When the deep came out i made a new deep elf inquisitor to re-learn inquisitor progression and experience those levels with limited access to spells to see how i like various skills/spells in the revamp.
I started making notes about what i think of things. I don't get a lot of playtime at the moment so i'm not very high level, but here we go.
Distress. feels terrible to chain cast for 10 levels because it's the only offensive measure we have. the magic resistance debuff on it is...not helpful because we basically do no magic damage at this point aside from censuring strike.
Censuring Strike - seems to do the job. generic button mash attack. being so low level i haven't noticed the spell cast speed thing (plus reflecting bash nips a lot of casting in the bud).
aura of resistance while technically helpful. doesn't accomplish much at low level. very very few caster mobs.
Reflecting bash - This time i focused on 1h/shield not 2h. it was arduous finding mobs that cast spells, but my class quest in deep elf zone required me to fight floating skulls that cast inq spells, so i got to flex this. i'm pretty happy with it. it's on my 'mash every half second' macro with censuring strike so it prevents a spell per cooldown cycle. paired later with silence i can keep them under control well.
I DO think it could be a little faster on the cooldown again. i realize it was already cool-down-decreased but unlike kick this thing requires a shield and literally only works on spells. it won't interupt any other kind of channeled action. overall i like it. decent damage for 'free', which is desperately needed at low level. i dislike that it shackles us to a shield but i can use a 2h when fighting non casters i suppose
Spell Ward. i did f ind a chance to play with it fighting oozes and skulls. its...decent. but it's duration is way too low. it should seriously last like a minute because spell damage is so spotty, it almost never expends the rune value before it fades. love that it's instant cast. I'd prefer ward of suspicion be instant cast too
arcane aegis (i've never seen a scenario where this would help, so i'm moving on)
arcane tyrant is glorious and wonderful. lots of utility in 1 cast. folk are pointing out the 1 mana regen on it is not working. bummer.
Interdiction - Feels smooth, causes agro so even if you or some one wakes the mob, still good agro off of it. i wish it cast a bit faster though. being a melee hybrid with a tight mana budget i would sugest that it's cooldown come come down to 1.5-2 seconds. and its cast time could go down to 0.5 seconds and it would be fine because MANA is the big limiter here. you'll never find a t anking inquisitor at full mana, stuff is too expensive to cast.
Silence - does the job. casts fast so it's our interupt now (at this level). melee hybrids should have a LOT of instant and fast cast powers because you are expected to do melee dps to maintain agro, provide dps and mana budget so tight.
Ward of Suspicion. - I really like it. it would REALLY be better if it was a half second cast or instant like spell ward, because you waste SO MUCH 'melee time' casting it over and over till it takes due to being punched in the balls while you try to cast it. again, we will run headlong into a mana crunch, so if it was even instant cast, it wouldn't get out of hand.
Pillage Mana - I love what it does on paper. in reality the caster mobs are so few and far between, i am concerned it doesn't perform like the olde inquisitive aura works. Honestly if it had some functionality like this, it would be fine and not OP due to the very long apropriate cooldown on it:
"Pillage the mind, and wrack the target with pain, Draining 20 mana and distributing 25% of the amount drained to each party member. if the target has no mana, deal 20 damage and distribute 25% of the amount drained in the form of mana to each party member
Additionally, when this spell successfully lands on the target, its mana cost is refunded."
so yea, make it work on non mana-having targets. we arn't literal enchanters, we can agonize some people and get some zest from the process. it won't overpower the class that is already toilet bowl level dps and the theoretical 'worse ' main group tank right now.
12 - dominate the mind - always a hoot. good for getting monster buffs or salvaging a double pull. its passably useful but would be better as some sort of 'fill up the mana bar' lay on hands style thing so that an inquisitor could emergency CC while low on mana.
I haven't personally leveled up to more abilities yet on this new guy. I'm sure my opinions will change when i do. Looking over the rest of the list and tinkering with it on my higher level inq. i think mostly its an issue with things casting too much mana, and the damage being pitiful on mana burn. I'll put some thoughts out below, and i will update above this as i play the new guy up and have new thinks.
- Mana ward - teamwork power. ward your bro. duration is very low . instant cast is great
- aura of rapdiity - excelent. haste when no other haste, some overhaste after.
- choke - haven't gotten it since it was fixed (is it fixed?) i loved old choke, prolly excelent
- mana burn - Aawful damage for atrocious mana cost. surely there's a number between 5 and 60 that would be okay. needs to scale on int. using it and cherry picking caster mobs to solo/groupdps better wasn't exactly crazy, this got nerfed way too hard for what it does. it's sad now.
- agro per mana - some of our abilities cost a crazy amount of amana for the agro they generate. i wish the spell descriptions would say precisely how much agro the 'mez' or 'stun' or 'perge' or 'silence' status gives so we can judge what is good to cast. i am concerned that the best high level agro measures will be casting very low level spells because of the horrific mana costs.
I'll give more detailed, 'on level' feedback as i play my new guy and prolly into early access. right now inquisitor is fun to play, the CC in a group is great. you can do shenanigans that are rare for a tank (invis, mez, memory blur) but the dps is so atrocious. it's a sad time and unless the abilities do excelent agro independant of their damage, it will be mana-costly, and 'cast time' costly to keep agro in a well equipped group.
thank you for coming to my ted talk. click like and subscribe.