Flame of Annihilation - An Inquisitor Guide by Cruro

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Revision as of 01:38, 12 March 2024 by Cruro (talk | contribs) (add sphere management section)
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Warning Disclaimer
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
  • Fastest movement in the game with Snap
  • Active and engaging gameplay that can feel satisfying to use
  • Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)
  • Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)
  • Hybrid build can cover weaknesses of respective other build
  • Third Flame Bomb build has very high sustain in endgame maps due to scaling with health
  • Very expensive to gear if you want to utilize both builds
  • Far from a one-button class -> can be tiring in long farming sessions
  • Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)
  • Third Flame Bomb can be mechanically tricky to use consistently
  • Getting dispelled stops any momentum - regardless of your build - until you rebuff

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 266.png Investigate, 267.png Finger Offensive and most notoriously 271.png Asura Strike, but it also carried on into Sura-era with skills like 2330.png Tiger Cannon and 2343.png 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 261.png Call Spirits, or more likely its successor 401.png Dangerous Soul Collect (Zen) which will refill the maximum amount of spheres instantly.

Another important skill to mention here is the bread and butter 264.png Body Relocation which normally also consumes spheres, unless you're in "Explosion Spirits"-state (usually by using 2338.png Rising Dragon, or if it's currently in cooldown, alternatively 270.png 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 2338.png Rising Dragon which will bump the limit to 15 Spheres.

One very useful trick to maintain your SP is by occasionally using 2340.png 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 401.png Dangerous Soul Collect (Zen) or 2338.png 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: 5244.png 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
Headgear (Top) +12 19481.png Temporal Circlet (Sura) [1] (19481)
29085.png Acute Lv5 (29085)
29689.png Temporal Jewel (LUK) Lv 3 (29689)
300363.png 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) Any other mid headgear with ACDR-enchant can also be useful here
Headgear (Low) - Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable
Armor -
Weapon +12 [A] 560037.png Dim Glacier Knuckle [1] (560037)
311306.png Glacier Flower Spell (Explosion Blaster) (311306)
311306.png Glacier Flower Spell (Explosion Blaster) (311306)
311453.png Glacier Flower Spell (Physical Grade) Lv5 (311453)
4608.png White Knight Card (4608) -
Shield 4609.png Khalitzburg Knight Card (4609) -
Garment +12 [A] 480174.png Pirate Captain's Coat [1] (480174) Empathize Card is mandatory when using Observation Card in Armor
Shoes +12 [A] 470175.png Ice Rune Boots [1] (470175) 300380.png Entangled Intermediate Rgan Card (300380) -
Accessories 300278.png 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
Headgear (Top) 1000222.png Assassin Cross Stone II (Top) (1000222) -
Headgear (Mid) 25060.png Critical Stone (25060) -
Headgear (Low) 1000976.png Guillotine Cross Stone (Low) (1000976) -
Armor +10 24679.png Maximum Mammoth Shadow Armor (24679) -
Weapon +10 24386.png Infinity Shadow Weapon (24386) -
Shield +9/10 24746.png Separate Reload Shadow Shield (24746) -
Garment 1000221.png Guillotine Cross Stone II (Garment) (1000221) and 1000855.png Critical Stone (Dual) (1000855) -
Shoes +10 24680.png Maximum Mammoth Shadow Shoes (24680) -
Accessories +9/10 24661.png Full Penetration Shadow Earring (24661) and +9/10 24662.png Full Penetration Shadow Pendant (24662) -

Buffs and Consumables

  • 2347.png Gentle Touch-Change (Sura): Minor attack (flat and percentage) boost
  • 5238.png Powerful Faith (Inquisitor): Nice +15 P.Atk for free

The Final Chapter: 5252.png 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
Headgear (Top) +11/12 [A] 400110.png Crown of Beelzebub [1] (400110) 300174.png Melted Poring Card (300174) -
Headgear (Mid) 410233.png Gambler's Seal [1] (410233)
Melee% or HP% enchants
300174.png Melted Poring Card (300174) Alternatively any mid-headgear with hp% enchants
Headgear (Low) - Blood Sucker is especially strong on TFB build - extremely high sustain
Armor Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards
Weapon +12 [A] 560037.png Dim Glacier Knuckle [1] (560037)
311305.png Glacier Flower Spell (Extermination) (311305)
311305.png Glacier Flower Spell (Extermination) (311305)
311453.png Glacier Flower Spell (Physical Grade) Lv5 (311453)
With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters
Shield +11 460017.png Illusion Guard [1] (460017)
29010.png Rune of Vitality Lv2 (29010)
29010.png Rune of Vitality Lv2 (29010)
300235.png Mushy Ant Egg Card (300235) -
Garment +11 [A]480231.png Glade Rune Manteau [1] (480231) Happy Card is required when using Shelter Card in Armor
Shoes +11 [C]470073.png Boots of Unknown Life [1] (470073) The boots proc often (especially when mobbing) and roughly double the damage of TFB
Accessories 300076.png Broken Beta Guards Card (300076) -

Shadow Gears and Costume Stones

Slot Item Notes
Headgear (Top) 1000377.png Melee Stone (Top) (1000377) -
Headgear (Mid) 1000378.png Melee Stone (1000378) -
Headgear (Low) 1000379.png Melee Stone (Low) (1000379) -
Armor +10 24679.png Maximum Mammoth Shadow Armor (24679) -
Weapon +10 24386.png Infinity Shadow Weapon (24386) -
Shield Durable Shadow Shield is stronger, but Reload helps with the recently added 0.7s ACD in TFB
Garment 1001053.png Melee Physical Attack Stone (Garment) (1001053) and 1000524.png Melee Stone (Dual) (1000524) -
Shoes +10 24680.png Maximum Mammoth Shadow Shoes (24680) -
Accessories +9/10 24661.png Full Penetration Shadow Earring (24661) and +9/10 24662.png 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

  • 2348.png Gentle Touch-Revitalize (Sura): Another +10% maxhp.
  • 5239.png Firm Faith or 5238.png 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.
  • 5246.png First Faith Power -> 5247.png Judge -> 5254.png Third Exorcism Flame (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.


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!