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 Post subject: Temporal Warden EoR help
PostPosted: Tue Jan 23, 2018 7:13 pm 
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Wayist

Joined: Sun Nov 05, 2017 3:04 pm
Posts: 15
Hi!

What talent tree (or inscription) should I unlock with my final category point? Whats talents should I increase? Thank you for your advices!

https://te4.org/characters/217191/tome/ ... 3a3a6de04c


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PostPosted: Wed Jan 24, 2018 3:18 am 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
IMO get another inscription and probably start using Medical Injectors. Injectors give you a lot of versatility and it only takes a couple generic points to get access to the important ones. I strongly recommend leveling Invigorate (probably 5/5) for the cooldown reduction. Put at least 1 point in Blade Shear for the instant kill at 20% life, since you already have the first couple Blade Threading talents. I'd also invest a bit more in the tinker categories; there are a lot of juicy upgrades to be had for a few generic points. All the Temporal Combat talents are worth at least 1 point. You probably want at least 1 in Stop for the ranged stun. Personally, I'd take some levels in Contingency to combo with Time Shield.


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PostPosted: Wed Jan 24, 2018 8:56 am 
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Halfling

Joined: Mon Nov 04, 2013 1:28 am
Posts: 107
Location: St.Petersburg, Russia
It's debatable, but I find Time Stop very useful, usually leveling it to 2 turns, so I can "precast" Warden Focus and Arrow Echoes on tough enemies; also mention, that since time is actually stopped, your projectiles won't fly over the target, so you can use these 2 turns for just 2+ free attacks, which will DO damage once projectiles land on target
also Time Stop is best ever synergy with movement infusion

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PostPosted: Wed Jan 24, 2018 2:59 pm 
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Archmage

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 367
How does Time Stop get more than 1 turn? I just played through Temporal Warden and more points just lowered cooldown instead of giving more turns. My compy 386 is so fragile as to be unsafe on the internets, though, so I haven’t updated since 1.5 something, could be just outdated from the patch.

Also - again, possibly outdated from patch, but Invigorate 4 caps out duration, 5 just gives you more heals which are a fine bonus but not the main draw.

See also - Tinker spreadsheet to know what Tinkers to push to get what you want.

download/file.php?id=2970

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Last edited by Snarvid on Wed Jan 24, 2018 3:15 pm, edited 1 time in total.

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PostPosted: Wed Jan 24, 2018 3:08 pm 
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Halfling

Joined: Mon Nov 04, 2013 1:28 am
Posts: 107
Location: St.Petersburg, Russia
Snarvid wrote:
How does Time Stop get more than 1 turn? I just played through Temporal Warden and more points just lowered cooldown instead of giving more turns. My compy 486 is so fragile as to be unsafe on the internets, though, so I haven’t updated since 1.5 something, could be just outdated from the patch.

Also - again, possibly outdated from patch, but Invigorate 4 caps out duration, 5 just gives you more heals which are a fine bonus but not the main draw.

See also - Tinker spreadsheet to know what Tinkers to push to get what you want.

download/file.php?id=2970


https://te4.org/characters/77557/tome/d ... faf4956e21 my insane rl winner, 2/5 Time Stop gives 2 turns; also afaik everything relies on paradox, namely invigorate duration

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Topics of my winners:
[39106] [39570] [40395] [40528] [41077] [47980] [48042][48533]
My characters: https://te4.org/user/77557/characters


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PostPosted: Wed Jan 24, 2018 3:18 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 351
Invigorate can reach 12 turns at high paradox, i did that often on a char that specifically tried to.
7-8 turns is pretty easy, 400 paradox or so.
Time stop is the same, scales on paradox.
TW doesn't have a lot of talent that scales on paradox but those that do scale hard.

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PostPosted: Wed Jan 24, 2018 3:26 pm 
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Archmage

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 367
Sweet, thanks! I’m still new to Chronomancy.

The more you *know*!

Edit: quick test shows the following talents have duration breakpoints at 300 Paradox.

Time dilation, haste, time stop, invigorate, warp blade, arrow echoes, breach, guardian unity guardian duration, warden’s focus, temporal vigour below 0 hp survival time, breathe debuff duration.

Also appears that the Paradox is added to your character before the duration of the ability is calculated - so starting Paradox of 288 says Haste will last 5 turns but if you click it you get 6 turns, and if you move off and back to the tooltip it now says 6.

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PostPosted: Wed Jan 24, 2018 9:52 pm 
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Wayist

Joined: Sun Nov 05, 2017 3:04 pm
Posts: 15
I died in Steam Quarry, but I try again. So Temporal Hounds/Stasis/inscription are a good combination? Or is Fate Weaving a better defense than Stasis? Or maybe should I drop the fourth inscription slot and take both Statis/Fate Weaving?


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PostPosted: Thu Jan 25, 2018 3:27 am 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
It's mostly a question of how many generic points you have available. There's no point unlocking Fate Weaving unless you have at least 8 points to invest there. An inscription is often less powerful than a talent category, but it requires no additional investment.

Hounds are definitely a good choice. Stasis is debatable, but if you're not taking Threaded Combat I'd say it's worth it.


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PostPosted: Thu Jan 25, 2018 8:49 am 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 351
Fate weaving is an extremely important unlock, you have a lot of extra generics, it's 30% damage mitigation, and it even deals what you avoided to the enemies!
Threaded combat is also extremely good, dealing a lot of damage and debuff (through weapon proc)
I would never play without 4 insc.

Between stasis and hounds I HEAVILY favor hounds. Imo the best TW build unlock hounds at 10. The aggro they take shield you way more than time shield does, while also adding damage.

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I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


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PostPosted: Sat Jan 27, 2018 12:15 am 
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Archmage

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 367
On my Insane Shalore run, I did:
Hounds
Tinkers
Threading
Light

Would probably have done Webs if hadn't found Anorithil escort, but don't feel like I'm lacking durability at 50, and until recently I had Paradox turned down too far so many of my skills were underpowered. Am post-Prides/room of death, but haven’t won yet, so it’s possible the lack of Webs will be felt.

Tinkers, if you get the Steam Powered Boots (which seem to be reliably in the room of death), let you run Shield/Regen/Heroism and let Rocket Boots handle your speed needs. There’s a weird interaction with Injectors where they won’t cooldown from Timeless unless you’ve got an Injector off cooldown (the salve will cooldown, the injector won’t), so I didn’t bother with Salves - this saves a few points of generics.

Head: Mental Stimulator - cunning boost is welcome for crit/PES, you don’t need more accuracy at max dex.
Body: Crystal Plating - you can use just about every stat in a PES TW build (not really that much use for Con, legit use of everything else)
Cloak: Grounding Strap because Grounding Strap.
Belt: Back Support - humble, but the fatigue mitigation is actually nice if you’re trying to string together Time Dilation/Blended Threads combos and therefore your Paradox creeps up past 0% fail.
Gloves: Iron Grip for Disarm immunity
Boots: Kinetic Stabilizers in dark crypt or for no steam generation, Rocket Boots post Steam Powered Boots
Weapons: Razor Edges on your blades, Crystal Edge for damage or Acid Groove on bow (former has more damage and +crit multiplier, latter corrodes armor - razor edge does not appear to work on the bow)

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My class guides: Possessor, Oozemancer


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