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View Full Version : Come on do these small changes to the Inquisitor class.


Orthureon
02-01-2009, 08:23 PM
<p>Damage Reactives: Castable on self or group, triggers off of said outgoing and/or incoming action, 1 second cast time.</p><p>Heretic's Demise line: Adds an effect to all encounter mobs and procs off of each death, getting stronger for each death.</p><p>Divine Aura: 5 minute reuse like the Shadow Knight. Or make it groupwide.</p><p>Emegencies: 2-3 times the size in healing. (For all healers).</p><p>Steadfast: Immunity to interrupts and 50% chance to avoid a knockback effect. Only the affect the damage will still land.</p><p> Inquistion: Add an effect on to the new AA in the Inquisitor line of the Shadows tree, that once it is maxed it is unresistable.</p><p> Remove all penalties associated with Enhanced Devotion, would even go so far as to say some small bonuses to it.</p><p>Fervent Faith: Should cure and grant an immunity to all control effects for a period of time for just the Inquisitor.</p>

graxnip
02-01-2009, 08:39 PM
<p>you forgot remove all penalties from devotion</p>

Orthureon
02-02-2009, 09:21 PM
<p><cite>graxnip wrote:</cite></p><blockquote><p>you forgot remove all penalties from devotion</p></blockquote><p>Oh yeah good point, fixed!</p>

Uilamin
02-04-2009, 02:52 PM
<p>steadfast is already OP therefore it doesn't need a change.</p><p>Divine aura for clerics is really not needed more often then it is up (changing duration, casting, or resuse would have such a minimal effect), making it groupwide would just be short sighted though as it would give templars another huge boost in their dominance in the healer world.   I could see them makign the one from the wis line group though (instead of group vs undead).</p>

Orthureon
02-07-2009, 07:05 AM
<p><cite>Uilamin wrote:</cite></p><blockquote><p>steadfast is already OP therefore it doesn't need a change.</p><p>Divine aura for clerics is really not needed more often then it is up (changing duration, casting, or resuse would have such a minimal effect), making it groupwide would just be short sighted though as it would give templars another huge boost in their dominance in the healer world.   I could see them makign the one from the wis line group though (instead of group vs undead).</p></blockquote><p>What would be the difference if they made endline wis groupwide??? Then a cleric could have 2 Divine Auras, one group and one self... you lost me there.</p><p>Also, you have a decent amount of kills, do you solo or group?</p>

Uilamin
02-08-2009, 05:47 PM
<p><cite>Orthureon wrote:</cite></p><blockquote><p><cite>Uilamin wrote:</cite></p><blockquote><p>steadfast is already OP therefore it doesn't need a change.</p><p>Divine aura for clerics is really not needed more often then it is up (changing duration, casting, or resuse would have such a minimal effect), making it groupwide would just be short sighted though as it would give templars another huge boost in their dominance in the healer world.   I could see them makign the one from the wis line group though (instead of group vs undead).</p></blockquote><p>What would be the difference if they made endline wis groupwide??? Then a cleric could have 2 Divine Auras, one group and one self... you lost me there.</p><p>Also, you have a decent amount of kills, do you solo or group?</p></blockquote><p>Wis line is already group wide, 16sec duration, but only vs undead.  The thing is the rest of the wisdom line is useless, therefore, making the one ability overpowered would be offset by forcing people to waste 22 AA points.</p><p>As for kills, it is both.  I have been playing for awhile (I actually rarely pvp now a days in eq2 as I have other games for that).</p><p>It should be noted though that in pvp Inquisitors properly equipped really can only be killed by one or two classes becuase our mythical is so brokenly overpowered in pvp and then giving us a soul shattering band and eye-mounted ring makes us have almost unlimited power and take minimal damage.</p>

Orthureon
02-08-2009, 08:28 PM
<p><cite>Uilamin wrote:</cite></p><blockquote><p>It should be noted though that in pvp Inquisitors properly equipped really can only be killed by one or two classes becuase our mythical is so brokenly overpowered in pvp and then giving us a soul shattering band and eye-mounted ring makes us have almost unlimited power and take minimal damage.</p></blockquote><p>Guessing you mean our clicky cure+heal, guess I should get my Myth. Now, what classes can still kill us, I wager one is SK and perhaps Pally?</p><p>Also, SSB is nice, but EMR is spell casting speed, what is so good about that?</p>

Avirodar
02-08-2009, 10:52 PM
<p>lol..Eye mounted ring recently got a double stoneskin + power proc like the soulshattering band.A raid geared high end brawler should be able to do some damage to an Inq. Shadowknight, most definitely not.But when you start talking about double rings with power procs, put that on a competent templar, and guess, what, you will -never- kill them, and they will be able to survive things we can not. The same applies for if you put the said items on a well geared and competent warden.Basically, those stoneskin rings completely change the dynamic, and nature, of combat.</p>

Uilamin
02-09-2009, 03:28 AM
<p>Well essentially wardens, templars, and inquisitors become beyond overpowered with those 2 items.</p><p>Inquisitors and Templars wear plate and therefore have higher mitigation, but they also have steadfast which helps give some extra immunities as well.  Divine aura is also nice in pvp.</p><p>Templars have their own stoneskin buff and blessings though which makes the previous mentioned items even more ludicrous.  Inquisitors however have their mythical which can clicky cure nearly all debuffs on you and will usually result in a near complete heal in pvp.</p><p>Inquisitors do have their fear/mez and root/stiffle which can help lock down people in pvp (rather effectively) along with their reverse reactives which can deal some nice damage.  Templars however, get a few more heals, especially ones that help in critical situations which can help.</p><p>Wardens are just wardens, they have druid casting speed, decent heals, and unlimited mana.</p>

Orthureon
02-13-2009, 10:07 PM
<p><cite>Uilamin wrote:</cite></p><blockquote><p>Well essentially wardens, templars, and inquisitors become beyond overpowered with those 2 items.</p><p>Inquisitors and Templars wear plate and therefore have higher mitigation, but they also have steadfast which helps give some extra immunities as well.  Divine aura is also nice in pvp.</p><p>Templars have their own stoneskin buff and blessings though which makes the previous mentioned items even more ludicrous.  Inquisitors however have their mythical which can clicky cure nearly all debuffs on you and will usually result in a near complete heal in pvp.</p><p>Inquisitors do have their fear/mez and root/stiffle which can help lock down people in pvp (rather effectively) along with their reverse reactives which can deal some nice damage.  Templars however, get a few more heals, especially ones that help in critical situations which can help.</p><p>Wardens are just wardens, they have druid casting speed, decent heals, and unlimited mana.</p></blockquote><p>Well the Eye Mounted Ring was never supposed to have that effect, thus they are fixing it. Also, by your admission the Inquisitor has to have some of the best items in the game to be able to contend in PVP.</p><p>On that note, how often does Ring of Repulsion drop lol? I could really use one.</p>

Uilamin
02-14-2009, 03:38 PM
<p>they replaced eyemounted ring on Gynok's loot table with a buffed up new item with transposition and removed the effect from the eye-mounted.</p><p>As for ring of repulsion, it is useful for us (but not too much) as it is off successful spell attack, the drop rate on it though isn't anything special, but it is off byzola and casters will usually get first priority on it.</p>

Nathdorl
02-18-2009, 10:16 AM
<p><span ><p>>>Damage Reactives: Castable on self or group, triggers off of said outgoing and/or incoming action, 1 second cast time.</p><p>nobrainer, needs to be changed!</p><p>>>Heretic's Demise line: Adds an effect to all encounter mobs and procs off of each death, getting stronger for each death.</p><p>dunno... death-procs are useless for all priest classes... so ours is perfectly in line with them. noone even uses those procs..</p><p>>>Divine Aura: 5 minute reuse like the Shadow Knight. Or make it groupwide.</p><p>dunno.... imo we dont need this change, noone specs divine aura anyways and were obviously not meant to be in line with SKs in survivability.. i mean like come on... common sense? SK is a tank class after all (once its damage will be nerfed to reasonable values)</p><p>>>Emegencies: 2-3 times the size in healing. (For all healers).</p><p>yea now thats a good idea</p><p>>>Steadfast: Immunity to interrupts and 50% chance to avoid a knockback effect. Only the affect the damage will still land.</p><p>steadfast is already OP as it is, this would make it even more OP... also common sense <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>>>Inquistion: Add an effect on to the new AA in the Inquisitor line of the Shadows tree, that once it is maxed it is unresistable.</p><p>hell yea... MAYBE someone would be speccing inquisition then... maybe</p><p>>>Remove all penalties associated with Enhanced Devotion, would even go so far as to say some small bonuses to it.</p><p>scrap the penalties +1, bonusses... dont know</p><p>>>Fervent Faith: Should cure and grant an immunity to all control effects for a period of time for just the Inquisitor.</p><p>also sounds pretty OP to me. but yea... something to lessen the gap to sanctuary would be nice</p><p>what you forgot:</p><p>change our mitbuff to add straight hitpoints!!!</p><p>in a tank group its completely useless to even run this buff because, the 119 stamina (thats as high as you can get) buff add like ZERO hitpoints to the tank. to be more precise: it adds 2 up to 5 hitpoints depending on tanks stamina, which will always be capped.</p><p>did i mention i would want some proc chance enhancement to AoC? (not as in: AoC procs more, but as in AoC gets an additional effect to increase the groups or at least the inqs proc rates)... but thats just a dream i guess</p></span></p>