Valkoria's (C) Inquisitor Guide.
Created by Valkoria on Nov 23rd 2016 (Last Updated: Dec 11th 2018).
This is a public build.
35
Rank 10: http://tos-th.com/skill-simulator.html#4112bbbfggg.1a2a345561.2545.1f23429a6575.1535.7f416f8891a5
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Welcome, If you have any questions I will do my absolute best to answer them as soon as possible and please click the Like button if you enjoy the build.
For more builds check out: http://www.tosbase.com/tools/skill-simulator/users/24013/
Inquisitors deal incredible physical damage and have some fantastic aoe capabilities thanks to Breaking Wheel and God Smash.
Paladin powers up your damage with Conviction while dealing significant damage with Smite and offers some useful defensive and offensive utility thanks to Resist Elements and Barrier.
Rating of Class 1-10 (my opinion):
Single Target: 8.5
Area of Effect: 7.5
Durability: 7
Solo: 8
Team: 7
Pros:
- Amazing single target damage
- Has resurrection
- Easy and fun to play
- Flexible Rank 7 choices (See further below)
Cons:
- Very Sp hungry (Sp costs were reduced by still fairly high)
- Circle 1-6 can be fairly boring because you only have a few skills
- Not too powerful until Rank 6+
- Requires above average investment compared to other builds
Stat Distribution:
- 70+ CON
- 110 DEX
- Rest into STR
70 invested Con will give you a good amount of base Hp, However you may require higher health for some of the more dangerous content in the game.
110 DEX brings you slightly over 150 DEX with monstrance, which ends up being where you gain the most amount of attack speed before diminishing returns starts to kick in. It will also give you some block penetration which is helpful on certain enemies.
Rank 7 is also flexible, your options are:
Kabbalist - Unlimited Sp from Ein Sof which completely solves Sp problems for yourself and another player rotating between each other. I suggest taking this unless you plan on heavily investing in gear and attributes so things die much quicker.
Monk - Slightly more single target damage with fairly good filler attacks, however is very Sp Hungry since you won't have Ein Sof.
Priest Circle 2 - Mass Heal and Revive, slightly more support orientated.
Skill Distribution:
You will notice that some circles don't have 15 points invested, that's because you can save points from the same class and invest them in the next circle.
Cleric:
10/10 Heal, One of clerics best spell in the game, every cleric maxes this. Scales from Healing Power, Int and Spirit.
10/10 Cure, Is actually quite strong even as a non Int focused build thanks to Maces now having Magic Attack as a main stat effected by enhancement and transcendence.
4/10 Safety Zone, Four points is enough thanks to the +20 Block Attribute.
5/5 Divine Might, A great skill because it causes your next x amount of skills (x depends on Divine Mights level) to be +1 level higher.
1/5 Fade, One point is enough for removing aggro so you can interact with objects or avoid some ground spells.
Priest:
5/5 Monstrance, A 5 minute duration buff (with attributes) that gives 30% + 10 Dexterity, the reason why we pick Priest at this circle.
5/5 Resurrection, Huge utility spell, amazing in ET and can save players exp or items in dungeons.
Remaining 5 points don't matter unless you plan on going Priest C2 at rank 7.
Paladin:
From this point on you can wear a Two-Handed Blunt Weapon, you sacrifice a shield for a good amount of physical and magic attack. It also is required to be able to cast one of your Paladin skills.
15/15 Smite, An extremely strong attack against Mutant and Devils and still quite good against everything else. Low cooldown but fairly high mana cost.
10/10 Demolition, Paladins new skill added in the Rank 9 patch. Can only be used with 2h Maces and takes 1 second to charge. Really good skill that really helps physical clerics lack of aoe.
5/5 Conviction, The reason you go Paladin, it doesn't state it but it actually increases damage of your strike skills by adding another line of attack with a varying modifier depending on the skill used (God Smash is around 60-80% more damage for example). Try to always keep this debuff up before you use your other Paladin and Inquisitor strike skills.
5/5 Barrier, A very good utility spell that reduces incoming damage and increases magic defense while standing in it, quite useful in certain scenarios like the Torch in Missions since it keeps regular enemies out of the zone.
2/15 Turn Undead, Deals magic damage in a cone in front of you and has a chance to instantly kill Demons and Mutants. Now has an attribute that can convert enemies into allies (only non elites).
Remaining points can be put into Turn Undead to increase the amount of targets hit, or Resist Elements for the defensive buff and for lowering bosses magic resist (even one point is value for casters).
Avoid Restoration, since the update where they changed healing it became a pretty weak skill, it just increases your natural hp regeneration instead of increasing healing received, and at higher levels its insignificant.
Kabbalist (If Chosen):
5/5 Ein Sof, The reason Kabbalist is an option for the build. When cast it lays a tile on the ground that can be picked up by yourself or another player, at level 5 it gives 100% more Hp for 35 seconds.
The reason why it's so good is because of its 'SP Recovery' Attribute which exchanges half of the Hp increase for Sp Recovery instead (which is always replenishes all your SP). This solves all your SP problems and others you group with which means you won't need to spend a cent on potions.
5/5 Revenge Sevenfold, Buffs yourself, group members and allied constructs (like Pears of Anguish) and causes the next hit received to only be 1 damage and reflects 50% x7 back at the target. This skill can lead to some extremely high burst and is one of the reasons why so many people think pvp is unbalanced.
Monk (If Chosen):
5/5 Double Punch, Reason why you go Monk at rank 7, for the filler attack and bonus strike damage debuff.
5/5 Palm Strike, Another filler attack that has potential to increase your overall damage thanks to its bleed attribute.
5/5 Hand Knife, Not an entirely powerful attack on its own but with the armor break attribute it has a very high chance to reduce an enemies armor to zero for 3 seconds.
Priest (If Chosen):
5/5 Revive, Another great utility spell like Resurrection, if a player reaches 0 hp while Revive is on them they avoid death, heal to 25% (at level 5) and take no damage for 5 seconds.
5/5 Mass Heal, The second direct healing spell in the game, when used it heals you and anyone in a fairly large radius around you. Scales from Healing Power, Int and Spirit.
Inquisitor:
15/15 God Smash, One of your strongest Physical attacks. Scales incredibly well, has good Aoe and deals even more damage after Conviction and Double Punch. Has a new attribute that Inquisitor C2 can learn which causes it to deal 30% more damage to Demon enemies by 30%, which is very useful against all enemies after using Judgement.
1/15 Pears of Anguish, This skill got changed in the Combat update, the amount of pears no longer scale with levels and only increases its attack multiplier per level. It's still quite good against mage enemies but no longer a 1 shot monster rapist.
15/15 Breaking Wheel, This skill also got changed in the Combat update, the duration and durability no longer scales with levels and only increases its attack multiplier per level by around 4.5%.
8/15 Malleus Maleficarum, is another great spell that doesn't entirely state what it does. Not only does it deal pretty good damage that scales with how much Magic Attack the enemy has but also debuffs it making the target take more damage from all sources depending on how much Magic Attack it has too. 7+ points makes the debuff have 100% up time.
1/10 Judgement, Turns enemies into Demon type which causes Holy attack and certain skills like Smite and God Smash (with the attribute) to deal its bonus damage.
5/5 Breast Ripper, Very happy that Inquisitor finally got another good skill after its first circle. Summons giant scissors that vacuums enemies in a nice line and chops them up dealing damage over time, and extra to demons. Scales incredibly well the more strength you have and works even better while Breaking Wheel is out.
Important Attributes to level asap:
Cleric - Safety Zone: Block Count
Priest - Monstrance: Duration
Priest - Resurrection: Revive Count
Paladin - Use Two-handed Blunt Weapon
Paladin - Increased Aoe Attack Ratio
Paladin - Barrier: Increased Radius
Paladin - Barrier: Distant Defense
Paladin - Barrier: Holy Damage
Inquisitor - Breaking Wheel: Additional Damage
Inquisitor - Breaking Wheel: Reinforce
Inquisitor - God Smash: Demon Punisher
Inquisitor - Breast Ripper: Armor Break
Equipment / Core Items / Cards:
Use a 2H Mace. Plate for more Pdef, Leather if you want to sacrifice defenses for a small amount of bonus crit.
Red Card: Glass Mole Lv10 x3 (+30% Physical Attack for 6 seconds after consuming an Sp Potion)
Blue Card: Nuaele Lv10 x3 (+30% Magic Defense)
Green Card: Netherbovine Lv10 x3 (+30 Strength)
Purple Card: Gazing Golem Lv5-10 x3 (15-30% chance to gain Pain Barrier when hit)
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Welcome, If you have any questions I will do my absolute best to answer them as soon as possible and please click the Like button if you enjoy the build.
For more builds check out: http://www.tosbase.com/tools/skill-simulator/users/24013/
Inquisitors deal incredible physical damage and have some fantastic aoe capabilities thanks to Breaking Wheel and God Smash.
Paladin powers up your damage with Conviction while dealing significant damage with Smite and offers some useful defensive and offensive utility thanks to Resist Elements and Barrier.
Rating of Class 1-10 (my opinion):
Single Target: 8.5
Area of Effect: 7.5
Durability: 7
Solo: 8
Team: 7
Pros:
- Amazing single target damage
- Has resurrection
- Easy and fun to play
- Flexible Rank 7 choices (See further below)
Cons:
- Very Sp hungry (Sp costs were reduced by still fairly high)
- Circle 1-6 can be fairly boring because you only have a few skills
- Not too powerful until Rank 6+
- Requires above average investment compared to other builds
Stat Distribution:
- 70+ CON
- 110 DEX
- Rest into STR
70 invested Con will give you a good amount of base Hp, However you may require higher health for some of the more dangerous content in the game.
110 DEX brings you slightly over 150 DEX with monstrance, which ends up being where you gain the most amount of attack speed before diminishing returns starts to kick in. It will also give you some block penetration which is helpful on certain enemies.
Rank 7 is also flexible, your options are:
Kabbalist - Unlimited Sp from Ein Sof which completely solves Sp problems for yourself and another player rotating between each other. I suggest taking this unless you plan on heavily investing in gear and attributes so things die much quicker.
Monk - Slightly more single target damage with fairly good filler attacks, however is very Sp Hungry since you won't have Ein Sof.
Priest Circle 2 - Mass Heal and Revive, slightly more support orientated.
Skill Distribution:
You will notice that some circles don't have 15 points invested, that's because you can save points from the same class and invest them in the next circle.
Cleric:
10/10 Heal, One of clerics best spell in the game, every cleric maxes this. Scales from Healing Power, Int and Spirit.
10/10 Cure, Is actually quite strong even as a non Int focused build thanks to Maces now having Magic Attack as a main stat effected by enhancement and transcendence.
4/10 Safety Zone, Four points is enough thanks to the +20 Block Attribute.
5/5 Divine Might, A great skill because it causes your next x amount of skills (x depends on Divine Mights level) to be +1 level higher.
1/5 Fade, One point is enough for removing aggro so you can interact with objects or avoid some ground spells.
Priest:
5/5 Monstrance, A 5 minute duration buff (with attributes) that gives 30% + 10 Dexterity, the reason why we pick Priest at this circle.
5/5 Resurrection, Huge utility spell, amazing in ET and can save players exp or items in dungeons.
Remaining 5 points don't matter unless you plan on going Priest C2 at rank 7.
Paladin:
From this point on you can wear a Two-Handed Blunt Weapon, you sacrifice a shield for a good amount of physical and magic attack. It also is required to be able to cast one of your Paladin skills.
15/15 Smite, An extremely strong attack against Mutant and Devils and still quite good against everything else. Low cooldown but fairly high mana cost.
10/10 Demolition, Paladins new skill added in the Rank 9 patch. Can only be used with 2h Maces and takes 1 second to charge. Really good skill that really helps physical clerics lack of aoe.
5/5 Conviction, The reason you go Paladin, it doesn't state it but it actually increases damage of your strike skills by adding another line of attack with a varying modifier depending on the skill used (God Smash is around 60-80% more damage for example). Try to always keep this debuff up before you use your other Paladin and Inquisitor strike skills.
5/5 Barrier, A very good utility spell that reduces incoming damage and increases magic defense while standing in it, quite useful in certain scenarios like the Torch in Missions since it keeps regular enemies out of the zone.
2/15 Turn Undead, Deals magic damage in a cone in front of you and has a chance to instantly kill Demons and Mutants. Now has an attribute that can convert enemies into allies (only non elites).
Remaining points can be put into Turn Undead to increase the amount of targets hit, or Resist Elements for the defensive buff and for lowering bosses magic resist (even one point is value for casters).
Avoid Restoration, since the update where they changed healing it became a pretty weak skill, it just increases your natural hp regeneration instead of increasing healing received, and at higher levels its insignificant.
Kabbalist (If Chosen):
5/5 Ein Sof, The reason Kabbalist is an option for the build. When cast it lays a tile on the ground that can be picked up by yourself or another player, at level 5 it gives 100% more Hp for 35 seconds.
The reason why it's so good is because of its 'SP Recovery' Attribute which exchanges half of the Hp increase for Sp Recovery instead (which is always replenishes all your SP). This solves all your SP problems and others you group with which means you won't need to spend a cent on potions.
5/5 Revenge Sevenfold, Buffs yourself, group members and allied constructs (like Pears of Anguish) and causes the next hit received to only be 1 damage and reflects 50% x7 back at the target. This skill can lead to some extremely high burst and is one of the reasons why so many people think pvp is unbalanced.
Monk (If Chosen):
5/5 Double Punch, Reason why you go Monk at rank 7, for the filler attack and bonus strike damage debuff.
5/5 Palm Strike, Another filler attack that has potential to increase your overall damage thanks to its bleed attribute.
5/5 Hand Knife, Not an entirely powerful attack on its own but with the armor break attribute it has a very high chance to reduce an enemies armor to zero for 3 seconds.
Priest (If Chosen):
5/5 Revive, Another great utility spell like Resurrection, if a player reaches 0 hp while Revive is on them they avoid death, heal to 25% (at level 5) and take no damage for 5 seconds.
5/5 Mass Heal, The second direct healing spell in the game, when used it heals you and anyone in a fairly large radius around you. Scales from Healing Power, Int and Spirit.
Inquisitor:
15/15 God Smash, One of your strongest Physical attacks. Scales incredibly well, has good Aoe and deals even more damage after Conviction and Double Punch. Has a new attribute that Inquisitor C2 can learn which causes it to deal 30% more damage to Demon enemies by 30%, which is very useful against all enemies after using Judgement.
1/15 Pears of Anguish, This skill got changed in the Combat update, the amount of pears no longer scale with levels and only increases its attack multiplier per level. It's still quite good against mage enemies but no longer a 1 shot monster rapist.
15/15 Breaking Wheel, This skill also got changed in the Combat update, the duration and durability no longer scales with levels and only increases its attack multiplier per level by around 4.5%.
8/15 Malleus Maleficarum, is another great spell that doesn't entirely state what it does. Not only does it deal pretty good damage that scales with how much Magic Attack the enemy has but also debuffs it making the target take more damage from all sources depending on how much Magic Attack it has too. 7+ points makes the debuff have 100% up time.
1/10 Judgement, Turns enemies into Demon type which causes Holy attack and certain skills like Smite and God Smash (with the attribute) to deal its bonus damage.
5/5 Breast Ripper, Very happy that Inquisitor finally got another good skill after its first circle. Summons giant scissors that vacuums enemies in a nice line and chops them up dealing damage over time, and extra to demons. Scales incredibly well the more strength you have and works even better while Breaking Wheel is out.
Important Attributes to level asap:
Cleric - Safety Zone: Block Count
Priest - Monstrance: Duration
Priest - Resurrection: Revive Count
Paladin - Use Two-handed Blunt Weapon
Paladin - Increased Aoe Attack Ratio
Paladin - Barrier: Increased Radius
Paladin - Barrier: Distant Defense
Paladin - Barrier: Holy Damage
Inquisitor - Breaking Wheel: Additional Damage
Inquisitor - Breaking Wheel: Reinforce
Inquisitor - God Smash: Demon Punisher
Inquisitor - Breast Ripper: Armor Break
Equipment / Core Items / Cards:
Use a 2H Mace. Plate for more Pdef, Leather if you want to sacrifice defenses for a small amount of bonus crit.
Red Card: Glass Mole Lv10 x3 (+30% Physical Attack for 6 seconds after consuming an Sp Potion)
Blue Card: Nuaele Lv10 x3 (+30% Magic Defense)
Green Card: Netherbovine Lv10 x3 (+30 Strength)
Purple Card: Gazing Golem Lv5-10 x3 (15-30% chance to gain Pain Barrier when hit)
Rank 1
Cleric |
5 / 5 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 5: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 5 SP: 38 Type: Magic / Buff Cooldown: 22s Element: 4 / 5 Safety Zone: Increased Range Type: Active * Increases range applied by [Safety Zone] to 15 * Increases SP consumption by 80% Cleric 1st Circle required Safety Zone: Block Count Type: Active * Increases block count of [Safety Zone] by 1 per attribute level * Increases SP consumption by 10% Cleric 2nd Circle required Safety Zone Creates a magic circle that blocks incoming attacks. Level 4: Blocks: 8 times Magic Circle Duration: 20 seconds SP: 40 Type: Magic / Buff Cooldown: 48s Element: |
Rank 2
Cleric |
10 / 10 2 Heal: Enhance Type: Passive * Increases the damage and heal factor of [Heal] by 0.5% per attribute level * +10% added bonus at maximum level Cleric 1st Circle required Heal: Creating Extra Type: Active * Adds a 2% chance per attribute level of being automatically healed when using [Heal] * Increases SP consumption by 20% Cleric 1st Circle required Heal: Remove Damage Type: Active * [Heal] will not inflict damage nor react to enemies * Increases SP consumption by 10% Cleric 1st Circle required Heal: Open Sanctuary Type: Active * Extends the effects of [Heal] to neutral characters. Cleric 1st Circle required Heal: Exclude Summons Type: Active * Keeps [Heal] effects from applying to summons. Cleric 1st Circle required Heal: Linger Type: Active * Applies a buff that continuously restores the HP of allies healed with Heal or Mass Heal * The buff lasts 10 sec and restores HP in a value equal to [attribute level x 5]% of your Healing stat * Increases SP consumption by 30% Cleric 3rd Circle required Heal [Magic] - [Holy] Creates a magic circle in front of you, healing allies or damaging enemies. Does not affect airborne enemies. Amount of HP recovered depends on the target's maximum HP. Recovery increases with the casting character's INT and SPR. Level 10: Attack 228% Heal factor 228% Magic circle duration 40 sec No. of heal circles 10 SP: 68 Type: Magic / Buff Cooldown: 22s Element: 10 / 10 Cure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cure] by 0.5% per attribute level * +10% added damage at maximum level Cleric 1st Circle required Cure: Damage Interval Type: Active * Decreases the interval of [Cure]'s magic circle by 0.2 seconds * Increases SP consumption by 20% Cleric 2nd Circle required Cure [Magic] - [Holy] Creates a magic circle that removes a Lv1 status ailment from allies or inflicts damage to enemies. Does not affect airborne enemies. Level 10: 0.4 second attack 103% No. of Hits: 28 Magic Circle Duration: 15 seconds SP: 75 Type: Magic / Buff Cooldown: 27s Element: 5 / 5 Divine Might: Devil-type Damage Type: Active * Deals damage equal to 100% of magic attack to nearby Devil-type monsters when using [Divine Might] * Increases SP consumption by 10% Cleric 2nd Circle required Divine Might Temporarily increases the skill levels of you and your party members by 1. Level 5: Applies 5 times Duration: 60 seconds SP: 45 Type: Magic / Buff Cooldown: 27s 1 / 5 Fade Erases the threat of monsters making them stop any attacks on you. Level 1: Duration: 12 seconds SP: 24 Type: Magic / Buff Cooldown: 40s Element: |
Rank 3
Priest |
5 / 5 Monstrance: Buff Duration Type: Active * Increases duration of the [Monstrance] buff by 60 second per attribute level * Increases SP consumption by 20% Priest 1st Circle required Monstrance Creates a magic circle in front to reduce enemy evasion and physical defenses within range. The effect is maintained for a certain amount of time even if it is out of the scope of the magic circle. When casting, nearby party members receive increased DEX. Level 5: Increases ally's DEX stat Enemy's Evasion: -15 Decreases enemy's defense by 10% Duration for allies: 20 seconds Duration for enemies 30 seconds SP: 62 Type: Magic / Buff Cooldown: 20s Element: 5 / 5 Resurrection: Revive Count Type: Active * Increases number of targets that can be revived with [Resurrection] by 1 per attribute level * Increases SP consumption by 10% Priest 1st Circle required Resurrection Resurrects a target that has been defeated in combat. In Team Battle League, allows for 1 resurrection per round. Level 5: Attack: 352% Casting Time: 2 seconds Restores 25% of target's HP after resurrection No. of Targets: 1 SP: 76 Type: Magic / Buff Cooldown: 30s Element: |
Rank 4
Paladin |
5 / 5 3 Smite: Enhance Type: Passive * Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level * +10% added damage at maximum level Paladin 1st Circle required Smite: Knockdown Damage Type: Active * Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing * Effect only activates when attribute is ON * Increases SP consumption by 10% Paladin 1st Circle required Smite [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies. Level 5: Attack: 342% AoE Attack Ratio: 4 SP: 80 Type: Melee / Attack Cooldown: 9s 2 / 5 2 Turn Undead: Spirit Type: Active * Increases instant death chance of [Turn Undead] in proportion to the character's SPR * Increases SP consumption by 10% Lv2 Turn Undead required Turn Undead: Conversion Type: Active * [Turn Undead] can convert up to a maximum 5 enemies * Increases the monster's physical attack converted with [Turn Undead] equal to 50% of the character's STR * Increases SP Consumption by 20% Paladin 2nd Circle required Turn Undead [Magic] - [Holy] Inflicts Holy property magic damage to enemies all around, with a chance of defeating Mutant or Demon enemies instantly (does not apply to characters or boss monsters). Level 2: Attack: 310% AoE Attack Ratio: 7 SP: 57 Type: Magic / Attack Cooldown: 50s Element: |
Rank 5
Paladin |
10 / 10 3 Smite: Enhance Type: Passive * Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level * +10% added damage at maximum level Paladin 1st Circle required Smite: Knockdown Damage Type: Active * Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing * Effect only activates when attribute is ON * Increases SP consumption by 10% Paladin 1st Circle required Smite [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies. Level 10: Attack: 419% AoE Attack Ratio: 4 SP: 132 Type: Melee / Attack Cooldown: 9s 5 / 5 2 Demolition: Enhance Type: Passive * Increases the damage dealt on an enemy with [Demolition] by 0.5% per attribute level * +10% added damage at maximum level Paladin 2nd Circle required Demolition: Stun Type: Active * Enemies hit by [Demolition] have a 1% chance per attribute level to be afflicted with [Stun] Paladin 2nd Circle required Demolition [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike the enemy hard with a two-handed blunt weapon. Level 5: Attack: 245% x 7 AoE Attack Ratio: 12 SP: 83 Type: Melee / Attack Cooldown: 25s Required Stance: TwoHandMace |
Rank 6
Paladin |
15 / 15 3 Smite: Enhance Type: Passive * Increases the damage dealt on an enemy with [Smite] by 0.5% per attribute level * +10% added damage at maximum level Paladin 1st Circle required Smite: Knockdown Damage Type: Active * Deals damage equal to 50% of physical attack to enemies knocked into the air by [Smite], on landing * Effect only activates when attribute is ON * Increases SP consumption by 10% Paladin 1st Circle required Smite [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike down enemies with a powerful attack. Deals triple damage to Mutant and Devil-type enemies. Level 15: Attack: 496% AoE Attack Ratio: 4 SP: 184 Type: Melee / Attack Cooldown: 9s 10 / 10 2 Demolition: Enhance Type: Passive * Increases the damage dealt on an enemy with [Demolition] by 0.5% per attribute level * +10% added damage at maximum level Paladin 2nd Circle required Demolition: Stun Type: Active * Enemies hit by [Demolition] have a 1% chance per attribute level to be afflicted with [Stun] Paladin 2nd Circle required Demolition [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Strike the enemy hard with a two-handed blunt weapon. Level 10: Attack: 312% x 7 AoE Attack Ratio: 12 SP: 135 Type: Melee / Attack Cooldown: 25s Required Stance: TwoHandMace 5 / 5 Barrier: Holy Damage Type: Active * Deals damage equal to 20% magic attack per attribute level to enemies hit with [Barrier] * Increases SP consumption by 10% Paladin 3rd Circle required Barrier: Distant Defense Type: Active * While inside [Barrier], damage received from missile or force attacks decreases by 10% per attribute level * Increases SP consumption by 20% Paladin 3rd Circle required Barrier: Increased Range Type: Active * Increases the range of Barrier by 2 times * Increases SP consumption by 10% Paladin 3rd Circle required Barrier: Devotion Type: Active * Directs damage inflicted to party members inside [Barrier] to the casting Paladin * Increases physical defense by 4% per attribute level when the casting Paladin is inside [Barrier] * Increases SP consumption by 30% Paladin 3rd Circle required Barrier Push enemies away and create a barrier of protection which doesn't allow others to enter for some time. Increases the magic defense of allies who are inside the barrier. Level 5: Magic defense +130 Duration 60 sec Consumes Holy Water x10 SP: 107 Type: Magic / Buff Cooldown: 40s Element: 5 / 5 3 Conviction: Enhance Type: Passive * Increases the damage dealt on an enemy with [Conviction] by 0.5% per attribute level * +10% added damage at maximum level Paladin 3rd Circle required Conviction [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Attacks an enemy marking them as a traitor. Reduces resistance to Fire, Ice, Lightning and Poison of an enemy that receives the attack. Deals additional damage to a stunned enemy. Level 5: Attack: 526% x 2 AoE Attack Ratio: 4 Property Resistance: -100 SP: 98 Type: Melee / Attack Cooldown: 26s |
Rank 7
Kabbalist |
5 / 5 Revenged Sevenfold: Duration Type: Active * Increases the duration of [Revenged Sevenfold]'s effect by 1 second per attribute level * Increases SP consumption by 10% Kabbalist 1st Circle required Revenged Sevenfold: Curse Type: Active * Inflicts [Curse] at a 10% chance for 4 seconds on an enemy when damage is dealt with [Revenged Sevenfold] * Increases SP consumption by 10% Kabbalist 1st Circle required Revenged Sevenfold [Magic] - [Holy] Use the power of the goddess to avenge yourself with x7 the power of an enemy's attack. Level 5: Duration: 60 seconds Additional Damage: 50% x7 SP: 146 Type: Magic / Buff Cooldown: 40s Element: 5 / 5 Ein Sof: Maintain Time Type: Active * Increases duration of [Ein Sof] tiles by 1 second per attribute level * Increases SP consumption by 10% Kabbalist 1st Circle required Ein Sof: SP Recovery Type: Active * Reduces the max. HP bonus of [Ein Sof] in half, but applies the other half as SP recovery for 10 sec * Increases SP consumption by 10% Lv. 3 Ein Sof required Ein Sof: Stacked Healing Type: Active * While under the effect of [Ein Sof], the amount recovered by [Heal] and [Mass Heal] doubles * While under the effect of [Ein Sof], the amount of HP recovered doubles * Both effects do not stack with each other * Effects decrease by 30% inside Team Battle League Kabbalist 1st Circle required Ein Sof: Double Magic Circle Type: Active * Ein Sof magic circle can be used 2 times Targets already under Ein Sof will not receive the buff again * Increases SP consumption by 50% Kabalist 3rd Circle Required Ein Sof [Magic] - [Holy] Creates a magic circle that drastically increases your maximum HP for a period of time. Level 5: Duration 35 sec Magic circle duration 15 sec Max. HP increases by 50% + 15000 SP: 164 Type: Magic / Buff Cooldown: 60s Element: |
Rank 8
Inquisitor |
5 / 5 2 God Smash: Enhance Type: Active * Increases the damage dealt on an enemy with [God Smash] by 0.5% per attribute level * +10% added damage at maximum level Inquisitor 1st Circle Required God Smash: Demon Punisher Type: Active * Increases God Smash damage on Demon enemies by 10% per attribute level * Increases SP consumption by 10% Inquisitor Circle 2 Required God Smash [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Lifts the weapon high up in the air above the head and smash it down. If Blunt weapon (one- or two-handed), deals additional damage. Level 5: Attack: 1537% AoE Attack Ratio: 4 SP: 180 Type: Melee / Attack Cooldown: 20s 1 / 5 2 Pear of Anguish: Enhance Type: Passive * Increases the damage dealt on an enemy with [Pear of Anguish] by 0.5% per attribute level * +10% added damage at maximum level Inquisitor 1st Circle Required Pear of Anguish [Physical] - [Strike] Install Pear of Anguish on the ground that deals damage to incoming enemies. If a magic-using enemy is detected, it flies over to it and deals even greater damage. Level 1: Attack: 449% Maximum Installations: 5 SP: 138 Type: Melee / Buff Cooldown: 24s 5 / 5 Breaking Wheel: Additional Damage Type: Active * While [Breaking Wheel] is active, attacking the wheel physically increases its range temporarily to attack enemies outside its range * Increases SP consumption by 50% Inquisitor 1st Circle Required Breaking Wheel [Physical] - [Slash] Summon a wheel that inflicts damage to surrounding enemies. Attacking the wheel causes its attack range to expand, striking enemies that are further away. Level 5: Attack per 0.3 sec 107% Duration 10 sec Consumes Torture Tools x3 SP: 126 Type: Melee / Buff Cooldown: 50s 1 / 5 Malleus Maleficarum: Mana Burn Type: Active * In PvP, [Malleus Maleficarum] reduces the SP of an enemy by 5% of its current amount per attribute level. In PvE, it silences the monster * Increases SP consumption by 10% Inquisitor 1st Circle Required Malleus Maleficarum [Magic] Release the power of the spellbook to attack. The attacked enemy will have its INT and SPR halved and SP consumption doubled. Level 1: Attack: 175% x 7 Duration: 10 seconds Maximum Targets: 7 SP: 126 Type: Magic / Attack Cooldown: 28s |
Rank 9
Inquisitor |
10 / 10 2 God Smash: Enhance Type: Active * Increases the damage dealt on an enemy with [God Smash] by 0.5% per attribute level * +10% added damage at maximum level Inquisitor 1st Circle Required God Smash: Demon Punisher Type: Active * Increases God Smash damage on Demon enemies by 10% per attribute level * Increases SP consumption by 10% Inquisitor Circle 2 Required God Smash [Physical] - [Strike] [{img tooltip_speedofatk}Attack Speed] Lifts the weapon high up in the air above the head and smash it down. If Blunt weapon (one- or two-handed), deals additional damage. Level 10: Attack: 1883% AoE Attack Ratio: 4 SP: 278 Type: Melee / Attack Cooldown: 20s 10 / 10 Breaking Wheel: Additional Damage Type: Active * While [Breaking Wheel] is active, attacking the wheel physically increases its range temporarily to attack enemies outside its range * Increases SP consumption by 50% Inquisitor 1st Circle Required Breaking Wheel [Physical] - [Slash] Summon a wheel that inflicts damage to surrounding enemies. Attacking the wheel causes its attack range to expand, striking enemies that are further away. Level 10: Attack per 0.3 sec 131% Duration 10 sec Consumes Torture Tools x3 SP: 193 Type: Melee / Buff Cooldown: 50s 1 / 5 Judgment [Magic] Change the type of enemies within a specified range to Demon type. Enemies take 10% additional Holy damage. Level 1: Duration: 16 seconds Applies up to 8 targets SP: 130 Type: Magic / Buff Cooldown: 60s |
Rank 10
Inquisitor |
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Comments (233)
just wanna ask, what gems should i use?
"Debuff duration is fixed at 10 seconds. The skill’s additional damage effects corresponding to 100% of your magic attack values are changed to 6% per skill level (90% at level 15)."
Basically you put 1 point for the debuff or 15 points for the damage... So I was considering removing points from the skill (since I don't use that really much) and put them into Iron Maiden/Judgement instead (those get extra cool attributes). What you think?
But anyways, it is sort of niche so I can understand wanting to place the points somewhere else, I'd still keep it at 1 no matter what though.
I would stay away from Iron Maiden unless you plan to pvp, its just really bad in pve. I haven't had the chance to see if you can cast it on bosses effected by shadowmancers Infernal Shadow which could end up with some crazy high damage (if it actually works), but then shadowmancer isn't very popular so it'd be pretty rare to take advantage of it even if it does work.
Judgement would be fine, with the upcoming changes to Inquisitor and Paladin you'd be able to get off two combos of Conviction and God Smash with it being around level 7 or higher.
Keep up the good work <3
What is the endgame gear I should aim for in this build?
I'm currently at 280 andI'm enjoying this a lot lol
Can't wait till I get Inquisitor2
(I know I'm not at the point of getting end game gear, just wanted a heads up since I got a 350 char that could start preparing)
Can you tell me why you chose Priest 1 over Cleric 3, Krivis, or Dievdirbys? Are the other classes buffs just not that good compared to Monstrance+Resurrection?
Thanks for the guide!
Yes monstrance is very great and resurrection is situational but good, depending on what content you do it may not ever be used though.
Your build seems amazing and I always dreamed to have a Paladin, so let's go :3
For what I see, this build use skills more than auto attacks, so do you really need Monstrance ?
And can you replace Inquisitor by Zealot ? I already have an Inq, and thought that Zealot could replace it, especially with Kabba to refill your SP, but I don't know if that can combo well :/
Thanks again for all your builds, they are really useful :)
There are too many skill and i have difficult to use it ^^ I understand it's personnal but if you can help me :D
As for breaking wheel, it has 'ok' scaling, level 1 is good enough but more is nice too.
"5/5 Monstrance, One point for the bonus 30% Dex and the 10 Flat Dex it gives, avoid putting more than one point since it increases the animation time with no benefit to stats."
You put 5/5 but then say avoid putting more then 1 point into it???