My build is somewhat ineffective now since soft skill point masteries got taken out of the game (for whatever cruel intention Ascaron had, I do not know). It is amazing how much weaker the Inquisitor is without having the master versions of his skills - probably due to the fact that he has crappy strength growth, pitiful armor and a counter-productive game mechanic (Purifying Chastisement will only get you killed if you try to use it the way it was "intended". Trust me... you'll just get randomly one shotted).
Ugh... and with the soft mastery loss, bargaining is just not all that great with the way the game is getting pushed more and more into a magic find frenzy. Not having enhanced perception REALLY hurts since you pretty much have to spend a lot of annoying time exploring and less time leveling effectively.
But none the less, the Inquisitor can STILL work - but it will take a lot longer to arrive at a fun level than it would if you were playing with a more well rounded character (I.E. the Shadow Warrior or the Seraphim).Calleous Execution Mods:
Bleed- Adds a DOT
Lacerate - Lowers enemy base HP (VERY POWERFUL)
Draw Life - Life saver and extra 10-20% damage
These will ensure that you are dealing optimal damage with this, unquestionaly EXTREMELY powerful melee attack (and yes, the life drain ads EXTRA damage). I highly recommend that you try to get all of the mods for this skill as early as possible... which can be tough since Purifying Chastisement and Frenetic Fervor are essential as well.
But the sooner you get Calleous Execution fully modded out, the sooner you'll be able to kill bosses before they can kill you... and also ensuring you'll be saved by the life drains in the event that you might be on receiving end of a near fatal critical hit.
If you're wondering why I abhore the added critical hit potential, it's because frankly, it's pointless with Tactics Lore, Purifying Chastisement and the mess of other equipment you will be finding.Ruthless Mutilation Mods:
Ire - Ruthless doesn't do very high damage without it
Dolor - Life drain, almost essential
Frenzy - Double hits ... this works very well when you get dual wield maxed out
- I wouldn't start working on RM until after you've gotten Callous Execution finished; RM is awesome, don't get me wrong - but the Inquisitor has enough crowd control crap as it is.Mortifying Pillory Mods:
Disgrace - Lowers opponent armor, this can be very helpful but dislodged spirit is overall better by itself* (NOTE: This mod could cause the Inquisitor to lose his own armor in previous patches - so use this mod at your own risk... I cannot atest to the fact that if it has been completely fixed).
Proclamation and Decay if you have enough points for it (you probably won't)
Mortifying Pillory is in serious need of some love from Ascaron... poison damage doesn't hold up very well in the end game due to most monsters having a high poison armor rating, and it hardly DOTs at that point either. Also the "outlaw' effect on it isn't as useful as it would seem - mainly due to the fact that when it DOES work... the monster ends up dying too fast for it to actually be of any benefit. I almost hate to say this, but MP may be a crap spell.Frenetic Fervor
Fanaticism - VERY VERY VERY, VERY VERY VERY ESSENTIAL! This lets the Inquisitor break the 150% attack speed cap and actually do up to 170%.
Resolve - The attack rating increase is very substantial, and you will really want to get your accuracy up as high as possible early on since enemies start to dodge your hits more easily, the further on you go in the game.
Relentless - Increases the duration... you REALLY need this since FF has a really pitiful duration without this mod.Purifying Chastisement Mods
Mystic - Magic damage, although it has more resistance in the end game, is probably the better choice since practically all weapons have a base magic damage effect on them, and also, it increases your chance to cause weakening ... which can be very deadly paired with your other debuffs.
Eradicate - Essential, VERY essential. Right off the bat, it gives you a 10% critical hit increase, and it can get MUCH higher (20%? 30%? Whatever you want..)
Hallow - Adds more damage
Yes, I know Inure seems very tempting since it adds a base damage mitigation every time you use the buff, but let's face it - damage mitigation is sorely broken ATM. Until you're way into the game, that damage mitigation bonus really doesn't help all that much, sadly. And besides, without Hallow, I know this is going to sound lame, but the Inquisitor REALLY needs it. He doesn't do as nearly as much damage without it...
... mainly because you're not going to be able to rely upon the "enraged player" bonus that MP gives you. There's just not enough breathing room later on in the game to depend upon it. Reverse Polarity Mods:
Rebound - Reflect Magic/Combat Arts
Counterblow - Reflect Close Combat
Evade - Substantially Increases chance to not get hit
While RP is a very good defensive buff, it sadly isn't as effective as you think it would be. There are quite a few times in the game where I could swear it was not reflecting as much as the % was telling me, and there were other times where it seemed like monsters (*COUGH BOSSES COUGH*) were able to completely ignore it. Also, the damage that RP reflects doesn't seem to be 100%, unlike the damage that monsters reflect. But still, it works, and damn... it's nice for what it is.Clustering Maelstrom Mods:
Chaos - Seems to be invariably the better of the two... I think Gravitation is bugged because its script seems to imply that it's supposed to add some Area of Effect damage in cases where there's nothing to collide... but suffice to say, Chaos adds more damage.
Gash - DOT
Vortex - You NEED this, the range just takes forever to get up otherwise.
BTW, I've tried both Vortex mods out, and it doesn't seem to stack. I think it might be a bug. Or if they do, the second one doesn't do as much of an improvement as the first.Levin Array Mods
Elongation - Monsters tend to not get hit if you increase the angle... so go with the range. :-/
*I don't recommend bothering with the other two mods, pick whichever you want. If you want my preference, I usually go with Hesitation and Steal Life since Hesitation stacks with Ruthless Mutilation's slow down and Steal Life helps get Levin Array's pitiful damage up a little more.)Raving Thrust & Doppelganger mods
- I honestly cannot recommend using these spells, even with an Astute Supremacy build. They're just too buggy.Soul Reaver
Zealot: Essential, you need this ASAP. At higher levels it is very much so possible to have Soul Reaver last long enough to be used against bosses if you get this mod. No guarantees, but regardless, this helps A LOT. Getting your chance to get hit down to 0% is just... damn awesome.
Recreation: Also essential since it can help deal with the life regen problems that you will probably be having until you get constitution mastery.
- If you can afford it, I suggest getting the second Zealot... but honestly you probably won't be able to afford it.
*The next two Combat Arts are sort of optional as far as mods go, but they are by far very VERY useful... especially Inexorable Subjugation since it basically freezes an enemy in place and you can combo it with Callous Execution and get in a very strong, free hit. Throw on dislodged spirit before you do the deed, and you're talking MAJOR damage. *Inexoriable Subjegation Mods
Brunt - The spell really doesn't last all that long.
- I usually don't have enough breathing room for the other two mods, but if you can afford them, go with Fanatic and Probation to get your most out of the spectral companions.Dislodged Spirit Mods
In all honesty, I can't say that it's easy to find space to mod this, but if you want to, I suggest going with Spite and Torture and Stimulate.
- Focus on Gruesome Inquisition first... after that it might be better in the long run if you get Nefarious Netherworld Lore for the Soul Reaver mods. You'll probably get far more millage out of it than Reverse Polarity since you're pretty much going to be saving RP for situations where Soul Reaver isn't feasible. But once you have concentration Mastery (which is sadly, going to be very late in the game) ... you'll have all 3 at your disposal... and that my friends, is FUN.
... BTW, if you want to be risky, you can go with Sphere & Death Magik on Reverse Polarity & Soul Reaver (respectively) instead of Rebound & the first Zealot. Of course this will mean you're going to have to make Concentration Mastery your first goal as a mastery skill, but the end results can be QUITE pleasing since you've essentially given yourself an aura of death. The only downside to this is that you'll probably be a little awkward, and sadly, the effect will mostly only be for the novelty... not the utility. But hey, if you want to just make killing crowds your only function, it's a great idea!
Edited by Cthulhu, 14 June 2009 - 04:41 AM.