My Inquisitor has just reached level 12 and hit the magic number of 16 INT. What's magic about it? 16 INT is the time when all the touch-range spells cooldowns hit 1 turn. This is really good because the spells have a duration of 3 turns, so you can have a lot of people inflicted with CC at the same time. Drain Willpower also has a 1 turn cooldown by 14 INT, which can help with resistant enemies.
HP = 713
AP (Max/Start/Turn) = 16 / 11 / 10
Initiative = 15
STR = 5
DEX = 6 ( 5 Base + 1 Gear)
INT = 16 (11 Base + 1 Codex + 4 Gear)
CON = 9 (6 Base + 3 Gear)
SPD = 13 (10 Base + 3 Gear)
PER = 5 (5 Base - 1 Codex + 1 Gear)
Movement = 4.36 ( (1.00 Base + 1.34 Gear + 1.30 Speed* 1.2 Swift Footed)
Talents- Far Out Man (+2.0 meter spell range)
- Stench (Melee opponents less likely to target you)
- Swift Footed (+20% Movement Bonus)
- 2 Unspent
Two more videos showing the Inquisitor build off!
Inquisitor Stats/Skills at Level 12Inquisitor Fight at Level 12Throw a Tormented soul on that staff for sure, since you are gonna be a close range Mage you can probably enhance your melee a bit anbd if you are using lightning strike you will probably at some point find yourself needing to melee with that staff since it will usually be cheaper to bash somebody with a stick than cast a spell, got to have a plan B.
Sorry, I didn't see this post until now.
I haven't found any Tormented Souls yet.
One of the great parts about this build is that the AP cost for the spells tends to be pretty low, so if I have the AP to hit someone in melee, I probably have the AP to try something else instead.
I have a few "plan B"'s, in particular Hide in Shadows, Cloak and Dagger, Featherfall, Strong Regenerate, Blind. Plan A is really "use all the CC to make sure as few enemies as possible get a turn, and as the video shows, it's a pretty good plan A even when the status's occasionally fail.