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View Full Version : New Inq with end game concerns


Theodrec
01-03-2010, 11:57 PM
<p>So I have just hit 51 on my new Inq - I have two-boxed with a dirge buff-bot which has been insane for my melee prowess.I like the class, like the battle cleric concept but have some end game concerns. First, I am disappointed that the myth is not as viable with battle cleric spec as its not a 2hander. Gaining a myth that I will not use in all situations is somewhat discouraging.Second, how much button mashing am i doing in raids? Another way to phrase this is how true can I be to the battle cleric concept while still doing my primary role in a raid? I hope that makes sense.Thanks!</p>

Edith
01-04-2010, 03:22 AM
<p>Well, leveling and raiding are two different animals. </p><p>I have a mystic (main) and an inq (alt) that each have a melee spec for questing/solo play.  I raid on my main and that is very heal-centric play.  Understand, no healer is in a raid for anything but healing.  Your dps is -nothing- compared to that of dps classes; a healer in a raid is there to heal/cure/buff/debuff <em>not </em>dps.</p><p>Don't get me wrong, I love [Removed for Content]-pwning mobs in the face with my big hammer but end-game grouping and raiding requires a different focus.  If you want to dps on raids an inquisitor is the wrong class for you.  Think wizard, warlock, assassin, conjuror (if you're good), swashie, illy, etc for damage dealing classes.  If you have heals and cures, you are much, much too busy on anything but trash mobs to put out any significant damage.  That's just the way it is.  Embrace your inqui heal power or find another class for raids.</p><p>p.s.: The Inquisitor myth is insanely powerful for TSO content</p>

S_M_I_T_E
01-04-2010, 11:21 AM
<p>I agree with the previous poster on all counts:</p><p>T4+ Inq's won't be competing with T4 geared T1 dps, but usually if you're not rolling with T4 people you usually have a distribution of T2 characters that aren' min/maxed.  An INQ reaches much of it's DPS capacity on AA & 2H which is usually sooner than other classes have to have the sum of alot of different parts blow you out. </p><p>_ _ _ _ _ _ _ _ _ _ _ _ _ _</p><p>A 2H makes you good enough to parse the top 5 of <em>entry level</em> raid forces as all you need is a 2H and AA.  By that stage your Str, DA, Haste, and DPS mods are pegged (T2) in any semblance of a group. </p><p>Your casters, your melee monsters, and others in the "entry" level raid force usually are missing some <em>very specific</em> equipment (or<em> group members</em>) combinations that <em>allow</em> them to be "real" T1 DPS.  I've yet to see a 18K+ wizzy or asssasin wearing T2/myth/legendary jewelry. </p><p>I experienced being in the top 5 in ROK raiding using a 2H for 3+ min fights since I hit the my personal cap faster than the other classes that need certain things to be good.  In <em>long</em> fights on trash or tank and spank names the 2H is > myth.</p><p>My foray into TSO raiding was met with myth clickie myth clickie and yes even more myth clickie.  Followed with a heavy dose of thanking the stars for the 50% double cast for the single and group heals.  Having that shield to somewhat keep me from being 1-shotted was nice too.  In this case your DPS contribution isn't as imporant as cure heal more cure some debuff and DPS on the trash if you like.</p><p>Now GROUPING or soloing, the myth can be just as effective since the fights are shorter and the myth gives a steady output per time whereas your 2H with the longer delay will "surge" and some encounters the flurry will go off and others it won't giving the illusion of more or less DPS from you.  I had 14K off a LS solo mob when a flurry went off and one shotted the mob with a 2H but that isn't really representative of what it can do.  If you absolutely have to have your max dps you can switch (macro) while fighting so you can re-equip the myth if you need to cast a heal, but I find that most TSO group zones I'm plenty busy healing and my dps with the myth isn't that much lower for the effort required on my part to keep hitting macros to switch weapons.</p><p>The myths's steady and high rate of dps plus its cure clicky 15% cast speed , etc. make it my choice when I've got a less than stellar group and I need to rotate off-tank/heal/dps duties all at once.  Solo, it's arguably more effective since the rate of mob dying ~ the same with 2H but the cooldown rate (healing self or cast) is less and there's more cushion if something goes wrong since you have a mez shield bash especially at 200.</p>