EverQuest II Inquisitor Guide

EverQuest II Inquisitor Guide by Calberak

Disclaimer:  This guide is target for solo and group play from 1 to 90. Some of the things written here might change in the endgame / raiding.

Class: Inquisitor

Spell Lines:


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 it 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 > (88) Penance VIII

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 > (89) Malevolent Diatribe VII

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 > (81) Ministration IX

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 > (83) Fanatical Healing VIII

Group heal.
(14) Alleviation I > (28) Alleviation II > (42) Alleviation III > (56) Alleviation IV > (70) Alleviation V > (80) Alleviation VI > (90) Alleviation VI

Beside the single cure and the curse cure the Inquisitor gains a group cure for Arcane, Elemental, Noxious and Trauma impairments.

Single target cure.
(6) Cure

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

Cure Curse
Single target curse cure. Can not be modified by any means for an Inquisitor.
(80) Curse Cure

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. This can [Removed for Content] you dry quite fast.

Self buff that grants additional heal on target every time inquisitor casts a beneficial spell.
(58) Dogma I > (76) Dogma II > (86) Dogma III

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 closer your friends are to the mob the higher the heal value is. There are 3 range groups:

  1. closer than 5 meters
  2. between 5 and 10 meters
  3. 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 > (90) Inquisition II


Group Mitigation Buff:
Our version of the these buff does also buff hit points in addition to the physical mitigation. This means some additional health for the group which is always good.

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 > (84) Sacred Armor VII

Group HP Buff:
An addition to the health this buff also improves Arcane resis.

Fanatic’s Faith
Max health + arcane mit group buff.
(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 > (82) Fanatic’s Faith VI

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 > (82) Tenacity VII

Group Haste / Recast Reducer:
The best buff, an Inquisitor has to offer. It is a buff that can be triggered on and off. The first markable effect is a huge haste boost for the whole group and a nice addition to the primary stats for all classes (Str, Int, Agi, Wis). 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:
It has a huge permanent power drain. So if you have power problems you should disable this buff.

Group atk speed, reuse + all primary attributes (Str, Int, Agi, Wis) buff, that permanently costs a high amount of power. Can be toggled off.
(50) Fanaticism I > (70) Fanaticism II > (80) Fanaticism III > (90) Fanaticism IV

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 > (85) Act of War V

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 > (83) Inquest IV


The Inquistor gains 4 rezzes:

  1. (8) Revive
    Out of combat rezz + 15% health replenishment – short recast.
  2. (22) Reforming Soul
    In combat rezz + 40% health replenishment + magical mit increase.
  3. (36) Resurgence
    In combat group rezz + 40% health replenishment + magical mit increase.
  4. (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 > (90) Redemption V


STR / INT Debuff:
The Inquisitor gains a debuff for STR and INT. So he has one debuff that reduces the stats that influence the damage of most mobs (tanks and mages). 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 > (86) Deny V

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 > (87) Condemn VIII

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 > (86) Forced Obedience VI

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 > (88) Torment VIII

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. WIS is important for the damge of priest mobs. 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 > (81) Smite Corruption IV


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) single target 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 > (87) Purifying Flames VI

The Inquisitor only has 2 Single DD and 2 Group DD.

Direct damage. Not upgradeable. Scales by itself. Does only a small amount of damage.
(6) Wrath

Direct divine damage + interrupt. Does only a small amount of damage.
(1) Invocation I > (9) Invocation II > (17) Invocation III > (31) Invocation IV > (45) Invocation V > (59) Invocation VI > (72) Invocation VII > (82) Invocation VIII

Encounter AE divine damage + interrupt.
(32) Litany I > (46) Litany II > (60) Litany III > (74) Litany IV > (84) Litany V

Heretic’s Doom
This spell was changed to a normal Encounter AE with SF and it hits for about twice as much as Litany with only a 50% higher reuse. While quite situational before it is now a great spell to use.
(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 > (89) Heretic’s Doom VI

Reverse Damage Shields:
The special discipline of the Inquisitor. There are 3 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 (Auto Attack / Combat Art / Spell), to trigger the proc. If the proc comes from an hostile action it must be a hit or it will not count. So a ressited spell or a missed CA will not trigger the procs. With SF these proc much more reliable then they did before. Heresy is still hard to get to proc but Vengeance and Repentance work great.
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 > (81) Vengeance V


Single target spell that does divine damage + brief stun when target uses a combat art or a spell. Can be triggered up to 3 times.
(18) Repentance I > (46) Repentance II > (60) Repentance III > (73) Repentance IV > (83) Repentance V


Single target spell that does high divine damage + knockdown and stun + blur for 4 seconds to an enemy that successfully casts a spell. Even while this spell has a green background, it is still a single target spell now. Can be triggered 3 times.
(52) Heresy I > (72) Heresy II > (82) Heresy III

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:

  • vvv and vv
  • from v to ^
  • ^^ and ^^^
  • Epic Mobs

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 > (87) 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 being mezzed. Good to get rid of an add, but as a drawback the mop 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 > (85) 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. Since SF it only has 1s cast time making it a lot faster for people hating to wait for the call to be cast.
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 normally 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.
(30) Soothe

Free Self:
Level 55 Special. Frees the Inqui from all control effects like stun, stifle 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 > (84) Fervent Faith III

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 > (89) Disorientation VII

How to specialize the Inquisitor:

The main reason to play a Inquisitor is most likely the Battle Cleric. The AA allow you to convert some of your spells to combat arts and there are many options to increase the auto attack damage. The CA cast faster then the spells but have a higher recast. So while the max DPS you can deal might be lower as with the spells using the CA leaves you more time to do “other things” like healing.
Naming Conventions:
The trees are often named after the expansion that added it. E.g. the Cleric tree was added with Kingdom of Sky so most still call it the KOS tree. Here a overview of the used and official names:

  • KOS tree – the Cleric tree (minus the bottom line)
  • KOS SF AA – the bottom line of the Cleric tree
  • EOF tree – the Inquisitor tree (minus the bottom line)
  • EOF SF AA – the bottom line of the Inquisitor tree
  • Shadow tree – the official names for the tree and each line are actually used.
  • Heroic tree – either DoV AA or the official name is used.

Pre SF each line in the Cleric Tree started with an AA to increase a stat. Based on this each line is usually named after the stat it increased. While harder to find there is is still an way to recognize each line. Each line grants you a title if you choose the end line ability of the line. (The Endline AA is now actually the 2nd AA from the bottom thanks to the addition of the SF AA)
E.g. for the most left line this is Bishop, which you will be granted if you skill Steadfast. You see the name Bishop inside the description of the AAs, where normally Inquisitor would stand. It is very likely that most will still use the old titles. But with the stat AA now missing it might be hard for new players to understand what is meant by this, so I will stat with an overview which line corresponded to which stat:

  • Bishop – Strength
  • Protector- Dexterity
  • Deacon – Stamina
  • Exorcist – Wisdom
  • Arbiter – Intelligence

So if you see someone referring to the KOS Strength line he is referring to the most left line of the Cleric tree.
Cleric (KOS) AA:
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.

  • Bishop (Strength)
    debuff attack, interrupt proc, interrupt / stifle immunity
  • Protector (Dexterity) short mezz, double attack, better shield deflection, Shield Ally, AE immunity
  • Deacon (Stamina)
    stun attack, harder auto attack, crit, shorttime damage immunity
  • Exorcist (Wisdom)
    slow casting low damage AE spell, damage proc, Open AE damage “bubble”
  • Arbiter (Intelligence)
    single target DD spell, spell damage, spell haste, burst buff

The most important line is Deacon. The higher auto attack really helps to deal DPS even if you need to heal nonstop and the crit from the same line is also very nice. Almost all Inquisitor choose this line.
With a singe target AE Immunity and a buffed Shield Ally the Protector line will grant you powerful defensive abilities as well as a nice offensive boost due to the 32% double attack. The mezz isn’t that useful, but at least with the mezz, the fear and the root we should be able to lock down one mob if need be.
The Bishop line 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.
The Arbiter line is primary for “casters”. The spell damage increase is a minor benefit, but the spell haste helps as it’s increases the damage as well as the heal output. Especially right timed with other burst buffs, 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.
The Exorcist line isn’t that good, but it also has it’s merits. The AE spell is really bad. it takes long to cast, has an enormous power cost and doesn’t deal much damage. The damage proc deals a bit more DPS then Bolt of Power from the Bishop line, as it is a 100% proc if fully speced. The skills are almost completely useless. And the endskill has a harsh drawback. But at least it is a 2nd option beside Litany Circle to get some open AE damage. Don’t think about specing this line if you don’t have at least 50% potency, as it reduce your healing by 95% potency. But if you have enough potency it can be a nice option to increase your AE damage.

Inquisitor EOF AA:
Since the change with GU61 there aren’t any distinguished lines any more. Instead the AA are sorted into 4 rows for the “normal” AA and a 5th row for the expertise AA. You may select one expertise AA per 20 AA you spend in the first 4 rows. Still the AA can be “sorted into several groups:

  • Melee enhancements
    Invocation Strike, Writhing Strike, Strike of Flames, Strike of Corruption, Litany Circle
  • Debuff enhancements
    Enhance: Condemn, Enhance: Deny, Enhance: Forced Obedience
  • Buf enhancements
    Enhance: Sacred Armor, Enhance: Fanaticism, Enhance: Act of War
  • Spell damage enhancements
    Enhance: Heretic’s Doom, Enhance: Repentance, Enhance: Vengeance, Enhance: Heresy
  • Enhancements for emergencies
    Enhance: Resurrections, Enhance Emergency Reactives, Enhance Disorientation, Enhance: Fervent Faith, Enhance: Redemption

All Inquisitor should skill the melee enhancements as soon as possible, as they are “the core” of the Inquisitor as Battle Cleric. A good path would be: Invocation Strike (5) -> Strike of Flames (1) -> Writhing Strike (1) -> Strike of Flames (4) -> Litany Circle (5) -> Strike of Corruption (1) -> Strike of Flames (5) -> Writhing Strike (4) -> Battle Cleric -> Writhing Strike (5) -> Strike of Corruption (5).
The remaining AA are mostly “nice to have”.
From the Debuff enhancements the Enhance: Condemn is the most useful. Enhance: Deny might also be OK, but Enhance: Forced Obedience only makes a so so spell a little bit better.
All three Buf enhancements are OK. More HP is always good and as you might find out the power cost of Fanaticism can be really bad. While Act of War does not so much damage at least it helps the whole group a bit.
From the Spell damage enhancements Enhance: Heretic’s Doom is by far the best, followed by Enhance: Repentance and Enhance: Vengeance. While Enhance: Heresy is OK as an AA the spell still has some problems to proc enough. (There is a UI bug so it seams it does not proc at all, but it does proc. It just proc’s only from real spells and not from any scripted effects.)
If you are grouping often and esp. at low levels the Enhancements for emergencies can help. None is a must have AA, but esp as long as you don’t have much reuse on your gear they can help. Many really like Enhance: Fervent Faith, as it allows you to shrug of “I can’t control my char any more” effects, which are bad in just so many ways.
One AA I did not list in any category is Enhance: Verdict. Actually it is the only AA definitely not worth taking. It costs 5 points and the only result is that you can “slack” a bit more with using the spell at the cost of an additional resist check.
Then there the 4 expertise AA. As they only cost one AA each and you have to spend 70AA to access the EOF SF AA you might just pick three of these as a nice extra:

  • Reach of Faith
    This one is really useful! Before the AA revamp people wasted 15 AA just to be able to spec it. The 5m increased range helps you to keep out of harms way and still be able to heal your tank and so on.
  • Maladriot
    Oh this one would be good, if the reduction would be (a lot) higher then 5. So it doesn’t really be worth it. With mobs having such high multi attack chances the 5% don’t really change anything.
  • Battle Cleric
    This one helps with three problems at the same time: It increases your chance to hit, reduce the damage to take from physical AEs and reduces the power cost for your CAs. Why would any one not pick it?
  • Punishment
    The heals from punishment aren’t that great, but it is free healing from casting a damage spell. So who would object to that if it only costs you 1 AA?


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). Then there are the options to buff your group buffs. While not so useful for solo they can make a difference for grouping. If you are a fan of shield ally you can further increase it’s effectiveness with Seal of Faith. The raid rezz is only a small comfort feature for raiding but even there it isn’t necessary.
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 ranged fights
Sacred Follower:
– Applies Sacred follower to qualifying pets (we don’t 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.
Secular Protection works quite well with the EOF SF AA that adds additional resists to the buff, as Secular Protection will also increase the these resists, beside physical mitigation.
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 1.5k group heal will make most likely not make any difference.

Devoted Allegiance is really nice. You often have three to five Tenacity buffs running or you even have Tenacity as a group buff. So an AA to boost that spell is nice. While it does not enhance the set bonus 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 discussed AA in the TSO 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: Sacrifice It is an AA that moves from powerful to useless to handle. Currently it “only” reduces the Cleric’s health to a minimum of 10% and it is also fixed so it only takes as much health as is needed to heal your target. As it only costs one point I would recommend to take it.
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 some useful, some useless AA and two stance (like every healer) in this line.
Lets start with the bad ones:
Weakened Will is a small 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.
In the middle is Devoted Following, which boosts Inquisiton by 20%. With the change, that Inquisition is now not resistible and does no longer have a cap of 6 targets Inquisition is now a useful heal, so the increase is nice.
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 group healer). I don’t know why any Inquisitor should not have this AA.The last AA is Fantical Devotion. This is an group wide 100% proc you must activate by doing a critical attack (15% chance to proc). A very nice proc, that helps you to kill things faster.
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 engaged.

Our offensive stance Persecution is quite nice. the impairments aren’t half as bad as we where used from Fanatism. 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 impairments of the stance itself are not so hard it hurts, that Litany of Combat is suppressed while it is active. But for hard Nameds it is a great addition to our ability to keep the group 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. If you raid in SF it will change a bit as you can use a red adornment that add 10% crit bonus o these stances, so you now actually loose more by having no stance up.
AA specs:

Below I will post 1st a possible route to skill as you go.and some alernate specs for later on using 200 250 and 300 AA. None of these are meant to be perfect. Our class is lucky as there is not one spec everyone takes. So try them yourself and find out what you like most and what works best for you.
A posible way to spec from 1 to 200 AA (Level 10 -79)
13 AA
22 AA
51 AA
65 AA
80 AA
94 AA
118 AA
133 AA
170 AA
184 AA
200 AA specs (> Level 80)
Solo questingSolo grinding
250 AA specs
Solo questing
Solo grinding
300 AA specs
Solo questing
Solo grinding
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 ok cloak, but there are many better ones.
  • 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. But as both only proc from spells, they are only useful for spell based Inquisitors.
  • 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, but you can get many other cloaks now.
  • 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.

SF simplified the need for specif gear depending on what you want to so by a lot, as now all our damage is based on WIS. This includes spells. combat arts and auto attack. Also there is now only gear that helps your healing and your spell DPS. While we would still need other gear for melee DPS no such gear exists. While we can wear some scout / tank items to get some melee bonuses there is almost no WIS on this gear so you will always lose either DPS / haste / double attack or WIS.
This got even worse with DoV. There are no melee items with any WIS any more and most melee items are only useable by tanks or scouts. So we must use our AA, spells and some adornments to push our melee stats.
Beside this STR / INT / AGI don’t have any use for us anymore. You should always look for WIS and STA.
Healing Gear:
This will be used for grouping / raiding. The main purpose of this set is to increase your healing performance. As a side effect it also increases you spell DPS. 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 potency, crit and crit bonus items and ability mod items. As a rule of thumb 1/3 the maximal heal amount shown for your small heal should be enough for +heal items. At 90 this should be around 500. Anything above this only has a reduced value for Inquisitors, ’cause how bad ability mod works with reactives. Even better then crit are ward procs, esp. like shelter. 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.

ward procs, potency, crit bonus, crit, +ability mod, fast cast, faster reuse, 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.
For extra effects look out for crit, crit bonus, haste, double attack, DPS, potency and ability mod.

crit, crit bonus, haste, double attack, DPS, damage procs, potency and ability mod, power procs

Ranged DPS Gear:
Just wear your healing gear. Maybe just add some damage procs instead of heal procs, but that is all you can do.

potency, crit bonus, crit, +ability mod, fast cast, faster reuse, damage / power procs

How to play an Inquisitor:

The following spells should be up all the time:

  • The group mitigation / HP 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.
  • Fanaticism if you have enough power to feed it.
  • 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.
  • If you have group wide Tenacity you can run all of the above.
  • 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. Then I place the mitigation debuff on the mob. If the tank receives 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 use your CAs to do some damage / debuff the mob even more.
If you have enough power don’t forget Fanaticism, Yaulp and Dogma.
If the mobs live more then 10s it is worth to also use the reverse damage shields. Look 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 patch 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 with adds it might be worth to cast the STR / INT debuff on the named.
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 more time to tick).
After this you must react based on how well the fight goes, which is similar to the above mentioned with the addition to cast 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:

  1. A 2handed weapon does considerably more damage. As this is what an Inquisitor needs to work hardest to archive.
  2.  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 Repentance (or Vengeance if it is not up). You might even start an HO between these two spells. Now I start with the CA (nuke > 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 always have at least one reactive heal up. When your HO is up again and you can start it again followed by additional CAs.

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. Now I stack my debuffs (STR / INT + mitigation + skills) on the mob followed by the CAs. If needed I cast the singe reactive. 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. Use Heretic’s Doom and Litany as often as possible. Choose a weak target and burn it down. 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:
Overview of raw weapons dps with 100% Melee crit
The worldwide Inquisitor channel is:

Stat Caps:
There are no stat caps any more. WIS first follows a dimishing return curve with a break even at ~540. If you reach more then 1200 WIS an 30% increase will give you ~10% potency.
STA gives a amount of HP per point that increases with your level. How many you currently get can be inspected by hovering over the stat in your UI.
Haste / DPS:
200 (125%)
ca. 80 break even

power / hp regen:
270 (in-combat HP regen cap = 3 * level)
135 (in-combat HP regen cap (from Items) = 3 * level * 0.5)
135 (in-combat power regen cap = 1.5 * level)
67,5 (in-combat power regen cap (from items) = 1.5 * level * 0.5)

Ability Modifier
half value of the boosted spell / combat art

Our reactives cap at 50% of one reactive trigger value. This is then divided by three and added to each trigger:
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 ability modifier cap of the three special heals

Hate Gain / Loss
100% / 50%

See also:
Combat System and Stat Cap Improvements
+to Heal issues (Reactives)


Spells by tier

1: Invocation
1: Ministration
2: Condemn
3: Fanatical Healing
3: Torment
4: Tenacity
5: Sacred Armor
5: Divine Providence
6: Cure
6: Warth
7: Deny
7: Ministration II
8: Revive
9: Enduring Breath
9: Invocation II
10: Condemn II
10: Fanatical Healing II
11: Divine Awakening
11: Torment II
12: Penance
13: Disorientation
13: Odyssey
14: Alleviation
14: Malevolent Diatribe
15: Ministration III
15: Radiance
16: Tenacity II
16: Fanatic’s Faith
17: Invocation III
18: Fanatical Healing III
18: Repentance
19: Penance II
19: Sacred Armor II

20: Forced Obedience
21: Deny II
22: Reforming Soul
22: Ministration IV
23: Purifying Flames
23: Swill
24: Condemn III
25: Torment III
26: Penance III
26: Heretic’s Doom
27: Disorientation II
28: Malevolent Diatribe II
28: Alleviation II
29: Ministration V
29: Vengeance

30: Tenacity III
30: Fanatic’s Faith II
30: Enforced Reverence *
30: Soothe
31: Invocation IV
32: Repentance II
32: Fanatical Healing IV
32: Litany
33: Sacred Armor III
34: Forced Obedience II
35: Act of War
35: Deny III
35: Smite Corruption
35: Detect Good *
36: Resurgence
37: Purifying Flames II
38: Condemn IV
39: Incarcerate
39: Torment IV

40: Heretic’s Doom II
40: Penance IV
40: Summon Unholy Symbol *
41: Disorientation III
41: Redemption
42: Resolute Flagellant
42: Malevolent Diatribe III
42: Alleviation III
43: Ministration VI
43: Vengeance II
44: Tenacity IV
44: Fanatic’s Faith III
45: Inquest
45: Invocation V
45: Unholy Adept *
46: Repentance III
46: Fanatical Healing V
46: Litany II
47: Tormenting Conversion
47: Sacred Armor IV
48: Evidence of Faith
48: Forced Obedience III
49: Act of War II
49: Deny IV

50: Conversion of the Soul
50: Fanaticism
50: Unholy Aura *
51: Purifying Flames III
52: Heresy
52: Condemn V
53: Incarcerate II
53: Smite Corruption II
53: Torment V
54: Penance V
55: Heretic’s Doom III
55: Disorientation IV
55: Redemption II
55: Fervent Faith
56: Malevolent Diatribe IV
56: Alleviation IV
56: Resolute Flagellant II
57: Ministration VII
57: Vengeance III
58: Dogma
58: Fanatic’s Faith IV
58: Tenacity V
59: Inquest II
59: Invocation VI

60: Repentance IV
60: Fanatical Healing VI
60: Litany III
61: Tormenting Conversion II
61: Sacred Armor V
62: Forced Obedience IV
63: Act of War III
64: Deny V
65: Purifying Flames IV
65: Verdict
66: Condemn VI
67: Torment VI
67: Incarcerate III
68: Heretic’s Doom IV
68: Penance VI
69: Redemption III
69: Disorientation V
70: Resolute Flagellant III
70: Fanaticism II
70: Malevolent Diatribe V
70: Alleviation V
71: Vengeance IV

71: Ministration VIII
71: Smite Corruption III
72: Heresy II
72: Invocation VII

72: Tenacity VI
72: Fanatic’s Faith V

73: Fanatical Healing VII
73: Inquest III
73: Repentance V
74: Fervent Faith II
74: Litany IV

74: Sacred Armor VI
75: Act of War IV
75: Tormenting Conversion III
76: Deny VI
76: Dogma II
76: Forced Obedience V
77: Purifying Flames V
77: Condemn VII
77: Incarcerate IV
78: Penance VII
78: Torment VII
79: Malevolent Diatribe VI
79: Disorientation VI
79: Heretic’s Doom V
80: Alleviation VI
80: Fanaticism III
80: Inquisition
80: Redemption IV
81: Ministration IX
81: Smite Corruption IV
81: Vengeance V
82: Fanatic’s Faith VI
82: Heresy III
82: Invocation VIII
82: Tenacity VII
83: Fanatical Healing VIII

83: Inquest IV

83: Repentance VI
84: Fervent Faith III
84: Litany V

84: Sacred Armor VII

85: Act of War V
85: Tormenting Conversion IV
86: Deny VII
86: Dogma III
86: Forced Obedience VI
87: Condemn VIII
87: Incarcerate V
87: Purifying Flames VI
88: Penance VIII
88: Torment VIII
89: Disorientation VII
89: Heretic’s Doom VI
89: Malevolent Diatribe VII
90: Alleviation VII
90: Fanaticism IV
90: Inquisition II
90: Redemption V
Master II choices

10 Condemn II
11 Torment II
12 Penance
14 Malevolent Diatribe

19 Penance II
21 Deny II
23 Purifying Flames
24 Condemn III

31 Invocation IV
32 Fanatical Healing IV
33 Sacred Armor III
34 Forced Obedience II

40 Penance IV
42 Malevolent Diatribe III
43 Ministration VI
43 Vengeance II

49 Act of War II
52 Condemn V
53 Torment V
54 Penance V

60 Fanatical Healing VI
60 Repentance IV
62 Forced Obedience II
63 Act of War III

71 Vengeance IV
72 Invocation VII
72 Fanatic’s Faith V
74 Litany IV
83 Fanatical Healing VIII
83 Inquest IV
84 Litany V
84 Sacred Armor VII

Other EverQuest II Extended Articles

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