Inquisitor Build

1st of all

a) all of my posts are aimed at your inquisitor full regeneration build

b) I am talking from a philosophy of any pvp game such as use as much as possible to win your current battle and be prepared to face the worst match-up possible for you, every hp that can win you a battle or every resists or point of dmg that makes you live and your enemy die is worth it, after you win your battle then you think how to approach your next one, if you can back-into the fight in 60 seconds but die in 10 while it is possible to be in battle for 60 seconds but takes 3 times longer to get back into the fight - it is worth any time of the day.

xKostyan still believes a single or double regenerative coating is a waste.  For some builds, you have to know your build to know how to take advantage of it.  There is always the human skill and knowledge factor.  Bad builds exist, but I don’t see that guard as being a bad build.  It’s fitted for a purpose and with an understanding.  If you misuse your build, you die.  If you abuse your build, you live.

This is not true, I believe that regenerative coating is a waste on anything fatter than 5k Hull, it regens about 50 hull per second at FULL CAPACITOR, if you start doing anything it will slow down your regeneration rate, so in order to regain 5 000 hp you have to practically afk for 100 seconds, and regeneration of a Hull or Shield is ignorable during the fight to consider it tanking 50 Hull/s or 60 Shield/s from a single module is nothing as an active dmg reduction it is simple to get you BACK into the fight, but if you have actual defensive modules instead you can stay IN the actual fight and make your enemie flee instead, and gain advantage as a team on a battleground.

 

 

  1. Stacking is another word for adding up. 2. In all, the shield will still regenerate at 300 ps. 3. The regeneration of the base regeneration will stack with engineer modules as well as the guards emergency shield module and shield booster L. Again, stack = Add. 4. The current grand mistake of those trying the tank with a shield is not taking into account that, once the first battle is done, you will have to wait a long time to regenerate back to full. Do not forget the power of stacked/added regenerations. Along with the guards already powerful defense (which already can take down damage by 75% under certain cercimstances and even more in others. Regeneration will ensure that the tank has a very low chance of failing. It’s not only the passive modules that make a tank. With shield, you have to add something.

It Stacks/Adds up.

1-2) Yes you are right adding = stacking =/= scaling, the higher the dmg incoming the more you are going to absorb with resistances

3)Yes it will adds up, but so it will adds up to the guy with resistance tank, those resistance build will run self regen active modules as well, and the fact is that resistance build benefit multiple times more from healing than HP pool build. Same goes for Engineering healing this benefit is out of your control and is not affected by your build so you still have to compare the guys with resistances under healing vs a guy with no resistances under healing.

again add=stack=/= scaling, higher resistance values directly improve benefits of incoming heals, while self regen just adds up to it.

4)But those due to higher survivability have much-much higher chance to get a chance to recover, while defenceless ship with high rate of recovery will recover in a re-spawn window

  1. That 75% dmg reduction is in Ideal situation while facing single enemy or single dmg type, there is a law of life - if there is a chance for some thing to go wrong - it will, so be prepared when xxxx hits the fan. As a guard it is extremely rare where you have some lonely pilot shooting at you, most of the time you will face multiple dmg sources and if you don’t have back up plan, well you wont get a chance to recover after the fight.

 

Again, I am not really arguing about Capacitors slots alone, it is the only “defensive” module there is that directly contributes to tanking, but stacking to many of them and you are hindering your efficiency, lack of offencive power or energy to run your active modules and such.

And that shield booster L, is worse than Hull Repair Guard module or simply multiphase. SB L regens 5k of dmg and you are able to tank only single source of dmg at a time, while multiphase is a OH xxxx button where you get focused by multiple ships and you can noticeable tank it for 8 seconds, while with SB you would be dead by then. Or the Hull regen module it regens 3x Shield Booster L during actual fight and combining it with right implants and hull modules creates additional noticable tank pull, while running passive armor on a Guard with 20k Hull pool is a huge waste

In T5 allot of people will hit criticals. Use the MK.1 implant -40% damage from critical hits and missile damage. This way, you can tank without having any extra defense on the hull. The passive energy regeneration is optional, you can also use anti EM on the hull. This will take it past 100. thus, you can negate a bubble blast by 50% and then by 40% of the new number. That is “if” they get passed your shield. Remember, the bubble gun is the only true weakness of a guard, take your precautions well.

Ion Emitter build for crits from a gun ship >Bubble gun build for crits vs guard

On a side note, the reason I suggest the shield booster L over the hull heal guard module is that once the guard’s shield is gone, it’ll usually die. The “L” has about a 37 second recharge time, so it’s a good in between with the guard’s emergency heal, and it also gives it a bigger boost when used together. True, it would be good for the hull to get some heals, but I prefer not to lose my shield in the first place, so every little bit helps. thanks to a certain implant, every time I kill someone, or assist with one, the module recharges 15% faster ( or, rather, the charge time is cut by 15%). so all in all, it will usually be there for me faster than the original time. here’s to the hope I get those kills within that time, I’ll be able to regenerate more because of it. Thus, it may be a better idea to let a healer take care of your hull and just take care of the majority of your own shield yourself.

 

Energy really isn’t a problem. In a guard, thrusters aren’t the sweetest deal in this box of treats.

 

P.s. A lot of my posts were done via phone, so I did misunderstand a few of your statements. I apologize for any inconveniences. Though, I am enjoying this :) 

Another build is to use the shield slots for defense.   (along with the capacitor slots still for shield regeneration)

One slot for anti kinetic and the two others for anti thermal. With this, you’ll gain over 100 defense per type.

If you only use the guard’s special module on the anti EM, you’ll have a constant 50% reduction for all types (a little bit more, really, but who’s counting?)

You’ll still have a regeneration that can hit 300+ and tank all damages. With this, the adapter is useless, and the booster is optimal.

 

(Yes, I realize I said not to waste on defense, but, thinking back on it, sometimes it’s best to do both. that, and I was thinking on the 1 vs 1/2, as you said.)

 

 

^ That’s for the inquisitor. 

 

 

This is for the T-Rex MK.II >          All shield defense slots to anti EM. With this, you’ll only be able to tank two damages at a time, but it’s not often you’re hit by all 3.

Most people use EM damage, so with 300 defense against EM, (adding in the guard’s ability), a singularity shot will only take down, perhaps, 1000-2000 points of your shield. (not the exact number, but when I was hit by one, it only nicked It) (Your regeneration will take down a good amount of that damage, and you will be able to use the 1-2 active shield regeneration modules to reduce that damage to 0.)

That, and you can fire one of the torpedoes at all times without having to worry about it taking down everything you have. 

 

If you want to use the Anti EM for the hull slot,  squad with a healer that gives out energy. (the energy will not be able to comfortably sustain you without the passive or another ships regeneration) < for both

Inquisitor and the T-Rex Mk.II.

 

Or, the other option for the T-Rex Mk.II is to only use 2 shield slots for anti EM and the last one for Anti Kinetic. Thanks to the extra 27 points, it can defend over 100 points of em damage with just those 2.

To tank all three damages, simply, switch the guard’s ability to anti thermal.

 

Remember, the active modules you need, are 1. Pulsar     2.   Shield Booster L     3. Emergency Shield Booster,     and  4.  The fourth module is split between Signature masking and the anti Missile shield. Choose as you will.

 

Since we’re tanking the shield to maximum levels, The shield Booster L will be worth twice as much. where the “L” was once simply worth a little over 7k, it is now worth more than 14k.

The “emergency” was once worth over 16k, now it’s worth more than 32k. your shield on the Inquisitor will be worth from 23k to over 46k in of itself, and the T-Rex Mk.II will have its shield from a little over 18k to 36k.

If you factor in the regeneration, 300 is now worth 600 per second.

Factoring in the active modules, (leaving out the regeneration) The Inquisitor has 92000 shield, and the T-Rex has 82000. If the shield Booster L recharges in that time, add in an extra 14k in one battle.

Of course, ^ these are less than the actual numbers. These are also only based on the 100 points to defense each. If the enemy is only using EM damage, and you have 300 defense, that’s 75% of their output that they can kiss goodbye.

Now, once we factor in healing, both from yourself and, perhaps, a healer, you can shoot those numbers up by a good 1500 or more, per second.

 

^ This is why the guard’s, hull healing, active module is close to useless for Jericho/Federation guards. (Jericho shield implants)

The adaptive’s +79 to defense for 8 seconds is now useless for these guards. Reason: after 100, the defense takes a very steep climb to be effective again.

With the builds that have 100 each to defense, you can add 150 to 2 of those to get 250 defense to a certain type, if it’s needed. Of course, the one you’re weak to is the exception.  though, you’re not really weak to anything.

 

 

 

 

 

 

These are the ultimate builds. Go forth, and fight the Empire with no mercy.

Indeed, when going heavy resistance build, there is no reason to go multiphase, it will merely add 2-5% reduction on top, Shield Booster L/Hull regen Booster or even another guard utility module will make much-much more sense in build like this

Multi phase is a “must” or very “necessary” in builds where maximize Shield Pool and only depends on phase shield resistances while other resistances are next to 0

Thanks for the info

I would guess mine is a pretty ‘standard’ build

 

oi2kxef.jpg

Change the Reactiv Armor for an Galvanised and the Catalyst Injector for a Vernier Engine (Really a must Have for Jericho Guard).

 

 

Horizon + Mortar is not really interresting, especially with the amount of Ceptors/Gunships in T5 more tanky than in other tiers. 

 

Ps : Do not forget the consumable for shield / Speed :smiley:

Change the Reactiv Armor for an Galvanised and the Catalyst Injector for a Vernier Engine (Really a must Have for Jericho Guard).

 

 

Horizon + Mortar is not really interresting, especially with the amount of Ceptors/Gunships in T5 more tanky than in other tiers. 

 

Ps : Do not forget the consumable for shield / Speed :smiley:

 

 

Nah - I like it the way it is :taunt:

 

And I havn’t bothered with the boosters for a while now, they make little difference so decided to not waste ingame credits on them anymore

After reading through the first 3 pages i see most people are going for shield amount with maybe 1 resistance module for shields along with capacitor using regen modules.

 

Please correct me if i’m wrong here but it doesn’t seem the smartest idea?

 

I’ve only just gotten my Inquisitor, i’m running 2x EM and 1x Therm resists in the shields along with heatsinks in the capacitors with a horizon module, add in +crit chance ammo, 23k shields, everything is only MKII. I’m hitting out to 6 1/2kms with with 91 rounds a minute and 47% chance for crit (I’ll have to double check this, it’s either 47% or 37% can’t remember, at work atm)

 

I’ve never had an issue with the cap running out. In PVE i throw in another Therm resist instead of EM and on Blackwoods boss’s pulsar i never have to press any shield active mod, i just face tank it. Only when getting his full lasers and pulsar is it a stress. The phase module lets me tank the first 2 stages effortlessly. My only concern is guns overheating so fast.

 

I’m also running 1 shield booster, 1 multiphase, 1 emergency shield boost and pulsar. Now i see you guys talking about getting over 100 on the resists…how do you do this? Especially without putting in resist modules? I think i’m 70/60/70, i’ll have to check though it’s around that. Are these “on paper” numbers lower than actual? Am i already over the point where the return is pointless and the multiphase is pointless? Cause i’d love to run with the engine inhibitor aswell for PVP!

 

I’ve never been a fan of buffer fits on a tank if you can’t take a hit. Or regening stuff when you already have so much cap it’s not needed.

That’s a specific PvE fitting Spawneh. It will never ever work properly in a proper battle (read: minimum 8v8). You NEED that strength increase to tank a huge brunt of burst damage in a short amount of time and rely on your team to bring shield hardening with commands and extra repairs with engineers. If you plan on a solo fit, go for WolfKhan’s shield regeneration build, but that doesn’t mean you’re safe. Focused burst damage is still a high threat.

Getting over 100 is done with multiphase adapter, some implants, passive boosters you can buy before battles and the Phase Shield.

For a strength build remove the shield booster because it doesn’t help. Go pulsar, engine inhib or missile shield, multiphase and emergency shield booster. You can also remove the multiphase adapter depending if you have a premade squad or not and what they fly.

Also, high shooting range will not help in pvp. You have greatly increased chances of missing your target and will lack the power to deal real damage at close range. You want to defend the area you are in, not take potshots at the other beacon.

One of my actual build for the Inqui S :

 

1387276450-inquisdivebuild.jpg

I like the way you fit your ships, Rakza, and also how you fly them. But I can’t do that, I don’t like to fly the Guard like that, I prefer to use it 100% for team coverage (MPI, SM and AMS), supression with either HB or CM and rely in the squad’s engy to keep me up and running… Too bad I can’t actually fly those ships 'cause squadding is almost forbidden, lol xD

Badass paintjob and +1 for the shiny colours to explain the build

Badass paintjob and +1 for the shiny colours to explain the build

 

Maybe, you will soon have a Video about this build :smiley:

 

And the PaintJob is the “Summer Camo 2” From Presets.

Maybe, you will soon have a Video about this build :smiley:

 

And the PaintJob is the “Summer Camo 2” From Presets.

 video explaining or gameplay?

 

if gameplay go this song

 

http://www.youtube.com/watch?v=UHTFCZgm6HU

 video explaining or gameplay?

 

 

Don’t really know right now, I’m not really good at editing video.

 

I think that doing explaining video in English with my “Accent” and my “Laugh” will not be a good idea. 

Most of my Videos are recorded in Oneshot (Music and Video synchronised directly for less editing), and I don’t upload them because I’m never happy of them (and because I lost all of them when my first computer crashed to death).

 

Right Now, I’m working on a little video I’ve made today (about the Alligator MkIII, during a 3v3 Beacon Hunt battle), Nothing incredible but just to show what can do this little Engineer :smiley:

I would really like to see rakza, some T3 guide. Cause since the nerfhammer hitted hard guards all across the board they are too squishy, and perhaps you have some insight on how it is able to be used this days.

I would really like to see rakza, some T3 guide. Cause since the nerfhammer hitted hard guards all across the board they are too squishy, and perhaps you have some insight on how it is able to be used this days.

 

I could, but if I do exactly like I want, it will open the FriballGate once again.

 

And I can’t stand Frigballz, that just make me become crazy. If the nerfhammer hit so hard the guards, it’s cause of that. Some Players/Corps don’t even try to understand the Guard, they just exploited it to hell.

 

This do not only impacted the Guard, but also the Squading rules.

Why do you think there is no T3 premium Guard? And why the Scimitar do not have the Tormentor S tanking Level?

Because Devs don’t want to see the Frigballz come back.

 

Ps : The Reaper is not a true Guard, it’s A Gunship in a guard’s body !

Ceptors/Gunships in T5 more tanky than in other tiers. 

 

Ha