3.13 Inquisitor Rework or "Look how they massacred my boy"

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sidtherat wrote:
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ribaldron wrote:
Even using the LOW ESTIMATE you provided of 5% (which, by the way, is actually a lower number than the effect of actually standing in Consecrated Ground alone) you're at 300 HP/sec, or 300 ES/sec. 50% stronger than the previous bonus.


it doesnt work that way - or at least im not sure it does

my take on it is - possibly wrong - that if you have 5% life regen this one gives you 5% ES regen

and end value depends on your ES pool. to have 300ES/s you would need to have 6000 life AND ES

but, maybe, im wrong and it directly translates END regen value to ES regen. if so - then it is indeed a strict buff


No it works as the other guy says. It isnt writting the same way as zealot's outh (life regeneration is applied to your Energy shield), but as life regen also regenerate energy shield for you and allies.

I think it was even mentioned somewhere in the Q&A that the amount of ES regen you would get is equal to the amount of life regen you see in your character screen. If you got 6k health and 10% life regen you will restore 600 health and 600 ES a second.
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raics wrote:
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Baharoth15 wrote:
I don't think the question is whether or not the buffs justify making an actual hybrid, the question is, why would you go through the trouble of making a real hybrid when you can easily get all the buffs by just using a movement skill from the opposite spectrum. I.E shieldcharge on a spellcaster or flamedash on a melee. I appreciate the intention GGG had with those nodes but given how generous the limitations are i doubt anyone will actually bother with making a real hybrid.

This is an interesting argument, coming from someone who answered to "why would you bother building melee if other archetypes can skin the cat cheaper and faster" with "because melee is more fun".

Regardless of this working out or not, it's a good thing they're starting to recognize there's a certain number of players who want that kind of thing, who knew that putting more 'attack and cast speed' in the game won't hurt anything. These days you can build pretty decent attack-summon hybrids and it used to be a total gimp concept, so maybe this will become legit too one day. Been thinking of doing something with chains of command next league but now I want to give this a shot.


If I were a Dev I'd make ot so that buffs would only be granted based on damage done by spells or attacks. The ammount of damage would be decided by you char level.

I guess that would prevent non-hybrids from using utility/dashes skills just to get the big buffs, unless they spend some sockets to give damage to, flame dash, for instance. Which would be a decent teade-off.

I'd also make the buffs slightly more powerful, given the restrictions.

But like you said, GGG is trying to make this build archetype become more powerful and viable, which os a big plus imo.
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raics wrote:
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Baharoth15 wrote:
I don't think the question is whether or not the buffs justify making an actual hybrid, the question is, why would you go through the trouble of making a real hybrid when you can easily get all the buffs by just using a movement skill from the opposite spectrum. I.E shieldcharge on a spellcaster or flamedash on a melee. I appreciate the intention GGG had with those nodes but given how generous the limitations are i doubt anyone will actually bother with making a real hybrid.

This is an interesting argument, coming from someone who answered to "why would you bother building melee if other archetypes can skin the cat cheaper and faster" with "because melee is more fun".

Regardless of this working out or not, it's a good thing they're starting to recognize there's a certain number of players who want that kind of thing, who knew that putting more 'attack and cast speed' in the game won't hurt anything. These days you can build pretty decent attack-summon hybrids and it used to be a total gimp concept, so maybe this will become legit too one day. Been thinking of doing something with chains of command next league but now I want to give this a shot.


What's so strange about it? I don't agree with that efficiency obsession that most of the POE player base seems to have, it's simply not my cup of tea, but i am well aware of it's existence. Hell, how could i not after all those tedious discussions with you and the others.

If i found it to be a fun challenge to make a hybrid i would have done so long ago but i don't particularly care. I am not playing melee because i am trying to prove something, i play it because i enjoy it and because it works very well for me. Better than casters in fact. Can't say either of those things about hybrids.
Most other people won't care because it's not efficient, they will use the regular builds with a small tweak to take advantage of those nodes and be done with it. If GGG really want's to give people an incentive to make hybrids, then this isn't the right way to do it, not with this community (or gaming generation even).
Last edited by Baharoth15#0429 on Jan 11, 2021, 12:00:14 PM
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Baharoth15 wrote:
What's so strange about it?

Ok, let's try again

Me (or whoever): Nobody bothers making a real melee, it isn't worth the effort.
Baharoth: Who cares, I love it, you're a meta jockey and probably own a pet armadillo.

...

Same Baharoth: Nobody will bother making a real hybrid, it won't be worth the effort.

See? It's just a bit funny that those lines are coming from the same person :)
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
what do u think about fulcrum?
https://pathofexile.gamepedia.com/The_Fulcrum

flat 320, lucky, 10% pen, 40% extra, with winterheart it would add 20% life regen.
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Andrius319 wrote:
what do u think about fulcrum?
https://pathofexile.gamepedia.com/The_Fulcrum

flat 320, lucky, 10% pen, 40% extra, with winterheart it would add 20% life regen.


Winterheart wouldn't work though, since you can't get the 10% Pen if you can't be chilled.
I will play Inquisitor for the first time because of the changes. I'll have fun cobbling together a build. Change is good in PoE.
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AbilityPoints wrote:
I will play Inquisitor for the first time because of the changes. I'll have fun cobbling together a build. Change is good in PoE.


And I might move my Elemental attack build to Elementalist.

<edit>
Shaper of Winter, Shaper of Storms, Bastion of Elements (finally a ele reflect version) and Mastermind of Discord. It even has the Mana regen built in.
... is not a troll
Last edited by trollkind1#9593 on Jan 12, 2021, 8:40:34 AM
Inquisitor is busted

For self casting it will be quite strong.

Also crit that scale from stat is super nice.

Honestly I find the ascendancy to be better and has more potential for scaling.
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trollkind1 wrote:
I just can't quit heavy slow attacks with crowd control. They are my jam.

You remind me of my roomate TBH, he played Templar GH for 3 seasons straight trying to get it to work as he wanted to. Don't think he ever figured it out, I tried it as a Zerker and it worked out a bit better IMO. But if Old Man Cold Hammer is where your fun is, get it dude.

I've had a bit more time to look at the overview of the new changes. Spoiler below is the Reddit notes from the 'Megathread'

Spoiler
Inquisitor (Reworked)
(New mechanic): Fanaticism: Grants 75% more cast speed, 75% reduced mana cost, and 75% increased area of effect (Similar to Divinity Charges on Garb of the Ephemeral)

(New mechanic): Battlemage: Gain added spell damage equal to the damage of your main hand weapon (Similar to Spellslinger)

(new) Instruments of Zeal: Gain Fanaticism when reaching max fanatic charges, gain 1 Fanatic charge every second if you've attacked in the past second, lose all charges when you reach max charges, maximum 4 Fanatic charges

(Rework) Instruments of Virtue: Now grants 10% more attack damage for each non-instant spell you've cast in the past 8 seconds, up to a maximum of 30%; also grants Battlemage. No longer grants spell/attack damage and attack/cast speed if you have attacked/casted a spell recently.

(Rework) Righteous Providence: Now grants 1% increased global crit chance per point of strength or intelligence, whichever is lowest; now grants +50 to strength and intelligence. No longer grants crit chance and multi based on elemental ailment status; no longer grants increased effect of non-damaging ailments.

(Rework) Sanctuary: Consecrated Ground you create applies 15% (from 10%) increased damage taken to enemies. No longer grants 15 mana per second while on consecrated ground.

(Rework) Pious Path: Now grants a buff when standing on Consecrated Ground that copies the sum of your % and flat life regen (the number in your character screen) and granted as ES recovery to you and allies, unlike how ZO scales. No longer grants attack and cast speed and 200 energy shield while on consecrated ground.

Augury of Penitence and Inevitable Judgement are unchanged.

There are some drawbacks, but I do see a lot of potential. Even for GH.

-IoV with 30% more damage but slower is the heavy slow hit
-IoZ/Fanatacism for more AoE of GH for more crowd control/clear
-PP rework has much more benefit for more recovery late game. Currently the 200 was OP at lvl 55 (2nd trial) as a flat value, I'm personally happy they are making this scale as you get more powerful. The allies part is cool too (not for GH but in general)
-RP lost the Multi, but the % chance seems way higher. Old was 100%, this one gives 100% with the stats and scales up with no ceiling. But that would synergize a bit better with Inevitable Judgement as the thought is more crit chance = more dmg through resist avoidance.

Not quite sure what of them would work better than another, but it seems there is still hope that your GH build can be what you're looking for. It might look different, but it may work better. Time will tell, but perhaps I'll try it again in homage to my roommate whom seems to have retired from PoE until PoE2.

Feel free to hit me up in game or PM me. It would be fun to work together to get the build to work. Even off meta, still mega fun to make.

Side note: Typed this all up yesterday before patch notes but server was down when I tried to post. No idea what all is in there yet, fighting off a migraine today so that'll have to wait.

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