Inquisitor Guide

((This guide was created by Calberak of the EQ2 Inquisitor Forums. All credit for this guide goes to him. To see the original post click here.))

Disclaimer: This guide is target for solo and group play form 1 to 80. Some of the things written here might change in the endgame / raiding.

Reaktive Heals:
As a Cleric the Inquisitor, like the Templar uses reactive Heals. This means, that the target will be healed, if it is hit. The reactives have a duration of about 30 seconds in which they will trigger 5 times for the single- or 9 times for the group-reactive. If the incoming damage isn't that high the heal might even exceed the damage. But if are hard hits, then the heal will not be high enough to heal the whole damage. Then you must use your direct heals to fill the gasp.

Reactive single target heal. Can be triggered 5 times.
(12) Penance I > (19) Penance II > (26) Penance III > (40) Penance IV > (54) Penance V > (68) Penance VI > (78) Penance VII

Malevolent Diatribe
Group reactive heal. Heals are individual. Can be triggered 9 times across the group.
(14) Malevolent Diatribe I > (28) Malevolent Diatribe II > (42) Malevolent Diatribe III > (56) Malevolent Diatribe IV > (70) Malevolent Diatribe V > (79) Malevolent Diatribe VI

Instant cast single target reactive heal. Scales with level.
(15) Radiance

Evidence of Faith
Instant cast group reactive heal. Scales with level.
(48) Evidence of Faith

Direct Heals:
The Inquisitor has the shortest recast times of all healers. The efficiency of HP to Mana is quite good. But as a downer the casting time itself with 2, or 3 seconds relatively slow and the amount of damage healed is not so high. These fast recast time allows you to heal quite well and at almost constant rate over a long timespan.

Small heal.
(1) Ministration I > (7) Ministration II > (15) Ministration III > (22) Ministration IV > (29) Ministration V > (43) Ministration VI > (57) Ministration VII > (71) Ministration VIII

Fanatical Healing
Large heal.
(3) Fanatical Healing I > (10) Fanatical Healing II > (18) Fanatical Healing III > (32) Fanatical Healing IV > (46) Fanatical Healing V > (60) Fanatical Healing VI > (73) Fanatical Healing VII

Group heal.
(14) Alleviation I > (28) Alleviation II > (42) Alleviation III > (56) Alleviation IV > (70) Alleviation V > (80) Alleviation VI

Beside the four single cures and the curse cure the Inquisitor gains a group cure for Arcane and Elemental impairments.

Single target cure.
(6) Cure

Resolute Flagellant
Group elemental + arcane cure.
(42) Resolute Flagellant I > (56) Resolute Flagellant II > (70) Resolute Flagellant III

Heal Buff:
58er Special. Needs no concentration. Each helpful spell gets an additional heal (this includes cures). This can noticeably increase the heal output of the Inquisitor. But you must pay additional power. If it is a group affecting spell the additional cost must be payed for each group member.

Self buff that grants additional heal on target every time inquisitor casts a beneficial spell.
(58) Dogma I > (76) Dogma II

Heal Aura:
80er Special. As the Inquisitor loves to curse others this heal aura does not center around the Inquisitor, but the Inquisitor forces a mob to radiate a HOT which will tick every 2 seconds and heal all group or raid members around it. For each tick the Inquisitor must pay additional power. Also it is worth to mention that the recast of this spell starts at the end of the spell not at its beginning.
The your friends are to the mob the higher the heal value is. There are 3 range groups:
closer than 5 meters
between 5 and 10 meters
between 10 and 20 meters

Single target spell on enemy that forces them to cast heals over time on nearby group/raid members. Heal is stronger the closer the ally is to the enemy.
(80) Inquisition


Group Mitigation Buff:
Our version of the these buff does also buff stamina in addition to the physical mitigation. This means some additional health for the group. But at high end raiding most Classes are already far in diminishing returns and wont get much health.

Sacred Armor
Group sta + physical damage mit buff.
(5) Sacred Armor I > (19) Sacred Armor II > (33) Sacred Armor III > (47) Sacred Armor IV > (61) Sacred Armor V > (74) Sacred Armor VI

Group HP Buff:
An addition to the health this buff also improves Divine, Magic and mostly Mental resis.

Fanatic's Faith
Max health + mental/magic/divine mit group buff. (Higher vs. mental.)
(16) Fanatic's Faith I > (30) Fanatic's Faith II > (44) Fanatic's Faith III > (58) Fanatic's Faith IV > (72) Fanatic's Faith V

Health / DPS Buff:
The health buff also significantly increases DPS of the target. This should be on each melee class of your group and if you can even on yourself.

Single target max health + DPS buff.
(4) Tenacity I > (16) Tenacity II > (30) Tenacity III > (44) Tenacity IV > (58) Tenacity V > (72) Tenacity VI

Group Haste / Recast Reducer:
The best buff, an Inquisitor has to offer. It is a short time buff that can be triggered on and off. The first markable effect is a huge haste boost for the whole group ans a nice addition to INT. Later versions also include a reduction of recast, that can reach up to 10%, for the group. But these great buffs come at a harsh cost: The Inquisitor is stifled while running this buff and the buff has an recurring power cost. To reduce the reaction time you can already add an heal or some other spell to the casting queue. It will be cast the instant you deactivate the buff or it runs out.

Group atk speed + int buff that stifles the inquisitor. Can be toggled off.
(50) Fanaticism I > (70) Fanaticism II > (80) Fanaticism III

Permanent Procs:

Group DD Proc:
Costs concentration. Low chance to proc a DD from any attack the whole group does. This also includes spells. The DD is mediocre. If there are enough melee using chars, an additional DPS-Buff will be better.

Act of War
Group buff granting chance for extra divine damage on successful attack.
(35) Act of War I > (49) Act of War II > (63) Act of War III > (75) Act of War IV

Power Leech:
The friend of each Inquisitor. Can be cast on one Groupmember. A fix 10% chance, which will not be normalized, to drain power which will be added to the Inquisitors power pool. Does not cost concentration and stays up indefinitely

Single target buff granting chance to power tap on successful attack.
(45) Inquest I > (59) Inquest II > (73) Inquest III


The Inquistor gains 4 rezzes:
(8) Revive
Out of combat rezz + 15% health replenishment - short recast.
(22) Reforming Soul
In combat rezz + 40% health replenishment + magical mit increase.
(36) Resurgence
In combat group rezz + 40% health replenishment + magical mit increase.
(50) Conversion of the Soul
In combat rezz + 40% health replenishment + 30% power replenishment + removal of rezz sickness.

Priest Rezz Item:
Like all Priests the Inquisitor can summon a Res Item, which allows a groupmember to rezz a Priest.

Divine Awakening
Summons an item to the inventory of nearby group members that can be used out of combat to rezz priests.
(11) Divine Awakening

Death Save:
If the Traget would die, it will be healed and buffed instead. Emergency spell. Has only a short duration and a long recast.

Short duration single target buff that prevents death one time. On death, grants a heal + max health increase.
(41) Redemption I > (55) Redemption II > (69) Redemption III > (80) Redemption IV


STR / INT Debuff:
The Inquisitor gains a debuff for STR and INT. So he has one debuff that reduces both stats that influence the damage a mob can dish out. And that by a good amount. This debuff can make the difference if a reactive heals more or less damage then the mob is dealing. The only downsite is that it has a rather sort durration.

Single target str/int debuff.
(7) Deny I > (21) Deny II > (35) Deny III > (49) Deny IV > (64) Deny V > (76) Deny VI

Resis Debuff:
This debuff reduces all resis! It even debuffs all physical and all magic resis by about 1/3rd of a dispatch.

Single target debuff vs. all damage.
(2) Condemn I > (10) Condemn II > (24) Condemn III > (38) Condemn IV > (52) Condemn V > (66) Condemn VI > (77) Condemn VII

Melee Debuff:
This debuff geatly reduces the attack skills of the complete encounter. This will reduce the amout of hits you tank will recieve.

Forced Obedience
Encouter AE melee skills debuff.
(20) Forced Obedience I > (34) Forced Obedience II > (48) Forced Obedience III > (62) Forced Obedience IV > (76) Forced Obedience V

Mental Debuff / DOT:
While this spell has a damage component it is more a debuff then a DOT. The debuff effect is nice, but the damage of the DOT is more like a joke. At least the spell only has a casting time of 1 second. At least it can be used to complete the single HO.

Mental DOT + mental debuff.
(3) Torment I > (11) Torment II > (25) Torment III > (39) Torment IV > (53) Torment V > (67) Torment VI > (78) Torment VII

WIS Debuff / DOT:
The first version of the spell is gained through the adventure pack "Bloodline Chronicles". We share this spell with the Templars. At the beginning of 2008 the spell was improved to a whole line of spells. As WIS is important for the resis, it helps to reduce resists. Also this spell has only a very low chance of beeing resisted.

Smite Corruption
Single target divine DOT + wis debuff.
(35) Smite Corruption I > (53) Smite Corruption II > (71) Smite Corruption III


Heat DOT / Divine Debuff:
This is a mediocre heat DOT, but it is still our best "granted" (does not need to meet a trigger condition) damage spell. It also has an added divine debuff.

Purifying Flames
Single target heat DOT + divine debuff.
(23) Purifying Flames I > (37) Purifying Flames II > (51) Purifying Flames III > (65) Purifying Flames IV > (77) Purifying Flames V

The Inquisitor only has 1 Single DD and 1 Group DD. Both have an added interrupt effect. Singe Target only does a small amount of damage. At least it can be used for the HO. The Group DD costs a lot of power, but dos at least more damage and interupts the complete group. Both have a medium cast time.

Direct divine damage + interrupt.
(1) Invocation I > (9) Invocation II > (17) Invocation III > (31) Invocation IV > (45) Invocation V > (59) Invocation VI > (72) Invocation VII

Encounter AE divine damage + interrupt.
(32) Litany I > (46) Litany II > (60) Litany III > (74) Litany IV

Reverse Damage Shields:
The special discipline of the Inquisitor. There are 4 lines, which will punish the mob, if he does something we don't like, or worked for. The only problem is, that the mobs need to fullfill the proc condition (Death / Auto Attack / Combat Art / Heal), to trigger the proc. The 1st only works with multi mob encounter. For the 2nd and 3rd the mob must be able to hit. For the 4th, you need to fight vs a healer. This doesn't sound so harsh but if a Ward blocking all damage the 2nd and 3rd will also not proc and in endgame you normally only get about 2 procs from Forced Martyrdom while fighting a normal heroic mob due to the current mechanics (grouped).

Heretic's Doom
Single target spell on enemy that will cause heat damage to remaining encounter if enemy dies before spell terminates.
Does significant damage to the whole group.
Low power cost.
(26) Heretic's Doom I > (40) Heretic's Doom II > (55) Heretic's Doom III > (68) Heretic's Doom IV > (79) Heretic's Doom V

Single target debuff that does divine damage to target whenever target makes a successful melee attack up to 5 times.
(29) Vengeance I > (43) Vengeance II > (57) Vengeance III > (71) Vengeance IV

Single target spell that does divine damage + brief stun when target uses a combat art. Can be triggered up to 3 times.
(18) Repentance I > (46) Repentance II > (60) Repentance III > (73) Repentance IV

Encounter spell that does high divine damage + knockdown and stun + blur for 4 seconds to an enemy that casts a beneficial spell. It can trigger on each mob in the encounter, but only the triggering mob gets damaged. Can be triggered 3 times.
(52) Heresy I > (72) Heresy II

Weak Target Judgment:
I would say our level 65 Special is a damage spell, 'cause that is it, what it truely does. It reduces the health of a mob to 1, if is below a certain threshold. The Spell will be cast instantly, but it will wait 1.5 seconds after checking the threshold, before it will hit. The only problem is, that good groups or raids or Inquisitors solo do enough damage in this 1,5s to kill the mob of the corresponding quality. The threshold, depends on the quality of mob you a fighting:

Instant cast spell with an effect delay of 1.5 seconds that reduces an enemy's health to 1.
(65) Verdict

Crowd Control:

The root has an inbuild stiffle. So the mob can only use his auto attack while it is up. Therefore it has a high chance to break at incoming damage. This is part of the many nerves the spell has gotten. It is still a very nice CC to debuff the mob 1st while soloing. Also root + stifle + at range = better then Mezz, 'cause it has only a chance to break from damage.

Single target root + stifle.
(39) Incarcerate I > (53) Incarcerate II > (67) Incarcerate III > (77) Incarcerate IV

Our second CC spell. After the mob fled, he gets mezzed and the hate towards the Inquisitor will be reduced. This places the mob outside AOE range prior to it beeing mezzed. Good to get rid of an add, but as a drawback the mod may bring additional adds with him after the mezz runs out in crowded places.

Tormenting Conversion
Brief single target fear that casts mez + threat decrease over time on termination.
(47) Tormenting Conversion I > (61) Tormenting Conversion II > (75) Tormenting Conversion III


Breath Water:
First we get a singe target buff and later a group buff which will also increase the swimm skill. Both don't need concentration and the group version will stay up permanent.

Enduring Breath
Single target water breathing buff.
(9) Enduring Breath

Water breathing + swimming skill group buff.
(23) Swill

While others get a run speed buff we get this spell to send a group friend home. Sometimes it has it's uses. Especially while doing quests / wits, that require you to return home, an Inqui can send the whole group home in less then 3 minutes.

Teleports target to their recall point. (Requires an Odyssey Stone.)
(13) Odyssey

Makes a mob nonagro. Nice to avoid Adds. this makes body pulling easier in crowded places and allows you to gather next to normaly agro mobs, without the need to clear the spot.

Short single target spell that reduces the aggro radius on a hostile enemy. Will appear non-KOS unless someone gets within the reduced radius.
(10) Soothe

Free Self:
Level 55 Special. Frees the Inqui from all controll effects like stun, stiffle and mezz. So the Inqui will instantly be back into the fight.

Fervent Faith
Removes all control effects from the inquisitor. Can be used while under control effects.
(55) Fervent Faith I > (74) Fervent Faith II

Our Hate Reduce Spell. Reduces the hate towards the Inquisitor in PBAE and stuns the mobs for a short moment. This can also be used to get an additional heal cast, if it gets tricky.

Brief AE stun + AE threat decrease.
(13) Disorientation I > (27) Disorientation II > (41) Disorientation III > (55) Disorientation IV > (69) Disorientation V > (79) Disorientation VI

How to specialize the Inquisitor:

There are two main path to follow as an Inquisitor. You can play a Full Caster, that completely relies on his spells or you can choose the path of the Battle Cleric, which converts his attacks to combat arts and will be found fighting next to the tank most times. After reaching level 70, which will allow you to spend 70 instead of 50 points per tree, you could also try a hybrid of both.

The Battle Cleric:

The greatest special of the Battle Cleric are his transformation of attack spells to combat arts through achievements. He also works more on his melee skills then his casting skills. The reach this goal he starts his careerer by skilling the Battle Cleric line inside the Inquisitor (EOF) Tree. After that he tries to reach the 100% melee crit of the STA line inside the Cleric tree (KOS). After that he has the basics covered and gained quite some power in melee. If you think about soloing your way up this is the path to choose.

Virtues: It is a much easier to increase your damage by following this path, than as a Full Caster. As the CA scale with your level you only need to buy 2/3 of your spells while leveling. CAs are fast to cast, which makes it easier to throw them in while healing.
Flaws: The Full Caster may heal a little bit better. If you must stay at range due to AE your DPS will suffer.

Full Caster:

The Full Caster will use his spells all along. He tries to specialize on his spells to reach the maximum possible at one area of skills. Hie first goa is the INT line in the Cleric tree for the spell haste and the spell crits. Then he tries to reach the heal crits from the STA line.

Virtues: As he only works on his spells he can also specialize his stats for INT and WIS. In an optimal stetting (best gear, spells, and player skill) he might outperform a Battle Cleric. He doesn't lose as much damage if he can't be close to the mob.
Flaws: He needs perfect gear and spells to outperform a Battle Cleric. Harder to play as you need to look much more for the correct timing of spells.


After reaching level 70 you can place enough points into the Cleric tree to try a hybrid build:
This would try to use the CA, while still trying to get the best possible heals. This will cost you some of your melee abilities.


Starter AA:
Yaulp is a battle cry, which increases the DPS, Haste and Double Attack of the Inquisitor by 20 each, but reduces focus, ministration and has an recurring power cost. This will increase your DPS noticeable.

Nice buff if you do no or only little healing and you have enough power. As ministration influences the power cost of heals, heals will need more power to cast. Esp. early on the high power cost can drain you easily and you are easier to interrupt.

The Battle Cleric:
There are three lines that are interesting for an Battle Cleric::

Melee Crit, Heal Crit

Double Attack, better Shield Deflection, Shield Ally, AE Immunity

Debuff Attack, Interrupt Proc, Interrupt / Stifle Immunity

If you are a pure solo player you can go 4/4/8 in those three lines to maximize your DPS, but if you want to group, I would not recomend this. There are additional things you must think at. (It is still a nice solo spec pre 70 if you own a AA respec mirror.)

The most important line is Stamina. No Battle Cleric should be without 100% melee crit and as a healer the heal crit from the same line is also very nice. Almost all Inquisitor choose this line.

To choose between Dexterity and Strength is not so easy:
With a singe target AE Immunity and a buffed Shield Ally Dexterity will grant you powerful defensive abilities as well as a nice offensive boost due to the 32% double attack.

Strength looks a bit slender with his debuff and interrupt proc, but the interrupt and partial stifle immunity is a gods send. As long as you have stood still for at least 2 seconds almost nothing can interrupt your casts. Especial while fighting multiple mobs solo this can be the difference between a death and an easy fight.
Which line you prefer you should know by the time you reached the 100% melee crit. There is no right ow wrong.

A possible solo build for 70 AA:
Starter 1
Str 4/8/8/2/2
Agi 4/4/8
Sta 4/5/8
Int 4/8
This is a full DPS build for solo play.

A more group oriented variant could be:
Starter 1
Str 4/8/8/2/2
Agi 4/4/8/6/2
Sta 4/4/8/5
You will lose out 3 points of heal crit, but you will gain all other nice abilities. A worthy exchange!

And other suggested build is:
Starter 1
Str 4/5/8/8/2
Agi 4/4/8
Sta 4/4/8/8/2

Full Caster:
There are 4 lines that are worthwhile for a Full Caster:

Melee Crit, Heal Crit

Spell Crit, Spell Haste, Burst Buff

Double Attack, better Shield Deflection, Shield Ally, AE Immunity

Debuff Attack, Interrupt Proc, Interrupt / Stifle Immunity

Most Full Caster also choose the Stamina line the gain the heal crit, but the line is not as important for a Full Caster then for a Battle Cleric. Beside this the Full Caster must decide if he wants to take a more offensive of more defensive path.

For an offensive build the STR and INT line are nice.
INT helps with it's spell haste to increase the damage as well as the heal output. Especially right timed (Dispatch), the INT end line ability can increase the DPS of the whole group by quite some amount, as it allows the group to cast a lot faster.
STR is not as important, but the interrupt proc was changed to also trigger from spells and the interrupt/ stifle immunity is of even greater use for a Full Caster.
For a defensive build the DEX line is also worth a second sight. The boosted Shield Ally and the AE Immunity, which can also be cast on an other group member, are both nice toys.
You could try to build a Full Caster without the STA line to choose 2 to 3 of the other lines. I haven't done this, but it might also work out.

Two possible builds could be:

Starter 1
Agi 4/4/8/8/2
Sta 4/4/4/7
Int 4/4/6/8/2

for an defensive build or

Starter 1
Str 4/4/8/6/2
Sta 4/4/4/7
Int 4/4/8/8/2

for an more offensive build.

With 70 points you could also try one of these hybrid builds:

Starter 1
Agi 4/4/8/8/2
Sta 4/4/8/8
Int 4/4/4/7


Starter 1
Agi 4/4/8/8/2
Sta 4/4/8/3
Int 4/4/6/8/2


There are four lines in the Inquisitor tree:

Convert attack spells to CA

Enhance debuffs and CC abilities

Enhance reactive damage spells

Reduce the recast of Emergency spells

The Triage line isn't of much use, but the end ability: It increases the range of everything (including the combat arts) by 5m, which is very nice.'Cause of this there is no point to take this line until you have taken 70 points in the KOS tree as well as all other useful abilities in this tree.But if you have enough points left you should also think about the CC-Self-Cure enhancement. It is the second best ability in this line.

The "Battle" line is the signature line of the "Battle Cleric". This line transforms 5 attack spells into combat arts. These are the base of the melee attacks of the Battle Cleric. The greatest merit of the CA is, that they have a really short casting time. This allows you to intersperse them in between healing. The end ability completes the line, as it increases your attack skills by a large amount, reduces the power cost of the combat arts and also increases you mitigation. some people choose this line just to get the mitigation bonus. But this line also has a highly discussed ability: Enhanced Fanaticism. While the remove of the stifle allows you to act while is is running is also has massive drawbacks. Just to get this ability you must pay 8 points (3 for a intermediate ability). Then it also increases the casting time, power cost and the recast of all non achievement abilities by 50%. This meas even if you take this ability you are still crippling yourself to boost your group. But at least you can do something. This is a hard decision I think everybody should make for himself.

The Detriments line is nice but only of partial use. The STR/INT and the mitigation debuff are sure locations to put 5 points in each. The skill debuff is nice but not as nice as the other two debuffs. To increase the CC abilities does not help much, and the end line ability also may be at maximum of a marginal use.

Same you could say about the Punishments line. The after death proc and the after hit proc are both nice, but the others are questionable. Enhanced Verdict sounds nice, but the actual mechanics are horror. 1st it adds a second chance to be resisted. 2nd sometimes it is interrupted if you are moving or casting after it was used. Don't think to long about the end line ability, as this might cause a hedache. If everything works OK, you wont need the additional hate for the tank. If it does not, then this line makes it even harder for the tank to get the agro back.

Beside going Battle Cleric there is no real good way to go here.

Possible Builds could look like this:




1st Line (General)

The cookie cutter mode is 2.5% more HP and power, but if you harvest a lot with the char Ample Harvest might also be worth it. If you still think you are to slow one of the two speed enhancements (Swift Journey / Swift Strides) might also be worthwhile.

2nd Line (Priest)

The Priest Line has one great DPS (Litany of Combat) and a great heal ability (Prayer of Healing). The other options are mediocre. If you are a fan of shield ally you can further increase it's effectiveness with Seal of Faith. The group buff enhancements are not bad, but not worth it IHO. As I normally do not need to often rezz someone and you have about the same downtime with or without the raid rezz those are the least useful AA of this line.

Litany of Combat gives you three buffs, of which only one can be active at any time.

Battle Prowess:
- Increases weapon damage bonus of caster by 20
- Caster will double attack on 25% of melee attacks
- Improves melee damage on combat arts by 15%
Our main DPS buff. I never leave the house without it running. The 20 weapon damage is not a flat bonus, but more like a 20% bonus.

Casting Expertise:
- Increases spell damage and critical damage by 5%
- Lowers the casting time and reuse speed of hostile spells by 15%
Nice for ranges fights

Sacred Follower:
- Applies Sacred follower to qualifying pets (we dont have these pets)
- Increases STA and STR of target by 66
- Target will have their chance to hit with a weapon increased by 15%
- Increases damage per second by 30
Does not help us in any way, as we don't have a pet.

The only downside is, that this buff gets suppressed while our healing stance is active.

Prayer of Healing increases our small direct heal. The 15% critical amount stand for that a critical heal will heal for 145% instead of 130% of the non critical value.

3rd Line (Cleric)

As we share this line with our evil brothers, that pretend to be good, it is a very good line. I could put max points in this line without thinking that I wasted a singe point.

Of all this useful AA Devout Incapacitation (Will only increase the debuff by around 100 points) and Allied Prayers seem to be the least useful buffs. Allied Prayers is nice to read but bad in reality, as it only procs if all triggers are used up or the time runs out. This almost never happens, if it is not an "All hell breaks loose." moment. If this is the case a 1 1.5k group heal will make most likely not make any difference.

Devoted Allegiance is really nice. I often have three to five Tenacity buffs running. So an AA to boost that spell is nice. While it does not enhance the set bonus from the VP / TSO set it at least stacks with it.

Devoted Healing is a nice straight buff for our Reactive single target heal. Faster casting time and an 20% boost in heal value are hard to ignore unless you never do any single group actions.

Then there are two nice DPS AA.
Blessed Yaulp, which increases the Double Attack, Haste und DPS of Yaulp by 15 and Overwhelming Arms.
Overwhelming Arms was one of the most disscussed AA in beta. I think it gives us about the same additional DPS as Battle Prowess, but has a more random nature while Battle Prowess is a static bonus.

Last but not least there it the endskill of the Cleric line: SacrificeFor the last months it was a great AA everyone should have. Currently it got changed on test and is now just as likely to kill the Cleric as our old Mythical clicky was to kill the tank. Maybe even more so. As you can not heal while dead there are very few times left this AA would be useful. We need to monitor, if SOE robs us our only ability to deal with spike damage or if they change it to an useful ability to deal with spike damage without killing the Cleric every time it is used.

4. Linie (Inquisitor)

As we do not share this line with the Templar class, here are some of the most useless AA of the Shadow tree. So we have three useful, three useless AA and two stance (like every healer) in this line.

Lets start with the bad ones:
Weakened Will is a smal WIS debuff (77 points). As we already have an WIS debuff through our Bloodline spell / CA there is no reason to take an other WIS debuff, esp. with such a low value.

Vile Recovery reduces the reuse of Divine Aura (INT endskill KOS AA). But almost no Inquisitor has Divine Aura, so why should we boost the reuse speed? Even if you have it. an tell to your favored Troubadour for Jester's Cap will still be the better way to reduce the reuse.

As third useless AA we have Devoted Following, which boosts Inquisiton by 20%. Sounds nice, but how much healing of Inquisition is actually used? Inquisition does also have a high resist rate. As I only use Inquisition for heavy AE fights and it does not even count for much on this fights I don't know why someone shoud waste 5 AA to enhance it.

Now the good ones. There are 2 nice AA for healing.
Despotic Healing increases the casting time and heal value of our big heal. Who would not like this?
Attonement of Sins enhances my most used heal (esp. while being the only DD grop healer). I don't know why any Inquisitor should not have this AA.
The last AA is Fantical Devotion. This is an grpup wide 100% proc you must activate by doning a critical attack (15% chance to proc). A very nice proc, that helps you to kill easy things faster. (On hard mobs you often can'd go in Melee range, so it hardly ever procs)

Most of us already used stances prior to TSO, but that where only "gear stances" we could not change while fighting. Now we can Add these spells, which we can switch while enganged.

Our offensive stance Persecution is quite nice. the impairments aren't half as bad as we are used from Fanatism / Devotion. You can have it up and still have enough heal power for trash and easy nameds.

Redemption of Faith is the corresponding heal stance. While the impaiments of the stance itself are not so hard it hurts, that Litanay of Combat is suppresed while it is active. But for hard Nameds it is a gread addition to our ability to keep the goup running.

Don't forget that there is still a 3rd stance: "No stance", as will allow Litany of Combat to work without impairing you heals or DPS. There are times when it is useful to have no stance up.

Which God:

Rallos Zek:

The Warlord thinks, that only in the heat of battle true enlightenment can be reached. This fits very well with the Battle Cleric. This is also true for the abilities Rallos Zek grants his followers:

- The cloak has a nice melee proc, which damages the target and increases the DPS for a short time. It was once one of the best melee cloaks out there. Now it is still a nice cloak, but there a better ones.

- His pet is a dwarf sized giant, which increases the STR.

- He also offers some blessings that help in melee:

- The 1st blessing increases the damage and reduces the recast of combat arts.

- The 2nd is a kind of offensive stance.

- The 4th is a taunt stance. Might be useful if there is no tank around.

He also has good miracles for Battle Clerics:

- The 2nd miracle is an evac.

- The 4th is a massive PBAE.

- The 5th is a damage shield.

Altogether a nice set of abilities for a Battle Cleric.


Not all Inquisitor seek their enlightenment in Battle. Others love to use others to do the dirty work and try to influence others. A god, that follows the same way is Innoruuk, god of hate. Cause of this his abilities are also based around this theme.

- Innoruuk has two cloaks to offer. One with a lifedrain and one with a manadrain. Bur as both only proc from spells, they are only usefull for spell based Inquisitors.

- Innoruuk gives a mummy to his followers, which increases INT and STR.

- Like sayed before his blessings are more for ranged fights then melee fights.:

- - His 2nd blessing conjures several minions which follow your instructions for 10 minutes.

- - The 4th blessing is also good for Inquisitors. It increases the heals and some damage spells.

- - The 5th blessing adds a manadrain to each attack spell.

- All of Innoruuks miracles can work well for an Inquisitor:

The 1st conjures a mighty rooted minion for a short duration.
The 2nd is a charm which damages the target and his friends at the end.
The 3rd is a stun with an added damage component.
The 4th transforms the Inquisitor into a Juggernaut after a killing strike by boosting all abilities.
The 5th is a massive life drain DOT.

Innoruuk is the only evil god, which can enhance your healing. He offers a blessing and a miracle which help with your healing. The other abilities are also nice. Surely no god to laugh about.


With RoK an new god made his return: Karana the Rainkeeper:

- The cloak has a flat bonus to spells and combat arts. As we use both, this isn't that bad.

- The pet of Karana is a water elemental which grants you a bonus to WIS and INT.

- The blessings of Karana play with the wild powers of nature:

- The 2nd blessing replenishes life and power over time. This might be useful for long endurance fights.

- The 4th blessing increases the heal crit chance by 25%. Quite a bonus.

The miracles a nice, but nothing special:

The 4th micacle makes the Inquisitor immune to all CC impairments for 30 sekonds. We already have the ability to free us, but it might sometimes be useful.
The 5th resses the whole group of the Inquisitor. As this is an instant cast it might have its uses.
So there are some nice abilities Karana offers.

Which one to choose?

If you want to increase your healing you must choose between Innoruuk and Karana.
Innoruuk has two abilities which influence the healing capability, but the 25% Heal Crit of Karana are also very god.

If you want to complete the abilities of your character all three are worthwhile.


There is no set of stats you will wear all the time. There are three sets of gear that can be worthwhile for an Inquisitor:

Healing Gear:
This will be used for grouping / raiding. The main purpose of this set is to increase your healing performance. Depending on how well you are doing you might switch out some Items with Items from the DPS gear.

This gear relies less on stats and more procs / extras. You should look for heal crit items and +heal items. As a rule of thumb 1/3 the maximal heal amount shown for your small heal should be enough for +heal items. At 80 this should be around 350. Anything above this only has a reduced value for Inquisitors, 'cause how bad +heal works with reactives. Even better then heal crit are heal procs, esp. overloaded heal like procs, but shelter like procs or even heal procs from hostile actions are also worthwhile. Then it it also nice to wear 2-3 items which proc power form casting a heal. Beside these procs faster cast / recast items are also of high value.

Stat wise I would go for WIS / STR followed by STA / INT and nothing special for AGI.

overloaded heal, heal crit, +heal, fast cast, faster reuse, shelter, power procs

Battle Cleric DPS Gear:
This will be mostly used to solo or if you are a secondary healer in a group behind a shaman. But if your group is doing well you might even consider healing as a single healer in this gear.

The most important stat is STR followed by WIS esp. in earlier levels. Later on you might have a good enough mana regen / drain, so you don't need a lot of WIS anymore, but it still has its uses. After these two stats follows INT and then STA. AGI is not so imtportant.

For extra effects look out for haste, double attack, DPS, +CA damage. In Addition +heal and heal crit as well as some power procing items are also nice to have for this set of gear.

haste, double attack, DPS, +CA, damage procs, power procs, heal crit, +heal

Ranged DPS Gear:
Esp. on raids you will not be allowed to go into melee range of the mob. There are only few group encounter where this is true but none the less I will try to list it here. For these circumstances it is nice if you also have some ranged items.

These the has the greatest difference stat wise to the other two sets. While WIS might be the most important stat, now INT is more important then STR. STA and AGI are both not as important in this set. For procs you might look for some spell damage procs as well as +spell damage and spell crit. Again it is nice to fit some power procing items into the mix. But also think, that you are wearing plate and might even carry many chests of gear with you. So you should at least have enough STR to still run around unencumbered.

damage procs, +spell crit, +spell damage, power procs

How to play an Inquisitor:

The following spells should be up all the time:

- The group mitigation / STA buff

- The group HP / Resis buff

- Water breathing

- Power Leech on the char with the fastest attacks. (The spell has a fixed proc rate, which is not normalized.)

- HP / DPS buff for all melee chars.

- The group DD proc, if there a many casters in the group.

- If you have concentration left, you can give yourself a HP / DPS buff.

- If there is an additional healer in the group, you can disable one or even both of the group buffs in favor of an additional HP / DPS buff if needed. This should be decided depending on the group.

Dont forget to cast the ress item!

Group play:

Vs single targets:
I start out with casting the reactives before the pull. If there is not much to heal you might reduce this to just casting the singe or the group reactive. If you are fighting vy orange or high yellow mobs I start out with the WIS debuff, 'cause it has a low resist rate and helps to reduce the number of resists for the other debuffs. Then I place the mitigation debuff on the mob. If the tank recieves a lot of damage it can be worth to also add the STR / INT and the skill debuff.

After this you must react based on how well the fight goes.
If the tank is "green" and the debuffs and reactives are still up you can start fanaticism and use your CAs to do some damage / debuff the mob even more.

You might even cast you reverse damage shields, but normal heroics will die so fast, that it might nor be worth it. Loot at the number of reactive triggers used and the actions the mob did to determine, if it is worth casting them.

Shortly before the debuffs or the reactives run out you should refresh them. Therefore it is nice to have an UI that shows the number of remaining procs of the reactive so you can start casting, if there is only one charge left. (e.g. ProfitUI does this)
If the tank looses to much life you should path heal with your direct heals.
Normally the mob should be dead pretty soon.

Vs multi mob groups:
Again I stat out with casting the reactives. After pull I start with the skill debuff followed by a mitigation debuff on the target of the tank. If it is a named encounter of a ^^^ mob + add it might be worth to cast the STR / INT debuff on the named.

Shortly before the first mob dies you should put the after kill AE on the mob.

Now at the latest it is time to refresh the reactives as groups tend to break through the reactive very fast.
If you have time you can add a reverse damage shield on a mob the tank it NOT targeting (so that it has mote time to tick).

After this you must react based on how well the fight goes, which is similar to the above mentioned wit the addition of the after death AE while there are still at least 3 mobs standing (Isn't worth the cast time with only one target) and casting the reverse damage shields on a mob the tank is not targeting.

Solo play:

Depending on the spec this might vary. As I only played a Battle Cleric since they where introduced the following is only true for one. But if you want to play a cast spec, you should know enough (and have some good items), that you wont need this guide anyway.

1hand and shield or 2hand:
You should always look for a 2handed weapon. This has 2 causes:

A 2handed weapon does considerably more damage. As this is what an Inquisitor needs to work hardest to archive.

As solo a noticeable part of our dps comes from the reverse damage shields, you even want to be hit. As a Cleric wearing plate and having reactive heals we can also afford being hit.

Vs single targets:
For easy mobs it is enough to pull using the mitigation debuff. This debuff alone can increase your damage by 20%. While the mob charges I cast the simple reverse damage shield. You might even start an HO between these two spells. Now I start fanaticism (devotion) and follow up with the CA (WIS Debuff > flames > mental DOT > nuke > AE). Most times a blue mob will be dead by now. If it is a harder mob it is worth to only use 3 CA and then stop fana to cast a reactive heal. Then your HO should be up again and you can start it again followed by fana + additional CA.

If you want to solo heroics (easy before 70 hard after 70) you need to do more then that. I start by casting the group reactive (mainly for the chance that the root will resisted) and follow up with rooting the mob and starting a HO. Now I stack my debuffs (STR / INT + mitigation + skills) on the mob. After this I cast the singe reactive. Now I use 2 CA, start a 2nd HO, start fana and burn the mob down. As the recast of the HO is increased by Fana you should toggle fana to start ne HO. This can also be used to reaply the debuffs / recast the reactive(s). The most important debuff for soloing heroics is the STR / INT debuff, so at least this debuff should always be on the mob. If the mob reaches 10% HP you can use Verdict to shorten the fight.

Vs multi mob groups:
Start with casting the simple reverse damage shield on the target with the most HP. Then you might use the skill debuff to reduce the incoming damage if needed. Now choose a weak target to cast the after death proc on and burn it down (using you open AE as much as possible). If you life falls to low cast a reactive heal. 'Cause you will be hit often for low damage your life should go up. In an emergency it helps to use the detaunt for the stun. This will allow you to cast an additional heal.

Fighting Multi Mob Heroic Encounter can get tricky. If you have enough range try to use the root and the fear to remove some mobs from the fight. Beside this use the same rules as written above. It might also be worth to allow one weak mob to live through the whole encounter, so you can use its hits to trigger you reactives while fighting down the bigger mobs.

Additional Info:
The worldwide Inquisitor channel is:


Mitigation and Resistance:
12.000 (Level * 150)
ca. 4.800 break even

Stat Caps:
1.220 (15 * level + 20)
ca. 490 break even

Skill Caps:
520 (6,5 * Level)

Haste / DPS:
200 (125%)
ca. 80 break even

power / hp regen:
240 (in-combat HP regen cap = 3 * level)
120 (in-combat HP regen cap (from Items) = 3 * level * 0.5)
120 (in-combat power regen cap = 1.5 * level)
60 (in-combat power regen cap (from items) = 1.5 * level * 0.5)

+ Heal / Damage
half value of the boosted spell / combat art

Our reactives cap at 50% of one reactive trigger value. This is then distributed over all triggers by dividing the value by three:
If the Base Value would be 200-250 the cap would be 100-125 and each trigger would heal for 233- 292.
This is by far the lowest +heal cap of the three special heals

Hate Gain / Loss


Spells by tier

1 Invocation
1 Treatment
2 Shame
3 Minor Recovery
3 Writhe
4 Minor Blessing
5 Braveness
5 Divine Providence
6 Cure
6 Summon Food and Water
7 Combat Treatment
7 Weakness
8 Revive
9 Admonishing Invocation
9 Enduring Breath

10 Guilt
10 Recovery
10 Soothe
11 Divine Awakening
11 Oppress
12 Bestowal of Vitae

13 Distract
13 Odyssey
14 Penitent's Alleviation
14 Soothing Sermon
15 Combat Healing
15 Radiance
16 Blessing
16 Conviction
17 Greater Invocation
18 Devotee's Repentance
18 Greater Recovery
19 Bestowal of Vitality
19 Undaunted

20 Forced Submission
20 Unholy Fear
21 Iniquity
22 Reforming Soul
22 Treat Wounds
23 Cleansing Fire
23 Swill
24 Condemn
25 Oppression
26 Favor of the Repentant
26 Heretic's Demise
27 Disorient
28 Contrite Grace
28 Penitent's Sermon
29 Minister Wounds
29 Retaliation

30 Abject Blessing
30 Enforced Reverence
30 Fanatical Reverence
31 Cruel Invocation
32 Devotee's Retribution
32 Dogmatic Healing
32 Litany of Agony
33 Dauntless
34 Forced Acquiescence

35 Act of Belief
35 Depravity
35 Detect Evil
35 Symbol of Corruption
36 Resurgence
37 Cleansing Flames
38 Contempt
39 Imprison
39 Torment

40 Heretic's Fate
40 Stinging Penance
40 Summon Unholy Symbol
41 Digression
41 Redemption
42 Cure: Flagellant
42 Salutary Diatribe
42 Scolding Alleviation
43 Faithful Ministration
43 Vengeance

44 Hallowed Aura
44 Zealot's Conviction
45 Harrowing Inquest
45 Merciless Invocation
45 Unholy Adept
46 Coerced Repentance
46 Intolerant Healing
46 Litany of Torment
47 Fearful Conversion
47 Fervence
48 Evidence of Faith
48 Forced Compliance
49 Act of Faith
49 Vitiation

50 Conversion of the Soul
50 Unholy Aura
50 Zealotry
51 Purifying Flames
52 Heresy
52 Sentence
53 Incarcerate
53 Punish Corruption
53 Scourge
54 Woeful Penance

55 Exoneration
55 Fervent Focus
55 Heretic's Doom
55 Improved Digression
56 Benign Diatribe
56 Cure: Devoted Flagellant
56 Derisive Alleviation
57 Devoted Ministration
57 Fanatical Vengeance
58 Consecrated Aura
58 Convert
58 Fanatic's Faith
59 Chilling Inquest
59 Ruthless Invocation

60 Compelled Repentance
60 Fanatical Healing

60 Litany of Anguish
61 Forboding Conversion
61 Pious
62 Forced Obedience
63 Act of Conviction

64 Debase
65 Absolving Flames
65 Verdict
66 Convict
67 Affliction
67 Detain
68 Heretic's Destiny
68 Suffering Penance
69 Absolution
69 Disorientation

70 Cure: Resolute Flagellant
70 Fanatacism
70 Malevolent Diatribe
70 Reproachful Alleviation
71 Forced Martyrdom
71 Ministration
71 Smite Corruption
72 Blasphemy
72 Invocate
72 Tenacity
72 Zeal
73 Arch Recovery
73 Inquest
73 Repentance
74 Fervent Faith
74 Litany
74 Sacred Armor
75 Act of War
75 Tormenting Conversion
76 Deny
76 Dogma
76 Forced Disarmament
77 Cauterizing Flames
77 Condemned
77 Confine
78 Penance
78 Scourging
79 Forgiving Diatribe
79 Greater Disorientation
79 Heretic's Fall
80 Alleviation
80 Devotion
80 Inquisition
80 Redeem

Master II choices

10 Guilt
11 Oppress
12 Bestowal of Vitae
14 Soothing Sermon

19 Bestowal of Vitality
21 Iniquity
23 Cleansing Fire
24 Condemn

31 Cruel Invocation
32 Dogmatic Healing
33 Dauntless
34 Forced Acquiescence

40 Stinging Penance
42 Salutary Diatribe
43 Faithful Ministration
43 Vengeance

49 Act of Faith
52 Sentence
53 Scourge
54 Woeful Penance

60 Compelled Repentance
60 Fanatical Healing
62 Forced Obedience
63 Act of Conviction

71 Forced Martyrdom
72 Invocate
72 Zeal
74 Litany

((This guide was created by Calberak of the EQ2 Inquisitor Forums. All credit for this guide goes to him. To see the original post click here.))