March 31, 2010 · Uncategorized · (No comments)

Group Instant
Lv. Name Grade Effect
15 Prayer of Amelioration AD1 Heals group for 269
30 Penitent’s Sermon AD1 Heals group members for 491
42.4 Scolding Alleviation AD3 Heals group members for 712
These are our group cures and they are valuable especially during raids with area
of effect attacks. The only issue is that the last 2 take a long time to cast (6 seconds).
Upgrading Prayer of Amelioration as high as possible is a good idea as it only takes 2
seconds to cast and is on a separate timer from the Inquisitor group healing spells.
Group Reactive
Lv. Name Grade Effect
14.6 Soothing Sermon AP3 Vitae up to x8 across group for
112, and 112 on termination
28.8 Contrite Grace AD1 Vitae up to x8 across group for
211 and 211 on termination
42.8 Salutary Diatribe AD3 Vitae up to x8 across group for
324 and 324 on termination
These spells are surprisingly efficient for being a group spell. An excellent tactic is
to cast this on you or a party member just before the tank pulls so that it can absorb most
of the damage on incoming. Soothing is on a separate timer from Contrite and Salutary.
So while you can stack them, reactives work in a serial manner. For example if I cast both
Soothing Sermon and Salutary Diatribe on my group, the first reactive to get triggered
must use up all of its 8 heal charges, then the second reactive can begin firing its 8
charges all within the confines of its 45 second duration. This non-stacking mechanism
also applies to Templars, so if you are grouped with one make sure to coordinate who will
be casting group reactives.
Reactives
Lv. Name Grade Effect
12 Bestowal of Vitae AD3 Vitae x4 on target for 134 and
134 on termination
26.6 Favor of the Repentant AD1 + Vitae x4 on target for 199 and
190 on termination
+ Direct damage of 55 when
struck on the attacker
41.6 Stinging Penance AD3 + Vitae x4 on target for 325
and 412 on termination
+ Direct damage of 85 when
struck on the attacker
These spells are the most important to upgrade and are incredibly efficient.
Especially Bestowal of Vitae – its’ heal to power ratio is very good. The spell text for the
termination heal is usually inaccurate and is slightly higher in real combat than given as
noted on Stinging Penance. Reactives work by allowing the target to be healed upon
getting hit. This is an incredibly good dynamic for tanks taking damage. Currently the hate
for the spell also gets assigned to the target as if they were healing themselves. This
combined with the damage proc is a good bonus. After combat changes, the healing agro
will probably go to the caster and not the target. Currently, all druidic heals are attributed
to the healer, so this is a balance issue. Also, at this time the damage portion of this spell
is not functional and listed as a bug. Single target reactives do stack with group reactives
and if you expect your group/tank to take heavy damage upon incoming, cast both single
target reactives and group reactives before the pull.

March 31, 2010 · Uncategorized · (No comments)

There are 6 types of healing spells: fast-small, slow-large, group-instant, groupreactive,
single-reactive, and cures. Spells of the same type often share recast timers.
Spells gained while still a cleric (10-19) do not share timers with Inquisitor (post 20) spells,
so sometimes there is an advantage to keeping cleric spells available.
Fast, Small
Lv. Name Grade Effect
3 Minor Healing AP3 Heals target for 101
16 Combat Healing AD1 +Heals target for 245
+Increases Subjugation,
Piercing, Crushing, Disruption,
Ranged and Slashing of target
by 2
20 Bounty of the Virtuous N/A
29.6 Minister Wounds AD1 + Heals target for 382
+ Increases DPS of target by
2%
44.6 Faithful Ministration AD3 + Heals target for 569
+ Increases DPS of target by
2%
These are not our main heals, but can be good to patch heal a player especially
while waiting on our more efficient heals on other timers to refresh. This line wouldn’t be
my first choice for healing upgrades, but I would still upgrade them nonetheless. Note that
Combat Healing is on a separate timer from Minister Wounds and Faithful Ministration, so
you can have both available for casting. Minor Healing is the same but it’s heal power is
too low to use after level 20.
Large, Slow
Lv. Name Grade Effect
4 Minor Arch Healing AP3 Heals target for 182
17 Arch Healing AD1 + Heals target for 427
+ Dispels 24 levels of crushing,
piercing and slashing effects on
target (Trauma based)
32.4 Dogmatic Healing AD1 + Heals target for 694
+ Increases attack speed by
41%
46 Intolerant Healing M + Heals target for 1127
+ Increases attack speed by
48%
This is our main heal line, although slow, this is a good place to start for upgrades.
With proactive timing, this can land on your tank just as he’s taking a large amount of
damage. Combined with reactive healing this line allows us to heal for large amounts.
Minor Arch Healing, Arch Healing and Dogmatic/Intolerant are on three different timers as
well, although you will not have much use for Minor Arch Healing after level 20.

March 30, 2010 · Uncategorized · (No comments)

Overview
Most spells of this type that give similar benefits, then the similar benefit portion
will not stack between a low level and high level version. Formerly, some buffs of the
same time could stack with varying effect, but now, spells of the same line will toggle off
the current spell of that line on the party. Example, if your party has Zealot’s Conviction
(Main HP buff) enabled, clicking the Fanatical Reverence icon will turn off Zealot’s
Conviction, and clicking it a second time will enable Fanatical Reverence.
Main HP Line (Group Buff)
Lv. Name Grade Effect
14 Symbol of Transal AD1 + Increases Max Health of
group members by 138
+ 5% chance when target is
struck to increase the target’s
STR by 3 and increase
Mitigation vs all physical
damage by 104
28.4 Fanatical Reverence AD1 + Increased Max Health of
group members by 242
+ 5% chance when target is
stuck to increase DPS by 2%
43 Zealot’s Conviction AD1 + Increases Max Health of
group members by 363
+ 5% chance when target is
struck to increase DPS of
target by 2%
These spells should be lower on the list of upgrade priority because they will only
provide modest upgrades in hit points. They also do not currently stack with Templar
buffs.
Main Defense Line (Group Buff)
Lv. Name Grade Effect
5 Courage AD1 +7 STA
+34 AC to all physical damage
for caster 5% chance for caster
to proc 32 – 39 damage
+ 136 AC to all physical
damage for group
19.6 Daring AD1 + 14 STA
+ Power 18 and Health 91 for
caster; mitigation to physical
damage by 62 for caster
+ 248 Mitigation to all physical
damage for group
+ 5% for caster to inflict 81 – 98
direct damage
33 Dauntless AD1 + 21 STA
+ Power 45 and Health 151 for
caster
+ 360 Mitigation to all physical
damage for group
+ 5% for caster to inflict 118 –
145 direct damage
+ 35 point group ward
47.6 Fervence M1 + 24 STA
+ Power 73 and Health 196 for
caster
+ 550 Mitigation to all physical
damage for group
+ 5% for caster to inflict 189 –
230 direct damage
+ 44 point group ward
I recommend upgrading this line to the Adept 3 and if possible the Master level.
The mitigation, procs and other stats are well worth it. I would concentrate on upgrading
the tier 5 version of the spell.

March 30, 2010 · Uncategorized · (No comments)

Single Target Buff + Health
Lv. Name Grade Effect
16.6 Redoubt AD1 + 156 Health
30.6 Abject Blessing AD1 + 276 Health
+ 2% DPS
44 Hallowed Aura AD1 + 363 Health
+ 2% DPS
Upgrading this line is lower on the priority list. Hallowed Aura only receives an
additional 28 health from the Adept 1 version; so unless it’s free do not bother upgrading.
Single Target Buff + Other
Lv. Name Grade Effect
9 Enduring Breath N/A Allows target to breathe
underwater for 15 minutes
24.6 Swill AP2 +Allows target to breathe
underwater for 15 minutes
+ 299 heat and cold mitigation
37 Dregs AD3 + Allows target to breath
underwater for 15 minutes
+ 600 heat and cold mitigation
Upgrading this line is of medium priority especially for adventurers who like to raid
targets with heat/cold attacks. I would look into upgrading it particularly if you are regularly
the only Inquisitor in your raiding group.

March 29, 2010 · Uncategorized · (No comments)

For each spell, the level received, the name, and the effect it gives a particular
grade when it has reached its full potential. The grade is AP = Apprentice, AD = adept,
and M = Master. In general, the best order of spell upgrades is heals > debuffs >
concentration buffs > others for Inquisitors. More discussion on spell upgrades follows in
this section.
Currently, spells grow in two distinct ways. One is the purchase/craft system of
Apprentice > Adept > Master, which allows for more powerful spells by looting or
tradeskilling a spell to a higher quality. The other way is each spell has a maximum
potential often tied to the level of the caster. So, an orange con Adept III will still provide
more benefit and become stronger as you level, even if you never obtain a Master variety
of that spell. The con system of spells works similarly monster con does. A blue or green
spell will not increase further and provides limited benefit, a gray spell often provides little
to no benefit (with some exceptions as noted below), a white con spell is at its maximum
benefit, and orange and yellow con spells still have room to grow. Red spells are cannot
use. After the upcoming combat changes, spells will only grow via obtained upgrade
(Apprentice, Adept, Master system) and no longer by level (with the exception of some pet
class spells.) So it’s important to note that eventually it will probably be most beneficial to
upgrade as many spells as possible by purchasing/looting them.

March 29, 2010 · Uncategorized · (No comments)

Inquisitor (Interrogations)
Lv. Name Symbol Category
20 Forced Submission Eye AoE Debuff
20 Unholy Fear Other: Fluff
21 Iniquity Moon Debuff
22 Reforming Soul Eye Combat Resurrect
23 Reproach Eye Debuff
24 Cleansing Fire Hammer Damage Over Time
24.6 Swill Single Target Buff
25 Oppression Hammer Damage Over Time
26 Heretic’s Demise Moon Debuff
26.6 Favor of the Repentant Chalice Heal: Reactive
27 Disorient Hammer De-aggro
28 Devotee’s Retribution Eye Debuff
28.4 Fanatical Reverence Conc: Main HP Buff
28.8 Contrite Grace Chalice Heal: Group Reactive
29.6 Minister Wounds Chalice Heal: Fast, small + Offense
30 Penitent’s Sermon Chalice Heal: Group Instant
30 Enforced Reverence Other: Fluff
30.6 Abject Blessing Eye Single Target Buff
31 Cruel Invocation Hammer Damage Over Time
32 Litany of Agony Hanmer AoE Direct Damage
32.4 Dogmatic Healing Chalice Heal: Large, Slow
32.8 Catechize Arcana Talisman Heal: Cure
33 Dauntless Conc: Main Defense Buff
34 Forced Acquiescence Eye AoE Debuff
35 Act of Belief Chalice Other: Combat Group Buff
35 Detect Good Other: Fluff
35.6 Contempt Eye Debuff
36 Depravity Moon Debuff
37 Dregs Single Target Buff
38 Resurgence Eye Group Ressurect
38.6 Cleansing Flames Hammer Damage Over Time
39 Imprison Hammer Other: Root
39.6 Torment Hammer Debuff
40 Digression Hammer De-aggro
40 Summon Unholy Symbol Other: Fluff
40.6 Heretic’s Fate Moon Debuff
41 Redemption Talisman Other: Divine Intervention
41.6 Stinging Penance Chalice Heal: Reactive
- 19 -
Everquest 2 Inquisitor Guide
42 Flagellant Eye De-aggro
42.4 Scolding Alleviation Moon Heal: Group Instant
42.8 Salutary Diatribe Chalice Heal: Group Reactive
43 Zealot’s Conviction Conc: Main HP Buff
43.6 Vengeance Eye Debuff
44 Hallowed Aura Eye Single Target Buff
44.6 Faithful Ministration Chalice Heal: Fast, small
45 Unholy Adept Other: Fluff
45 Harrowing Inquest Talisman Debuff
45.6 Merciless Innovation Hammer Damage Over Time
46 Intolerant Healing Chalice Heal: Large, slow
46.4 Coerced Repentance Eye Debuff
46.8 Litany of Torment Hammer AoE Direct Damage
47 Fearful Conversion Eye Fear
47.6 Fervence Conc: Main Defense Buff
48 Evidence of Faith Chalice Heal: Group Reactive
48.6 Forced Compliance Eye AoE Debuff
49 Vitiation Moon Debuff
49.6 Act of Faith Chalice Other: Combat Group Buff
50 Zealotry Talisman Group Haste
50 Conversion of the Soul Eye Combat Resurrect
50 Unholy Aura Other: Fluff

March 26, 2010 · Uncategorized · (No comments)

Priest (Inspirations)
Lv. Name Symbol Category
3 Minor Healing Chalice Heal: Fast, small
3 Smite Hammer Direct Damage
4 Minor Arch Healing Chalice Heal: Large, slow
5 Divine Providence Gate Other: HO Starter
5 Courage Conc: Main Defense Buff
6 Cure Noxious Talisman Heal: Cure
6.6 Summon Food and Water Other
7 Weakness Moon Debuff
8 Revive Other: Resurrect
9 Enduring Breath Single Target Buff
20 Bounty of the Virtuous Heal: Fast, small + Power
Cleric (Theurgy)
Lv. Name Symbol Category
10 Rebuke Eye Debuff
11 Radiant Strike Hammer Direct Damage
11.6 Divine Awakening Other: Summon Item for
Resurrect Priest
12 Bestowal of Vitae Chalice Heal: Reactive
13 Cure Trauma Talisman Heal: Cure
13.4 Distract Eye De-aggro
13.8 Odyssey Other: Gate
14 Symbol of Transal Conc: Main HP Buff
14.6 Soothing Sermon Moon Heal: Group Reactive
15 Prayer of Amelioration Moon Heal: Group Instant
15.6 Radiance Moon Heal: Reactive
16 Combat Healing Chalice Heal: Fast + offense
16.6 Redoubt Eye Single Target Buff
17 Arch Healing Moon Heal: Large, slow
18 Mark of Pawns Eye Debuff
18.6 Admonishing Smite Hammer Direct Damage
19 Elemental Aid Talisman Heal: Cure
19.6 Daring Conc: Main Defense Buff

March 26, 2010 · Uncategorized · (No comments)

2.1. Introduction
This section covers spells in detail for the Inquisitor and suggestions for situational
use as well as suggestions for upgrading spells and when. While leveling, do not be
concerned if you don’t have the top end versions of spells. When I was leveling my
Inquisitor it was at the beginning of the game when most upgrades were out of reach from
crafters being many levels behind adventurers. Spells are for more easy to come by now
though and upgrade spells when possible.
Priests perform their part in Heroic Opportunities with their spells and are the
yellow icons on the HO wheel. Hammer activated spells are typically damage spells,
Moon are slower spells and debuffs, Eyes are often debuffs, and Chalices are most heals.
Talisman is not currently used in HOs. In other MMOs often priest classes have to sit back
and regenerate their power staying out of combat. In EQ2, priests can melee and even
help out with modest damage from HOs as sitting doesn’t help power regeneration. Just
be careful and avoid area of effect (AoE) attacks and most parties won’t mind the priest
firing off HOs or doing some melee damage.

March 25, 2010 · Uncategorized · (No comments)

The great debate: should you be one of Norrath’s good and defensive healers or
the awesome and wonderful evil offensive Inquisitor pressing other’s wills into submission,
wracking their minds with torment, and pouring health into your allies while increasing
their offensive capabilities? Personally I prefer the offset of having a bit more utility variety
forgoing some of the protection of the Templar; in addition, I believe Inquisitor has better
roleplay possibilities.
First and foremost, both are clerics in EQ2, and both are designed for the role of
primary healer. While both do this job nicely (solo, group and raids), Inquisitors bring more
debuffs, procs (lots of direct damage compared to Templar), Damage-over-Time (DoTs),
and offensive buffing. The drawback of this is a large part of our utility spells debuff mobs
or increase offense, but do not protect the group further beyond our hit point and stamina
buffs, reactive and direct healing. The templar is the complete opposite of this concept in
utility. Very low damage, but lots of heals that proc onto the group and not much in the
way of debuffing. The templar group reactive is slightly better than ours, and our largest
single target reactive is slightly better than theirs. Our direct heals heal for a lot (for
example, 1125 for Master 1 Intolerant Healing) and are fairly efficient. Our main group
heal is on a long (6 seconds) cast so keep that in mind. Both have stuns and Inquisitor
has a root, but crowd control isn’t really effective as a general rule in EQ2, even for
Enchanters.
One major drawback to the Inquisitor is at the time of this writing, Inquisitors only
get the chance to choose one group status cure for poison/diseases at level 10. Templars
have the option of choosing all group status cures (poison, elemental, arcane and
trauma). While this may not seem like a big deal because all priests receive single target
cures, the recast timers on each of these is simply too high to cure your group on a raid
and keep an acceptable level of single target and group heals in play. Often during raids,
especially certain group x4 encounters, another priest will have to be put in a group with
an Inquisitor in order to keep the group alive if the Area-of-Effect (AoE) ability for the
encounter is not poison based.

March 25, 2010 · Uncategorized · (No comments)

As far as other priests go, Inquisitors will typically be the main healer for a group
unless a Templar is present and occasionally Wardens. Due to the nature of druidic class
heals (regens or health-over-time spells), some Wardens would prefer the cleric be main
healer, as our reactives work well when the main tank is taking damage. Our power usage
is efficient enough that debuffing and doing some damage is completely possible in a
group. In fact, it’s imperative that you use debuffs as they make healing go much easier.
On raids, Inquisitors can operate in the main tank group, but are often found
outside in the melee groups direct healing and using reactives on the main tank and the
Inquisitor’s own group. This is because other classes have nice buffs that when stacked
on the tank, creating a defensive powerhouse. As our role is more in line with increasing
damage and debuffing while healing on a raid, so being in a group with melees to haste
and to buff with procs is more our cup of tea. That being said, we have no trouble
performing in the main tank group when asked.
Soloing we are excellent compared to other priests, all priests in EQ2 can solo to
some degree, but our procs, reactives and ability to wear plate armor enable us to stand
toe-to-toe with monsters and take them down. This allows for good opportunities for
farming money and completing quests.
The following is a chart listing approximately where Inquisitors stand according to
healing capabilities:
Excellent Good Fair
Templar Inquisitor Fury
Warden Mystic Defiler
While Templar and Warden are in the “Excellent” category, a well equipped Inquisitor or
Mystic could easily surpass a mediocre Templar or Warden in healing output. These
charts are done with thought to how the classes stack up throughout most of the game in
groups and on raids, and how our spells work.