Inscription Guide 1.4.9
Posted: Thu Jun 30, 2016 1:50 am
It occurs to me that I haven't gotten around to posting my updated Inscription guide on the forums yet so here it is.
Infusions
Regeneration: Good for classes that have some form of damage mitigation, so they can survive sustained combat (Oozemancer). Bad for classes that have damage block instead of mitigation and low health (Archmage). I usually use this around 70% life, though often that turn is better spent killing enemies. It’s a good way to kill a turn when dazed or pinned. Notable synergy with Fungus. Stat scaling is approximately 3.5 per stat point.
Wild: Physical is the only kind you want, since you really want to be able to remove stuns. If you have 100% stun resistance, Mental can be good too if confusion is proving problematic. Prioritize low cooldown over damage reduction when choosing which Wild Infusion to use. Stat scaling is very low, approximately 0.1% per stat point.
Healing: Great early since poisons and bleeds can be a serious issue. Falls off harder than Regeneration but low cooldown keeps it decent. I usually favor Regeneration over this but it’s by no means bad. Scaling is approximately 2.5 per stat point. Note that this does not trigger Ancestral Life.
Sun: It’s not very good aside from a few specific zones (Alt Kor’Pul). The apply power is actually really good but it’s still not worth a slot. Can be a decent placeholder if you find one early and have nothing else to use in your third Inscription slot.
Movement: The most important Inscription on characters without 100% stun resistance, and still very useful on those that do have 100% stun resistance. Use this over talents like Rush to initiate and you won’t get stunned or pinned. Using it and not moving is fine if you expect to be stunned in the next few turns. Great for repositioning in combat to dodge scary projectiles or get out of/into melee range. Scaling is 3% per stat point.
Heroism: Usually better than Shielding Rune on classes that have good healing but low health. The stat boost is very good on physical damage dealers, but really you’re mostly using it to survive burst damage. Long duration is not to be underestimated; don’t hesitate to use it if you think you’ll need it in the next few turns. Stat scaling is approximately 4 per stat point.
Insidious Poison: It’s just bad. Magical effects are the least threatening of the three types and the healing reduction is pitiful and even if it wasn’t, it’s relevant against very few enemies.
Runes
Shielding: Great on squishy characters, usually better than Regeneration on casters. It has a very low duration compared to Heroism so you’ll have to be more careful about when to use it. Note that resists and other damage reduction doesn't apply to your damage shields so if you have 100 life, 100 shield, and 50% resist all, your effective life is 300 not 400. Scaling is 3 per stat point.
Phase Door: The out of phase buff is actually ridiculous late game and I believe this rune is underrated because people don’t realize how good the out of phase buff can get. It may seem hard to justify spending an Inscription slot on a random teleport since it can send you to your death, but with really high out of phase buffs it's very unlikely you're going to die. It would be better if the max range was around 5 or so but it is still very good. This Rune really shines late but it's absolutely amazing once out of phase buffs are passing 40%.
Teleport: Very overrated. The range is huge and it doesn’t give the out of phase buff so you could easily teleport to certain death. Use a torque of psychoportation instead for times that you really need it and save your Inscription slot for something better. Some people like it because of the minimum range but aside from the final battle I can't think of any situation where it'd be better than Phase Door.
Manasurge: Obviously very situational, useless on all but a few classes, but those few classes can make great use of it.
Invisibility: Not reliable, not instant. Pass this up for something better.
Vision: Just get Track from an escort or items. Worst Inscription in the game.
Controlled Phase Door: Worse than Movement Infusion, use only if Undead.
Heat Beam: Worse than Wild Infusion, use only if Undead. Doesn’t remove off-balance so it’s unreliable.
Biting Gale: The freeze has a high apply power and the wet debuff is great for some classes so this is actually pretty good. It's hard to justify fitting this in but it's still a solid Inscription, especially on Undead. This is often good to use just for the freeze and wet even without having a mental debuff.
Acid Wave: Same deal as Biting Gale, except it’s usually worse since freeze is usually better than disarm and Biting Gale applies wet. Magical effects are usually trivial compared to physical and magical so run it for the disarm rather than the cleanse.
Lightning: Really good Corruptor and Reaver because it preserves Bone Shield charges. It’s not bad on other classes but you usually have better options.
Unique Inscriptions
Rune of Reflection: Usually better than Shielding Rune for classes that max Magic. Scaling is 5 per stat point, which is better than regular Shielding Rune's 3 per stat point scaling.
Rune of the Rift: Necromancer's Forgery of Haze likes to use this and it's actually pretty great to remove a foe from a fight for a while, but it can be saved against so it's not that great. Definitely not worth the slot on any other class.
Infusion of Wild Growth: Thorny Skin Totem on an Inscription that also damages and pins enemies. This one is alright, though I rarely end up getting it because I prioritize good potions over this.
Primal Infusion: Usually worse than Wild Infusion because it will often remove a relatively harmless magical or mental effect when you really want to remove a physical effect. The affinity is nice though and some classes like Berserker aren't reliant Wild Infusions for removing physical effects.
Taint of Telepathy: Barely better than a Vision Rune, which is still pretty bad.
What Inscriptions to use
The core set works well on most classes with some exceptions, which is Movement, Movement, Heroism, Physical Wild, and Regeneration. Wild can be swapped for Phase Door late game. If Ogre, add Shielding, Healing, a second Heroism, a second Regeneration, or a Phase Door. Rune of Reflection replaces Shielding on classes that use Magic, except when specified on classes that want a third Shielding. Wild always refers to the Physical kind.
Berserker: Core, Wild may not be needed and can be replaced with a second Regeneration or Heroism.
Bulwark: Core, Wild may not be needed and can be replaced with a second Regeneration or Heroism.
Archer: Core
Arcane Blade: Shielding, Shielding/Heroism, Movement, Movement, Manasurge. Reflection can replace something other than Shielding for three Shieldings but that may be overkill.
Brawler: Core, Wild may not be needed and can be replaced with a second Regeneration or Heroism.
Rogue: Core
Shadowblade: Core
Marauder: Core, Wild may not be needed and can be replaced with a second Regeneration or Heroism.
Skirmisher: Core
Alchemist: Don’t know because I am awful at this class. Probably the core with something swapped for Manasurge.
Archmage: Shielding, Shielding/Heroism, Manasurge/Movement, Movement/PD/Wild, (Movement/PD). Reflection replaces something other than Shielding. You won’t have a fifth slot usually unless Cornac or Ogre since you’ll want Meta, Temporal, and an elemental category. Sometimes you won’t even have a fourth slot if you take Harmony or Light, in which case drop a Shielding/Heroism.
Necromancer: Don’t know because I am awful at this class. Probably the core with something swapped for Manasurge. Rune of the Rift is surprisingly good here with Forgery of Haze, but may still not be worth it.
Summoner: Core
Wyrmic: Core
Oozemancer: Core
Stone Warden: Core. You don't need Manasurge.
Sun Paladin: Core
Anorithil: Core, consider swapping something for Shielding, probably the Wild.
Reaver: Movement, Movement, Shielding, Shielding/Lightning, Lightning/Wild/Heroism. This is assuming you're taking Light or Tinkers.
Corruptor: Movement, Movement, Shielding, Shielding/Lightning, Lightning/Wild/Regeneration.
Doombringer: Core
Demonologist: Core
Cursed: Core
Doomed: Core
Paradox Mage: Phase Door, Shielding, Regeneration, Movement, (Movement). If you only have three slots, drop the Shielding.
Temporal Warden: Core, consider swapping in Phase Door and/or Shielding.
Infusions
Regeneration: Good for classes that have some form of damage mitigation, so they can survive sustained combat (Oozemancer). Bad for classes that have damage block instead of mitigation and low health (Archmage). I usually use this around 70% life, though often that turn is better spent killing enemies. It’s a good way to kill a turn when dazed or pinned. Notable synergy with Fungus. Stat scaling is approximately 3.5 per stat point.
Wild: Physical is the only kind you want, since you really want to be able to remove stuns. If you have 100% stun resistance, Mental can be good too if confusion is proving problematic. Prioritize low cooldown over damage reduction when choosing which Wild Infusion to use. Stat scaling is very low, approximately 0.1% per stat point.
Healing: Great early since poisons and bleeds can be a serious issue. Falls off harder than Regeneration but low cooldown keeps it decent. I usually favor Regeneration over this but it’s by no means bad. Scaling is approximately 2.5 per stat point. Note that this does not trigger Ancestral Life.
Sun: It’s not very good aside from a few specific zones (Alt Kor’Pul). The apply power is actually really good but it’s still not worth a slot. Can be a decent placeholder if you find one early and have nothing else to use in your third Inscription slot.
Movement: The most important Inscription on characters without 100% stun resistance, and still very useful on those that do have 100% stun resistance. Use this over talents like Rush to initiate and you won’t get stunned or pinned. Using it and not moving is fine if you expect to be stunned in the next few turns. Great for repositioning in combat to dodge scary projectiles or get out of/into melee range. Scaling is 3% per stat point.
Heroism: Usually better than Shielding Rune on classes that have good healing but low health. The stat boost is very good on physical damage dealers, but really you’re mostly using it to survive burst damage. Long duration is not to be underestimated; don’t hesitate to use it if you think you’ll need it in the next few turns. Stat scaling is approximately 4 per stat point.
Insidious Poison: It’s just bad. Magical effects are the least threatening of the three types and the healing reduction is pitiful and even if it wasn’t, it’s relevant against very few enemies.
Runes
Shielding: Great on squishy characters, usually better than Regeneration on casters. It has a very low duration compared to Heroism so you’ll have to be more careful about when to use it. Note that resists and other damage reduction doesn't apply to your damage shields so if you have 100 life, 100 shield, and 50% resist all, your effective life is 300 not 400. Scaling is 3 per stat point.
Phase Door: The out of phase buff is actually ridiculous late game and I believe this rune is underrated because people don’t realize how good the out of phase buff can get. It may seem hard to justify spending an Inscription slot on a random teleport since it can send you to your death, but with really high out of phase buffs it's very unlikely you're going to die. It would be better if the max range was around 5 or so but it is still very good. This Rune really shines late but it's absolutely amazing once out of phase buffs are passing 40%.
Teleport: Very overrated. The range is huge and it doesn’t give the out of phase buff so you could easily teleport to certain death. Use a torque of psychoportation instead for times that you really need it and save your Inscription slot for something better. Some people like it because of the minimum range but aside from the final battle I can't think of any situation where it'd be better than Phase Door.
Manasurge: Obviously very situational, useless on all but a few classes, but those few classes can make great use of it.
Invisibility: Not reliable, not instant. Pass this up for something better.
Vision: Just get Track from an escort or items. Worst Inscription in the game.
Controlled Phase Door: Worse than Movement Infusion, use only if Undead.
Heat Beam: Worse than Wild Infusion, use only if Undead. Doesn’t remove off-balance so it’s unreliable.
Biting Gale: The freeze has a high apply power and the wet debuff is great for some classes so this is actually pretty good. It's hard to justify fitting this in but it's still a solid Inscription, especially on Undead. This is often good to use just for the freeze and wet even without having a mental debuff.
Acid Wave: Same deal as Biting Gale, except it’s usually worse since freeze is usually better than disarm and Biting Gale applies wet. Magical effects are usually trivial compared to physical and magical so run it for the disarm rather than the cleanse.
Lightning: Really good Corruptor and Reaver because it preserves Bone Shield charges. It’s not bad on other classes but you usually have better options.
Unique Inscriptions
Rune of Reflection: Usually better than Shielding Rune for classes that max Magic. Scaling is 5 per stat point, which is better than regular Shielding Rune's 3 per stat point scaling.
Rune of the Rift: Necromancer's Forgery of Haze likes to use this and it's actually pretty great to remove a foe from a fight for a while, but it can be saved against so it's not that great. Definitely not worth the slot on any other class.
Infusion of Wild Growth: Thorny Skin Totem on an Inscription that also damages and pins enemies. This one is alright, though I rarely end up getting it because I prioritize good potions over this.
Primal Infusion: Usually worse than Wild Infusion because it will often remove a relatively harmless magical or mental effect when you really want to remove a physical effect. The affinity is nice though and some classes like Berserker aren't reliant Wild Infusions for removing physical effects.
Taint of Telepathy: Barely better than a Vision Rune, which is still pretty bad.
What Inscriptions to use
The core set works well on most classes with some exceptions, which is Movement, Movement, Heroism, Physical Wild, and Regeneration. Wild can be swapped for Phase Door late game. If Ogre, add Shielding, Healing, a second Heroism, a second Regeneration, or a Phase Door. Rune of Reflection replaces Shielding on classes that use Magic, except when specified on classes that want a third Shielding. Wild always refers to the Physical kind.
Berserker: Core, Wild may not be needed and can be replaced with a second Regeneration or Heroism.
Bulwark: Core, Wild may not be needed and can be replaced with a second Regeneration or Heroism.
Archer: Core
Arcane Blade: Shielding, Shielding/Heroism, Movement, Movement, Manasurge. Reflection can replace something other than Shielding for three Shieldings but that may be overkill.
Brawler: Core, Wild may not be needed and can be replaced with a second Regeneration or Heroism.
Rogue: Core
Shadowblade: Core
Marauder: Core, Wild may not be needed and can be replaced with a second Regeneration or Heroism.
Skirmisher: Core
Alchemist: Don’t know because I am awful at this class. Probably the core with something swapped for Manasurge.
Archmage: Shielding, Shielding/Heroism, Manasurge/Movement, Movement/PD/Wild, (Movement/PD). Reflection replaces something other than Shielding. You won’t have a fifth slot usually unless Cornac or Ogre since you’ll want Meta, Temporal, and an elemental category. Sometimes you won’t even have a fourth slot if you take Harmony or Light, in which case drop a Shielding/Heroism.
Necromancer: Don’t know because I am awful at this class. Probably the core with something swapped for Manasurge. Rune of the Rift is surprisingly good here with Forgery of Haze, but may still not be worth it.
Summoner: Core
Wyrmic: Core
Oozemancer: Core
Stone Warden: Core. You don't need Manasurge.
Sun Paladin: Core
Anorithil: Core, consider swapping something for Shielding, probably the Wild.
Reaver: Movement, Movement, Shielding, Shielding/Lightning, Lightning/Wild/Heroism. This is assuming you're taking Light or Tinkers.
Corruptor: Movement, Movement, Shielding, Shielding/Lightning, Lightning/Wild/Regeneration.
Doombringer: Core
Demonologist: Core
Cursed: Core
Doomed: Core
Paradox Mage: Phase Door, Shielding, Regeneration, Movement, (Movement). If you only have three slots, drop the Shielding.
Temporal Warden: Core, consider swapping in Phase Door and/or Shielding.