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#597047 16/12/16 04:53 PM
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Anybody had tried using the new inquisitor yet? If so how do you play that class?

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I'm not really sure. I built the original Inquisitor on the premise of INT/SPD with a lot of touch-range skills and Far Out Man to increase the casting range of touch skills.

In D:OS 2, though SPD is gone, and there don't seem to be many touch-range skills. The only replacement for SPD is Scoundrel, but that takes points away from your magic abilities. Also the latest patch has switched things so Inquisitors starting out with a Staff instead of wands.

So it beats me!

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I'm playing a melee staff Glass Cannon Inquisitor with Necro and Man At Arms. It's weird. I probably should have added aerothurge for some close-range CC too. A big problem with using staves with MaA is all its CC checks are physical armor, but you primarily do magic armor damage. Necro also kind of sucks except for a couple skills and the passive.

Glass Cannon also makes things really dangerous, but it's tons of fun too. I'd probably not take GC on a tactician playthrough (since I think it's going to be brutal), especially not a melee char. And it's pretty much suicide to try and use an air staff, even without GC since virtually every hit will create some kind of stun puddle. But if you get stun immunity off a gear (or the aerothurge talent, if that still exists) that could be brutally effective.

So I'd probably build up to the following skills: Crippling Blow, Whirlwind, Phoenix Dive/Blitz Attack, Rage, Shackles of Pain, Decaying Touch, Mosquito Swarm (maybe), Shocking Touch, Blinding Radiance, Electric Discharge, Teleport. Probably could ditch the Necro skills altogether.

Get a good staff on your inquisitor, water damage being the safest. Basically teleport your enemies (another party member with teleporter gloves, maybe even throw teleport onto another member) into a group or position your party so they group up. Try and get a couple of magic AOE attacks in before your inquisitor goes in. Then haste your inquisitor, rage, blitz attack or pheonix dive in, and whirlwind, using blinding radiance or shocking touch if you have the AP and their magic armor is down. Have another party member cast electric discharge, chloroform anyone else, etc., ice shell your inquisitor if needed.

Wont always work, but it should be pretty effective. For tougher fights with lots of enemies, kiting your enemies and picking them one by one tends to work better.

Last edited by Baardvark; 16/12/16 07:33 PM.
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Yup I've tried inquisitor and its a mess. However, battle mage seems to be a good option.

I believe Larian should make Man at Arms skills more neutral. They could make Man at arms increase the dmg of melee weapon altogether and deal dmg to both type of armor with melee weapons.


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Originally Posted by Baardvark
I'm playing a melee staff Glass Cannon Inquisitor with Necro and Man At Arms. It's weird. I probably should have added aerothurge for some close-range CC too..<snip>Glass Cannon also makes things really dangerous, but it's tons of fun too
Yes it is fun. I'm trying a solo run now based on this (sort of) recommendation.

You are correct - you need aerothrurge as well as necro and warfare. You also may need pyro (explode people around you) which means you spread yourself thin. I think that you need immunities from items as well. I'm only writing this to let the merchants stock up again on the off chance...

It is the most fun I've had on DOS 2 for months though. I normally stop at level 5 as I can't be bothered after that and try another set-up. Now I'm on level 4, I've got my plus 3 elixir, collar off and ready to go. Perhaps I'll finish it..

It would however be nice if you got bonuses earlier as a lone wolf. I can't afford Pet Pal so I'll be very short on XP and most likely not be on level 7 let alone 8 before the last fight.

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Hmmm... thinking on it some more, it looks like the idea for Inquisitor is to load up on lots of +AP skills. So that means the Talents Warlord and Pawn, the ability Scoundrel (at least 1 point), and the skills Haste and Adrenaline. An Elf would be ideal there as well for the extra +1 AP from Flesh Sacrifice.

I'll take a closer look at it and see if I can give it a whirl.

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So I just finished the first act with a solo inquisitor.

There were a couple of hard places - the ambush after the pigs I had to reload the fight 5 or 6 times. The necro Witch was also very hard.

I had to cheat once (by using a bow and the piercing skill) to kill the dragon as I think you can't do it otherwise as his armor regenerates too fast.

I started with Lizard for the extra 2 points on INT then split points pretty much evenly between INT and memory. I ended up (with +3 from elixir and various items) with 26 on each.

The last fight I walked through the front, was not blinded (immunity) and then jumped out of the way and sulked in a corner until everyone had killed everyone else. It then took one shocking touch to kill the worm who was the only one still alive. A bit too easy that.


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How much damage does your shocking touch do at that level?

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Originally Posted by Kalrakh
How much damage does your shocking touch do at that level?
With 28 Int shocking touch does 45-50 air damage for 1 AP. I only killed the worm with one shock as the magisters had almost finished it off anyway...

By comparison chain lightning (3 AP) and electric fence (2 AP) both do exactly double at 90-100 damage so in terms of damage to one enemy shocking touch is the same (per AP) as electric fence and both are better than chain lightning. You have to be closer of course but it is a powerful skill.

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Yeah, I thought so, that the worm was already pretty dead. Was more curious of the effect of int on the damage in late game. Haven't played that far in the new patch. Regarding that Chain Lightning is a source spell, it sounds pretty weak. But I guess, even the other spells are weaker than going for physical damage?

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Originally Posted by Kalrakh
Yeah, I thought so, that the worm was already pretty dead. Was more curious of the effect of int on the damage in late game.
With 41 INT and 3 points in Aerothurge (which is the most I got - level 8 with all epic gear) Chain Lighting is 141-155. Infect gives 281-311 against magic armour which is really quite a lot.

I suppose it must be possible to work out the relationship between INT and damage done but I don't know - it seems too much effort for me. It would certainly be nice if there was a "what if" showing potential increase/decrease in red/green like in DKS when you are planning to add points (or swap gear) but I digress...

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41 Int at level 8? Sounds like you put pretty much everything in it. Decent damage with only 'all-in-one'-built doesn't sound really healthy. frown

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I'm playing Sebille solo this time. I have put every single point into FIN. I have just got to level 7 and with 2 from elegant, 3 from blood elixir and 13 from gear a total of 42 FIN.

She is not very healthy, no, and her armour is feeble but she can hit hard and has 38% dodging.

I've had to flee combat quite a lot though.


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