Flame of Annihilation - An Inquisitor Guide by Cruro: Difference between revisions
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=== Sphere Management === | |||
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength. | |||
This used to be a limiting factor during Monk-era with skills like {{#skill:266}}, {{#skill:267}} and most notoriously {{#skill:271}}, but it also carried on into Sura-era with skills like {{#skill:2330}} and {{#skill:2343}}. | |||
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either {{#skill:261}}, or more likely its successor {{#skill:401}} which will refill the maximum amount of spheres instantly. | |||
Another important skill to mention here is the bread and butter {{#skill:264}} which normally also consumes spheres, unless you're in "Explosion Spirits"-state (usually by using {{#skill:2338}}, or if it's currently in cooldown, alternatively {{#skill:270}}). | |||
For that reason alone, the "Explosion Spirit"-state should be kept up at all times. | |||
The original maximum spheres used to be '''5 spheres''', at least until you're Sura and have access to Lv10 {{#skill:2338}} which will bump the limit to '''15 Spheres'''. | |||
One very useful trick to maintain your SP is by occasionally using {{#skill:2340}} to consume all 15 spheres, and in return grant an immediate 15% SP back. | |||
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it's highly recommended to use {{#skill:401}} or {{#skill:2338}} whenever spheres might have been consumed (as Inquisitor that's usually just by Gentle-Touch buffs or Power Absorb). | |||
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though). | |||
== Intermediate Chapter: {{#skill:5244}} == | == Intermediate Chapter: {{#skill:5244}} == |
Revision as of 01:38, 12 March 2024
Disclaimer | |
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This guide is still a work in progress and is very much incomplete. I plan to add more infos over the upcoming days and weeks.
Always double-check any info you find here with others from the community. Especially #acolyte in muhro-discord |
Prologue
ToDo:
- more basic description/explanations
- generally more images/gifs/showcases
Strengths | Weaknesses |
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Beginner Chapter: Basic Techniques
ToDo:
- stats/traits
- describe general utility skills
Sphere Management
While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.
This used to be a limiting factor during Monk-era with skills like Investigate, Finger Offensive and most notoriously Asura Strike, but it also carried on into Sura-era with skills like Tiger Cannon and Gate of Hell.
Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either Call Spirits, or more likely its successor Dangerous Soul Collect (Zen) which will refill the maximum amount of spheres instantly.
Another important skill to mention here is the bread and butter Body Relocation which normally also consumes spheres, unless you're in "Explosion Spirits"-state (usually by using Rising Dragon, or if it's currently in cooldown, alternatively Explosion Spirits).
For that reason alone, the "Explosion Spirit"-state should be kept up at all times.
The original maximum spheres used to be 5 spheres, at least until you're Sura and have access to Lv10 Rising Dragon which will bump the limit to 15 Spheres.
One very useful trick to maintain your SP is by occasionally using Power Absorb to consume all 15 spheres, and in return grant an immediate 15% SP back.
With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it's highly recommended to use Dangerous Soul Collect (Zen) or Rising Dragon whenever spheres might have been consumed (as Inquisitor that's usually just by Gentle-Touch buffs or Power Absorb).
On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).
Intermediate Chapter: Explosion Blaster
Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.
It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.
While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.
ToDo:
- Relevant self-buffs
- Crit-shield and aftercastdelay reduction
- Shadow gears/costume stones
- stats/traits
Regular Gears
Slot | Items | Cards | Notes |
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Headgear (Top) | +12 Temporal Circlet (Sura) [1] (19481) Acute Lv5 (29085) Temporal Jewel (LUK) Lv 3 (29689) |
Limacina Card (300363) | It's important to get the luk jewel lv3 correctly first as it cannot be rerolled or receive an determined enchant |
Headgear (Mid) |
|
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Any other mid headgear with ACDR-enchant can also be useful here |
Headgear (Low) |
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- | Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable |
Armor |
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- |
Weapon | +12 [A] Dim Glacier Knuckle [1] (560037) Glacier Flower Spell (Explosion Blaster) (311306) Glacier Flower Spell (Explosion Blaster) (311306) Glacier Flower Spell (Physical Grade) Lv5 (311453) |
White Knight Card (4608) | - |
Shield |
|
Khalitzburg Knight Card (4609) | - |
Garment | +12 [A] Pirate Captain's Coat [1] (480174) |
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Empathize Card is mandatory when using Observation Card in Armor |
Shoes | +12 [A] Ice Rune Boots [1] (470175) | Entangled Intermediate Rgan Card (300380) | - |
Accessories |
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Void Mimic Card (300278) | At least 1xGW Ring with +30 Cri can help a lot when using hybrid TFB/EB build which lacks natural cri. |
Shadow Gears and Costume Stones
Slot | Item | Notes |
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Headgear (Top) | Assassin Cross Stone II (Top) (1000222) | - |
Headgear (Mid) | Critical Stone (25060) | - |
Headgear (Low) | Guillotine Cross Stone (Low) (1000976) | - |
Armor | +10 Maximum Mammoth Shadow Armor (24679) | - |
Weapon | +10 Infinity Shadow Weapon (24386) | - |
Shield | +9/10 Separate Reload Shadow Shield (24746) | - |
Garment | Guillotine Cross Stone II (Garment) (1000221) and Critical Stone (Dual) (1000855) | - |
Shoes | +10 Maximum Mammoth Shadow Shoes (24680) | - |
Accessories | +9/10 Full Penetration Shadow Earring (24661) and +9/10 Full Penetration Shadow Pendant (24662) | - |
Buffs and Consumables
- Gentle Touch-Change (Sura): Minor attack (flat and percentage) boost
- Powerful Faith (Inquisitor): Nice +15 P.Atk for free
- Awakening Potion (656) / Infinite Awakening Potion (12885)
- Red Herb Activator (100232)
- Abrasive (14536)
The Final Chapter: Third Flame Bomb
Third Flame Bomb is a three-step combo that ends in a 9x9 AOE finisher based on melee dmg and your total health. With the recent rebalance update, ACDR is not a lost stat anymore and I would recommend going for roughly 40%+ ACDR to be able to still perform the full combo within 1s.
Additionally getting 190~193 aspd will be also necessary for a fluid combo.
ToDo:
- Relevant self-buffs
- Brand mechanic
- Shadow gears/costume stones
- stats/traits
Regular Gears
Slot | Items | Cards | Notes |
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Headgear (Top) | +11/12 [A] Crown of Beelzebub [1] (400110) | Melted Poring Card (300174) | - |
Headgear (Mid) | Gambler's Seal [1] (410233) Melee% or HP% enchants |
Melted Poring Card (300174) | Alternatively any mid-headgear with hp% enchants |
Headgear (Low) |
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- | Blood Sucker is especially strong on TFB build - extremely high sustain |
Armor |
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Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards |
Weapon | +12 [A] Dim Glacier Knuckle [1] (560037) Glacier Flower Spell (Extermination) (311305) Glacier Flower Spell (Extermination) (311305) Glacier Flower Spell (Physical Grade) Lv5 (311453) |
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With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters |
Shield | +11 Illusion Guard [1] (460017) Rune of Vitality Lv2 (29010) Rune of Vitality Lv2 (29010) |
Mushy Ant Egg Card (300235) | - |
Garment | +11 [A] Glade Rune Manteau [1] (480231) |
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Happy Card is required when using Shelter Card in Armor |
Shoes | +11 [C] Boots of Unknown Life [1] (470073) |
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The boots proc often (especially when mobbing) and roughly double the damage of TFB |
Accessories |
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Broken Beta Guards Card (300076) | - |
Shadow Gears and Costume Stones
Slot | Item | Notes |
---|---|---|
Headgear (Top) | Melee Stone (Top) (1000377) | - |
Headgear (Mid) | Melee Stone (1000378) | - |
Headgear (Low) | Melee Stone (Low) (1000379) | - |
Armor | +10 Maximum Mammoth Shadow Armor (24679) | - |
Weapon | +10 Infinity Shadow Weapon (24386) | - |
Shield |
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Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB |
Garment | Melee Physical Attack Stone (Garment) (1001053) and Melee Stone (Dual) (1000524) | - |
Shoes | +10 Maximum Mammoth Shadow Shoes (24680) | - |
Accessories | +9/10 Full Penetration Shadow Earring (24661) and +9/10 Full Penetration Shadow Pendant (24662) | - |
Note: I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.
However, since I don't have a concrete number-comparison I'm partial to blue shadow gears for its flexibility to swap pieces as needed.
Buffs and Consumables
- Gentle Touch-Revitalize (Sura): Another +10% maxhp.
- Firm Faith or Powerful Faith (Inquisitor): Firm Faith will win in the end when you have high hp% amounts from gear, but Powerful Faith is usually better during early/mid game.
- First Faith Power -> Judge -> Third Exorcism Flame (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.
- Awakening Potion (656) / Infinite Awakening Potion (12885)
- HP Increase Potion (Large) (12424)
- Red Herb Activator (100232)
- Trans Candy Red (11592)
Thanks
Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:
- Binho
- IntrepidEnigma
- Rgasm
- Toru
- Zapallo
And another huge thanks to the GM team and their dedication!