 14, 22, 31, 42, 55, 70, 87, 106, 126) CA Regen Times: Keep CA's at level 1 until Regen's (of Clustering/Levin, and Callous with Buff(s)) are under 2-3 seconds. (then can level them up, and maintain under 3-4 seconds) At High levels I keep them around 2-2.5 seconds or less. Clustering/Levin I keep at the same Regen times, as I combo them after regen times get down under 12 seconds or so (Clustering Maelstrom first, followed by Levin Array) Changing Mods?: If you choose to change the mods from what I have recommended, I cannot stress enough to leave at least the two Zealot mods on Soul Reaver. They have been priceless to my builds. They are what take my Soul Reaver from 15 seconds to 24 and then to 30 seconds. Although I can go into very analytical and/or justified proof as to why I feel I have the best mods I can of each choice. I just wanted to stress the important note, that you will not regret taking both Zealots, later in your Inquisitor's life. Armor Lore: I took Armor Lore at level 8 because your speed has been (or will start) to be reduced by armor you are wearing at that time. So to keep from slowing you down too much, I thought it a good investment to finally take. (I would have taken it at level 12 or so, otherwise) Constitution: (This paragraph is a small repeat from the Roadmap, as it is also important to the guide) At level 25, I take Constitution. And I will put 2 points into it on every level, until I max it. And I will keep it maxed until I hit level 75, so that it can be my first mastery. Healing during battles is a very nice bonus. And adding to constitution, giving you extra hit points is very good for an inquisitor. Attribute points: Up to level 35-40 I am always putting them into Stamina. Then I will start a rotation of 3. (Stamina, Willpower, and Intelligence) At level 50, it becomes a little easier as you get 2 attribute points. You will know what you are lacking (of those 3). But regen times are super important. Spell Resistance will help a lot for willpower, and Astute Lore, will help for Intelligence. So just remember that they will help counter those being lower, so you can spend more in stamina. Health Pots: I was probably crazed for always buying all the pots from vendors for a long long time. But I would rather waste a few extra gold and pots in healing, than be a corpse somewhere. You will get hit a lot. And it will be a little while for this character to become strong. But he will be. Soul Reaver Buff: Just remember that Soul Reaver will help, As long as you kill monsters w/ souls (no undead or whisps, etc.) within every 30 seconds (If modded with both Zealot mods), your Attack value & defense value will increase. So at the start you will get hit, but build that up if you can, and you will become un-hittable, while not missing with your sword attacks either. It will take a while, but as an example, my high level character (at the time of this writing, at 140), can start Soul Reaver, and will get hit for the first 45 seconds, until I make a few kills (easy w/ Area of Effect spells), and then I will all but stop being hit. Maybe once more in the next 2 mins. And then nothing, for the next half hour or so. (as something will eventually make its way through) but I usually only get hit once per half hour, now. As long as I'm building my Soul Reaver. It is a level 46 now, and I can go 40.2 or so seconds w/o missing a soul. Just something to look forward to. But don't get too used to not getting hit. Because if you miss your 30 second window, you will be back to your normal Attack value and Defense value, and will be vulnerable again. So always be cautious/aware of your time or attack/defense values. Set Armor: For the longest time I wore Deylen's Set (The set that greatly benefits the Astute Supremacy Tree) It wasn't until I realized 2 things. 1. The spider (inquisitor's unique mount) is slow (assuming when you don't have Riding/mastered) 2. I would hurt a bunch of enemies and they would then all go running. It was a pain to track them, but it became habit for me. The Deylen set has a major flawed bonus, if you will. Chance to scare enemies away. This was no good. Not when I wanted enemies so I could use Clustering/Levin on them. Not chase them all over the world to finish them off. Now, you might think that that attribute might be handy in the beginning when you are still getting stronger, and you are probably right. It is the first bonus you get for wearing enough pieces of that set. But when you get high enough in levels to where you are needing the kills for experience to get up to the next difficulties. Don't forget, that this will be working against you. My high level character now wears a couple pieces from all the different sets, and it is working out great.No bonuses, but I easily recover that, from socketing rings/amulets. Best Weapon Type?: Since Inquisitors cannot use Shields, I dual wield all of my inquisitor builds. For this build, I highly recommend single handed swords. I have used it with all my inquisitor builds. They have good stats, and many sockets. Since this build is a dual wielder, just think about running around with two Officer Sabers having 4 sockets in each. Of course, I don't have a tailored weapon skill chosen here, so any single handed weapon should dual wield nicely with this build. But I thought I would mention swords as my premium choice. Deity Choice: I chose Testa. But I am not really sure if your deity choice affects your build very much if you aren't taking Divine Devotion. So it could be personal preference. I like the ability Testa offers. On a final note, should mention, that this guide (while I got carried away with making this more than a build guide per se.) does have some good information that should show you how I've have gone with my perfected inquisitor. But feel free to take from it what you will, and deviate where needed to form an inquisitor that might best fit you and your playing style. Though I really don't mind if there are a bunch of mini-me's running around. (or else I wouldn't have gone into such great detail) I just want everyone to enjoy the inquisitor character as much as I have come to. ~DarkWolfNine Thanks to the SacredWiki for the CA Mod Stats. * Unfortunately, sacred2.net has long since disappeared Until I get some pictures up of my character. I thought I could post the two builds I have going, that are using this build guide. (at the time of this writing level 38, and one at 18. Once the ladder's are updated anyway, it should show that.) level 38 http://www.sacred2.net/char.html?char=142554 level 18 http://www.sacred2.net/char.html?char=173633 The Starting Character ROAD MAP (First 19 levels) --------------------------------------------------------------------------------------------------- For the first few levels, certain points, will need to go into certain skills, in order to unlock a 2nd tier skill, or to pre-mod a buff entirely before use. Things like that. So try to bear with me. Pre-Requisite needs: I would have to say before hand, that I think that the only pre-requisite for this build, might be, that there are a couple CA's you might need at least 1 of, after a few levels. (either found, traded-in, or given to) Having one CA of each of the 5 CA's that you will use, ahead of time, would be ideal. (But you will need Reverse Polarity by level 3, Clustering Maelstrom by level 5, Levin Array by level 6 (although having it at the start for a starting CA, even with high regen would be great), Soul Reaver by Level 12, Ideally having Callous Execution by level 3 would be also, for the second CA slot.) Don't level each of the 5 CA's above level 1 yet. (aka don't read more than 1 of each of them. Your first buff that you will use is Reverse Polarity. (As soon you have it) If you have Levin Array, set it to your CA (Right Click) slot. Level2: Skill: Astute Lore (1 pt) Att: Stamina (1 pt) NEW SKILL: Astute Supremacy Lore Level3: Skill: Astute Lore (1 pt) Att: Stamina (1 pt) NEW SKILL: Dual Wield Put first mod on Reverse Polarity (Sphere (bottom)) If you have Callous Execution, (I set it to the First CA use slot) And then Levin Array to the second Slot. (#1, for a single enemy, #2 for multiple enemies for hot keys on the keyboard) Level4: Skill: Astute Lore (1 pt) Att: Stamina (1 pt) Level5: Put the 1 point on the Astute Lore before picking new skill!!!! Skill: Astute Lore (1pt) Astute Focus (1pt) Att: Stamina (1 pt) NEW SKILL: Astute Focus (2nd Tier) Put first mod on Clustering Maelstrom (Chaos (bottom)) I will usually start my combo here. (Create a combo, Put Clustering Maelstrom first, Levin Array second) And set that as your #2 CA slot) You don't have to though, if Levin array is working for you, you can stick with it for a while longer. At level 11, you will gain a 3rd CA use slot, so you can have space for all 3. (Callous, Levin, and the combo) Level6: Skill: Astute Focus (2pts) Att: Stamina (1 pt) Put first mod on Levin Array (Elongation (bottom)) Level7: Skill: Astute Focus (2pts) Att: Stamina (1 pt) Level8: Skill: Astute Focus (2pts) Att: Stamina (1 pt) NEW SKILL: Armor Lore (only taken at this level, because armor starts to reduce your movement speed) Level9: Skill: Armor Lore (1pt), Astute Focus (1pt) Att: Stamina (1 pt) Put second mod on Reverse Polarity (Counterblow (top)) Level10: Skill: Armor Lore (1pt), Astute Focus (1pt) Att: Stamina (1 pt) Level11: Skill: Astute Focus (1pt), Astute Lore (1pt) Att: Stamina (1 pt) Level12: Choose NEW SKILL FIRST (before points) Skill: all points on Nefarious Focus (3pts) Att: Stamina (1 pt) NEW SKILL: Nefarious Netherworld Focus (this is taken so we can pre-build all the mods on Soul Reaver) Choose the first Soul Reaver mod Zealot (bottom). Level13: Skill: 1 point Nefarious Focus, 1 point Astute Focus, 1 point Armor Lore (3pts) Att: Stamina (1 pt) Choose the second Soul Reaver Mod Source (bottom) Level14: Skill: 1 pt Astute Lore, 2 Points on Astute Focus (3pts) Att: Stamina (1 pt) Level15: Skill: 1 point on Nefarious Focus, 1 pt Armor Lore, 1 pt Astute Focus (3pts) Att: Stamina (1 pt) Put second mod on Clustering Maelstrom (Gash (bottom)) Level16: Skill: 1 pt Nefarious Focus, 1 pt Astute Focus, 1 pt Astute Lore (3pts) Att: Stamina (1 pt) Level17: Skill: 1 pt Nefarious Focus, 1 pt Astute Focus, 1 pt Astute Lore (3pts) Att: Stamina (1 pt) Level18: Skill: 1 point Nefarious Focus,1 pt Astute Focus, 1 pt Astute Lore (3pts) Att: Stamina (1 pt) NEW SKILL: Concentration Choose last Soul Reaver Mod Zealot (top) Use Soul Reaver now w/ Reverse Polarity I was only going to post the first 18 levels. But I added one more level as it will give one more mod for the Astute tree CA's. You get a choice here. Level19: Skill: 1 pt Astute Focus, 2 pt Astute Lore (3pts) Att: Stamina (1 pt) Put last mod on Clustering Maelstrom (Vortex (top)) (recommended, if doing fine w/ taking damage) OR Put last mod on Reverse Polarity (Evade (bottom)) It might be a good idea to keep Astute focus maxed for a while as it will provide two benefits. 1. It will keep the meter going toward your last 2 mods for Levin Array. 2. It will keep working on your regen time a little. The other 2 points can be used as you see fit. (I like to put one of them on armor lore for a while, until the armor regen bonus isn't worthwhile for a bit anyway. As that helps my regen time a lot too.) Dual Wield wouldn't be a bad choice to start giving points into either. (in my opinion) At level 25, I take Constitution. And I will put 2 points into it on every level, until I max it. And I will keep it maxed until I hit level 75, so that it can be my first mastery. Healing during battles is a very nice bonus. And adding to constitution, giving you extra hit points is very good for an inquisitor. (The last point (after the constitution 2), or 2 points, when you get a 4th, can be used for regen time (my preference), and then the 4th, can be used for Dual Wield, or another skill you need to add points into that you are lacking.) It just depends at the time what you are needing, really. Sometimes you will want to put a point in something else for 1 or 2 levels, and then go back to your regen point use. But I never go away from my 2 points of constitution.