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PoE 3.28·Mirage·Inquisitor

HOELEE! Holy Hammers Inquisitor - League Starter Build Guide [PoE 3.29]

by Chem1 month ago120Subscribe

DPS
3.26M
Effective HP
38.72K
Life
3.8K
Level
90
Min budget

Overview

HOELEE! Holy Hammers Inquisitor - League Starter Build Guide [PoE 3.29] is a Path of Exile Inquisitor build by Chem, made for the Mirage league (3.28). It is centered on Holy Hammers and plays as a strength, attack, slam, melee archetype. In Path of Building it reaches 3.26M DPS with 38.72K effective HP, 3.8K life, 1.74K energy shield. Suited for: Mapping.

Build Video

Chem's Notes

IMPORTANT: USE THE LOADOUT FEATURE TOP RIGHT TO SEE TREE, SKILLS AND ITEMS PROGRESSION AT DIFFERENT POINTS. --------------POWER CHARGE GENERATION-------------- There are different stages of Power Charge Generation that I will go over. Early power charge generation: Once I get in to Maps and have around 65%+ Crit chance, I slot in Power Charge on Crit support with Holy Hammers. I then link Battlemage's Cry to Assassin's Mark which means once we exert a Battlemage's Cry attack, we mark the enemy with Assassin's Mark which gives us a Power charge on kill. These two sources give us a decent amount of power charge uptime, but long term is not ideal as we are dropping a damage support in our main links for PCOC. Non crit approach: Another option early is if you have a Romira's Banquet, you can stick in Resolute Technique and go non crit. There is a line on this ring which grants you a power charge on non crit, which will give you permanent uptime. This is a great option early to get the build online, but without crit scaling and leveraging the really strong Crit ascendancy nodes on Inquisitior, the damage will start to fall off long term. Ideal power charge generation: The ideal solution will be to obtain a Medium Cluster jewel for Exerted attack damage and more specifically get the prefix "Mob Mentality", which has the line of: "Warcries have 5% chance to grant an Endurance, Frenzy or Power Charge per power". Because we have 5 different warcries all with a minimum of 10 power, we at least have a 50% chance to gain a charge. During gameplay, we quite often have capped Endurance charges through chance to gain Endurance charges on Crit and Frenzy charges from Blood Rage. If these are at max charges, this notable will grant us a Power Charge (assuming we aren't also at max). Once we implement Mob Mentality on to the build, we can drop Power Charge on Crit in our main links in favour of another damage support. Another good source of Power charge generation is to get The Blue Dream jewel with the mod "Passives granting Lightning Resistance or all Elemental Resistances in radius also grant an equal chance to gain a Power Charge on Kill" Eventually once the build is pushed further, with all of the quality we get from Ashes of the Stars and 2x Mob Mentality Medium Clusters, Power charge generation will become trivial. --------------ENTERING MAPS-------------- When you first get to maps, you want the following links: 4 Link: Holy Hammers - Fist of War - Overexertion - Melee Physical Damage/Pulverise - If you want quality of life with power charges, drop Melee Phys/Pulverise for Power charge on Crit (only do this with around 65%+ crit chance) 4 Link: Autoexertion - Intimidating Cry - Seismic Cry - Infernal Cry 2 Link: Precision - Arrogance 4 Link: Battlemage's Cry - Assassin's Mark - Rallying Cry - Urgent Orders (Self cast warcries) 2 Link: Leap Slam - Faster Attacks Support Frostblink, Herald of Purity, Blood and Sand and Blood Rage unlinked --------------MID TIER MAPS-------------- Hopefully you have a 5 link for your main skill by this point, which means you can run: 5 Link: Holy Hammers - Fist of War - Overexertion - Melee Physical Damage/Pulverise - Power Charge on Crit --------------ENDGAME MAPS-------------- Refer to the "Endgame" and "Aspirational" loadout for full links. --------------GEAR REQUIREMENTS-------------- Weapon: BIS will be a high Phys DPS Ezomyte Staff with high base crit. With this, it should be quite easy to be crit capped. Before swapping to 100% phys converted to Lightning, going for a triple Ele Staff can actually be better because of the Inevitable Judgement ascendancy node. Keeping some Physical damage on the build helps with Life and Mana leech before getting Cluster/Tattoo setups sorted. Armour: Try to go for Armour/ES armour ideally, but pure Armour or pure ES gear is also good. We want to scale some ES on the build as consecrated ground also works for ES recovery on Inquisitor, so it gives an additional layer to our max hit. Echoes of Creation is a best in slot helmet for this build, but you need to make sure you overcome the self physical damage with high armour, endurance charges and phys damage reduction. Jewellery: Try to focus Resistances/Intelligence/Dexterity here. On rings, craft -Mana cost to non channeling and at least one source of warcries cannot be exerted by travel skills. If you don't have the warcry craft yet, take it as a mastery on the tree. Ashes of the Stars is best in slot for build as quality is really nice for Holy Hammers (30% more damage) and warcries for cooldown reduction. Jewels: Intuitive Leap in the bottom left of the tree gives us access to multiple great nodes whilst saving a lot of travel points on the tree. The Blue Dream with the foulborn mod to have power charge on kill is great QoL. Glorious Vanity with Doryani text for Corrupted Soul is a great defensive layer. --------------ASPIRATIONAL GEAR-------------- We can use Forbidden Flame and Flesh jewels with Unwavering Crusade to give us access to Anger, Wrath and Hatred auras. In combination with this, we use a Watchers Eye with Phys as extra, and we can also utilise the big Crit Multi while affected by Anger mod. Every % of Gem Quality is important for this build, so try to Volatile Vaal Orb to 35%+ on your Ashes of the Stars. We also roll a 3 mod Large Cluster Jewel so we can get Overlord and Fuel the Fight to the front of the cluster jewel, saving pathing points. --------------MAP MODS TO AVOID-------------- - Phys and Ele reflect (Phys reflect because Leap slam can still hit hard) - Cannot regen life or mana - No leech is also annoying because of Mana - Steal charges mod Other ones that are annoying: - Less recovery rate - Any big combination of Phys as extra/crit can be frustrating to deal with. --------------BANDITS AND PANTHEON-------------- Major God: Brine King Minor God: Flexible, I go with Garukhan or Abberath normally --------------CAMPAIGN/LEVELLING-------------- General Campaign tips: - Always check vendors for weapon upgrades, as this will be essential for smooth progression. - Try and focus on highest Phys DPS weapons, but flat ele damages are also good especially early on. - Use gold to gamble for weapon upgrades. - Alternatively you can do the Vendor Recipe to create a % phys weapon which is a Normal Weapon + Blacksmith Whestone + Magic/Rare Rustic Sash. - Prioritise Armour/ES bases ideally, but just Armour is good as well and makes socket colours easier (as we need a lot of reds)! Act 1: DISCLAIMER: Before getting Sunder, Act 1 is pretty rough so try to follow all of the tips. - Best approach is to mule a Marauder to get Ruthless support. Slam levelling on Templar is a little rough early so best to give yourself every benefit you can. - If you don't mule, early on there are not many good supports, but you can pick up Ground Slam from vendor and just use Hallow Support. - I do The Tidal Island area to get a Quicksilver Flask. - After the Mud Flats, pick up Frostblink. - Pick up Decoy Totem from vendor to help with survivability. - If you have RRR links, use Ground Slam, Ruthless and Added Fire Damage. If RRG, swap out Added Fire Damage for Additional Accuracy. If using Additional Accuracy you won't need Precision. - Ideally try and get the links outside of your weapon as we will be updating this constantly. - After Brutus, pick up Precision, Clarity and Leap Slam. - Also add Intimidating Cry for single target damage. Tree prioritisation: - Rush the Precision node on tree for Accuracy. Act 2: - Continue to use Precision and Clarity (lock at around Level 3) and add Herald of Purity. - If you get a 4th link for Sunder, add in Melee Physical Damage Support - Add in Seismic Cry for more AOE - If you want to be lazy, just use Seismic Cry for normal mobs and Intimidating Cry on bosses. Tree prioritisation: - Continue to path south towards increased life and two handed damage nodes. Act 3: - Link Intimidating Cry and Seismic Cry with Autoexertion - Once you have access to Pulverise Support, drop Added Fire Damage for this. If you find Attack speed to be too slow, stick with Added Fire Damage. - Before allocating Resolute Technique, you want to reserve Intimidating Cry, Seismic Cry (linked to Autoexertion), Clarity and Precision. - Introduce Rallying Cry to the build. - After allocating Resolute Technique, you want to drop Precision and put Herald of Purity on. The reason we use HoP is because Rallying Cry gives us 5% more damage per affected ally, and HoP gives us 3 allies. - Once you complete The Library quest line, pick up Poachers Mark, Blood and Sand and Faster Attacks Support for Leap Slam. - You can also pick up Assassin's Mark to level alongside Holy Hammers and Battlemage's Cry for when we switch. Tree prioritisation: - We pick up Measured Fury to give us an additional exert and the mastery where travel skills do not exert warcries. - Then we path towards Resolute Technique, allowing us to ignore accuracy and drop Precision. Note: I still stay specced in to some Accuracy nodes as they give Attributes, attack speed and movement speed and we would eventually go back in to these anyway once dropping RT for Crit swap. Act 4: - I do my first lab at the start of Act 4, where I pick Inquisitor and allocate the Sanctuary notable. - You should either apply quality to Holy Hammers (probably best for SSF) or go for a Transfigured Gem. - You can keep Precision in your offhand levelling as we will eventually go back to using it once swapping to Crit. - We will aim to have two four links in Act 4, all red sockets to prepare for the 4 link Autoexertion setup. - Once you pick up Deep Breaths on the tree and the Warcry mastery for 10 min power, you drop Herald of Purit and link Infernal Cry to Autoexertion in a 4 link - Because we are now automating 3 warcries and self casting Rallying Cry, we use Overexertion support in our Sunder links. - We take Fist of War as our reward after Malachai and then buy Overexertion Support from the vendor, so our new Sunder 4 link is: - Swap Poachers Mark for Vulnerability once you have mana leech. Sunder - Melee Physical Damage - Fist of War - Overexertion - If you find Mana to be an issue with the 3 warcries automated level up Clarity to around Level 4 or 5, or alternatively you can just stick with 2 warcries and Herald of Purity instead. Tree prioritisation: - Pick up Lust for Carnage for the Attack speed and life leech - Before switching to the 4 link Autoexertion and using Overexertion, we want to pick up the Warcry wheel for Deep breaths and the mastery for Warcries have a minimum of 10 power. (Before we switch to Overexertion support and automating 3 warcries) Act 5: - By the end of Act 5, your auras should be: Autoexertion linked to Intimidating, Seismic and Infernal Cry, along with Herald of Ash. - Flesh and Stone can be swapped in for Herald of Ash, or Blood and Sand to save mana. - Clarity can be dropped once you have mana leech and reservation efficiency to have 100+ unreserved mana. Tree prioritisation: - Path towards Unwavering Stance to get stun immune and then Spirit of War for mana leech and reduced mana cost of attacks with the reservation mastery. - At this point, we can drop Clarity. Act 6 onwards: There aren't enough changes here to make notes act by act, but check the different loadouts to see gear, tree and skill progression. I swap from Poachers Mark to Vulnerability due to Dex requirements but also we don't really need the Mana on hit from this anymore as we have enough DPS for leech. Act 8: Start to look out for Warstaff bases with high Phys DPS to get ready to swap to Holy Hammers for maps.

Loadouts

Gear

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Horror Bane
Onslaught Peak
Soul Carapace
Rune Medallion
Corpse Coil
Victory Grip
Empyrean Grasp
Maelstrom Trap
Domination Track
Potent Prismatic Tincture of Ire
Apocalypse Curio
Honour Ruin
Glyph Scar
Rapture Ruin

Skills

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Body Armour

  • Holy HammersHoly Hammers19/20WMain
  • Physical to LightningPhysical to Lightning20W
  • Fist of WarFist of War19W
  • OverexertionOverexertion19W
  • PulverisePulverise18W
  • Melee Physical DamageMelee Physical Damage19W

Gloves

  • Intimidating CryIntimidating Cry19/15W
  • AutoexertionAutoexertion19/20W
  • Seismic CrySeismic Cry19/10W
  • Infernal CryInfernal Cry19/5W

Helmet

  • Battlemage's CryBattlemage's Cry19W
  • Assassin's MarkAssassin's Mark19W
  • Rallying CryRallying Cry19W
  • Urgent OrdersUrgent Orders19W

Boots

  • PrecisionPrecision18W
  • ArroganceArrogance19W

Boots

  • Blood and SandBlood and Sand5W
  • FrostblinkFrostblink7W

Weapon 1

  • Leap SlamLeap Slam19W
  • Faster AttacksFaster Attacks17W

Weapon 1

  • Herald of PurityHerald of Purity19W

Weapon 1

  • Blood RageBlood Rage10W

Passive Tree

Passive tree 3.28
scroll to zoom
Inquisitor
Inquisitor
Bandits
Eramir (1 Passive Skill Point)
Pantheons
Soul of the Brine King, Soul of Garukhan

Character Stats

Level
90

Damage

Full DPS
0
Combined DPS
3.26M
Hit DPS
3.26M
With Poison DPS
3.26M
With Ignite DPS
3.26M
With Bleed DPS
3.26M
Damage over Time
0
Culling DPS
0
Reservation DPS
0
Average Damage
2.67M
Burst Damage
2.67M

Attack & Crit

Attack/Cast Rate
1.22/s
Hit Chance
98%
Accuracy
3.4K
Crit Chance
98%
Crit Multiplier
426%
AoE Radius
2.7 m
Mana Cost
22
Life Cost
12

Defence

Effective Hit Pool
38.72K
Life
3.8K
Energy Shield
1.74K
Mana
157
Ward
0
Armour
13.27K
Evasion
92
Phys Damage Reduction
74%

Mitigation & Avoidance

Block
62%
Spell Block
46%
Spell Suppression
0%
Evade (Melee)
0%
Evade (Projectile)
0%
Attack Dodge
0%
Spell Dodge
0%

Resistances

Fire Resistance
76% (+8%)
Cold Resistance
75% (+21%)
Lightning Resistance
75% (+18%)
Chaos Resistance
1%

Max Hit Taken

Physical
9.52K
Fire
24.42K
Cold
23.55K
Lightning
23.55K
Chaos
3.83K

Recovery

Life Regen
525/s
Net Life Regen
525/s
ES Regen
525.02/s
ES Recharge
1.74K/s
Mana Regen
21.7/s
Life Leech
0/s
ES Leech
0/s
Mana Leech
123.93/s
Total Degen
188/s

Attributes & Utility

Strength
343
Intelligence
286
Dexterity
118
Movement Speed
65%
Endurance Charges
4
Frenzy Charges
3
Power Charges
3
Rage
40
Devotion
0
Item Rarity
14%