Inquisitor additionally has a identity problem with Instruments of Virtue and Instruments of they (they simply dont work well in a build trying to be both a caster and a attacker).
I'll go on a limb here and say that the instrument branch is the only good one because it actually adds something new to the game. Sure, it may be clunky but at least it's trying to do something.
Meant to write a bit of a wall about it but GGG does things at their own pace anyway so it's wasted effort, this post I did in another thread should be good enough for tldr.
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raics wrote:
If you ask me, it should be more gated by using attacks, not less.
Played it this league and my major complaint is it doesn't care what I did for the past 4 seconds, only that I attacked. So, I could just leap slam around, not bother using my primary attack skill at all, and still trigger fanaticism regularly.
What makes it clunky are two things:
1. Poor visual/audio cue, often it triggers and I have no idea that it did so I'm missing my damage window. Sure, it will continue storing charges while fanaticism is active so the next trigger will come sooner but you're still leaving damage on the table.
2. The entire friggin rhythm and time pressure thing, if used with a movement skill it often triggers when you have to dodge and doesn't trigger when the boss gives you the damage dealing window so you're missing out in both cases. And I certainly don't recommend using it without a movement skill.
If it was to be redesigned, I'd like to see it store the damage we did with attacks, similar to the way plague bearer stores poison damage, and then add it to spells we cast, and while we're casting spells to do the same for attacks. That would remove the timing pressure from it and you could benefit from the mechanic when you're in the situation to, not when the game tells you to. Also, those 30% more damage on instruments of virtue currently just don't cut it, the spell side blows the attack side out of the water.
Overall, I enjoyed the build, poe doesn't let you mix skills up like that very often, there's just no point to and I like those kind of builds so this is something I always wanted. But, it could be so much better.
Wish the armchair developers would go back to developing armchairs.
here, inquisitor on the stick. and it is a sword, so the best weapon base
noone uses these weapons. why? because this mod isnt THAT great. in fact, once you start using it you quickly realise how many -res options are there in the game.
Last edited by sidtherat#1310 on Oct 13, 2021, 8:18:06 AM
here, inquisitor on the stick. and it is a sword, so the best weapon base
noone uses these weapons. why? because this mod isnt THAT great. in fact, once you start using it you quickly realise how many -res options are there in the game.
but it only procs on attack while inevitable judgement is for all kinds of hits.
here, inquisitor on the stick. and it is a sword, so the best weapon base
noone uses these weapons. why? because this mod isnt THAT great. in fact, once you start using it you quickly realise how many -res options are there in the game.
Good example of the way they watered down some ascendancies by putting their abilities on items and whatnot.
Wish the armchair developers would go back to developing armchairs.
luckily, some bases are less obvious and this one actually fits Inquisitor/Hierophant and maybe even Necro and augments them rather than cheaply stealing their identity (hello Tailwind/Elusive/Onslaught on boots..)
Heist items provide what GGG pretends to achieve with FOMO mechanics (0-10% super-quality). if they were able to create interesting, balanced and diverse heist bases what stops them from doing the same to armour types?