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)