ToME: the Tales of Maj'Eyal

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PostPosted: Tue Dec 17, 2019 10:23 pm 
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Cornac

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 42
- Fighting simultaneously at 2-3 battlefronts

- Fighting with enemies from 30 - 40 tiles

- Dealing good amount of AoE damage without doing anything (f.e. pressing rest)

- Giving numerous detrimental effects to every enemy without doing anything

Are you interested in it?


Hi All!

Formerly I read several paradox mage (PM) guides and I agreed with many things other players wrote but some of them not, so I decided to do some calculations and testing the skill point vs effectivity on PM skills and write down my thoughts and my build
instead of writing comments to other guides.
PM is my favorite class, so that’s why I investigated it deeper.

So, I also write here my PM build that uses the coolest chronomancy spell in the game:
Spatial Tether!
Yes, I know most of you will think I am totally crazy, but please read onward I am sure you will change your mind soon.

First of all, PM has 9 class skill trees & 4 generic skill trees (I am not counting here now survival and/or other escort given or prodigy given trees, because those are case specific, so just stay with chronomancy trees now).
Surprisingly ALL of its skill trees are good.

Spacetime Folding is used to call the worst tree, but it is still better than most of other classes bad skill trees.
So, for me the basic rule for PM developing is to unlock as many skills as possible and distribute my skill points well,
in order of effectivity.
More skills means more tools for mobility, survival, buff, debuff and killing enemies.


I., Race:

For race choice, I suggest Cornac, because of the extra category point and the 6-6 class & generic points. PM really needs all points, all of its skills are good.


II., Talents:

My recommended unlock order is:
lvl 1 : Stasis
lvl 10: Flux
lvl 20: Energy
lvl 36: Timeline Threading
Wyrm Bile: Spellbinding

For me, Stasis is better than Flux at the start, because Time Shield gives a very good flat damage reduction and that is better at the early stages than the 30% damage reduction from Reality Smearing.
Also, Reality Smearing absorption will increase your paradox and that can be annoying at the very early stages, when you have low willpower and no gear to reduce anomaly chance. Converting 30 damage at the start can mean a ~ 23.7 – 16.5 paradox increase and that is increasing the fail chance.
Meanwhile if you cast a Time Shield, it also has a cost of 24 paradox, but it can take much more damage than 30.

At lvl 10 Flux is the best choice, because Attenuate is just learnable from lvl 8 and Induce Anomaly is useful just from lvl 12 (with Twist Fate). So, learn Twist Fate immediately at lvl 12.
Every time, when I switched the Stasis-Flux order to Flux-Stasis, I always missed Time Shield more (from lvl 1 to 10) than I missed Attenuate (from lvl 8 to 9).

At level 20, Energy is the choice. Using Timeline Threading effectively requires a bit more overall power. Braiding multiplies damage, so you need good spellpower and better gear to gain more benefits from braiding, so a bit higher character level.
You will need Energy Absorption, Redux and Entropy. These are just too good. Energy Decomposition is also useful, just I found the last three skills better.

Spellbinding is the last, because it helps you with your already developed tactics & synergies.

My end game skills are:

Attachment:
Tether_skills.png
Tether_skills.png [ 199.94 KiB | Viewed 2426 times ]


So, let’s jump a little bit deeper in the talent trees:

1., Gravity:

In terms of efficiency, Repulsion Blast and Gravity Spike are 1 pointers for me. They have some uses to make melee enemies away from you, but damage-wise I would just skip these. Use them at early stages if you have to get rid of melee.

Gravity Locus is a 1pt or 2pt skill, but you really need it, because it will convert x% of your temporal damage into physical. Practically that means, your temporal damage spells will hit twice the enemies and that means 2 procs of Seal Fate from one spell. Of course, it will do nothing with your physical damage spells, they won’t hit two times physical.
You can put 2 pts here because the slow projectile bonus is good from lvl 1 to 2 (16% -> 34%) and also, the anti-gravity proc % that is added to your Repulsion Blast (24% -> 55%). Further skill points are unnecessary due to diminishing returns. I used to put just 1 pt here.

Gravity Well is a wonderful skill, I never skipped it. In terms of skill point efficiency, I would stop at level 3.
The damage it deals is irrelevant, but there is a jump in the duration from lvl 2 to lvl 3 (4, 5, 7, 8, 9 turns). You want that 7 turn duration for your 3 skill points.

Also, it reduces enemies’ global speed IF they fail their spell save against YOUR paradox spellpower.
The global speed reduction is: 12%, 21%, 26%, 30%, 33% at level 1-5.
Due to the way, global speed reduction is calculated (100%/(100%+reduction%)), let’s see the effectiveness closer.
1 point gives a 10.71 % global speed reduction.
2 point gives 17.35% global speed reduction.
3 point gives 20.63% global speed reduction.
4 points gives 23.07% global speed reduction.
5 points gives 24.81% global speed reduction.
IF the enemy has no global speed reduction from other non-slow sources or a stronger slow effect.

So, as you can see, the first 2 skill points gives good values (~10% and ~7 %), but the slow effect has diminishing returns from level 3 (~3.3%, 2.4% and 1.7%).
Because lvl 3 gives 2 turns more in duration, that’s why I suggest talent level 3. That is a good benefit.

NOTE HERE: The damage source of Gravity Well is you! So, damage from Gravity Well procs Seal Fate!
Yes, that is an extra 1 Seal Fate proc per global turn from a very large AoE!
While it gives another effect to the enemies (slow), it also procs Seal Fate once per global turn, so it can extend Attenuate, Stun, Confusion, Blind, Slow and any other detrimental effect on enemies.
So, why not take it and use it?
Gravity tree is very good if you want to proc Seal Fate more.

This build will use here: 1, 1, 1, 3


2., Matter:

Basically for Dust to Dust, I go for lvl 1. I tried to use Ashes to Ashes with this build, but just found it lame. It follows me at a non-instant speed and I will blink always very fast so it just lagging after me… also I do not want to dig anything in AoE, that is very unsafe to make open areas…

Environment is your friend! If you protect it, it also protects you! (Really!)

Matter Weaving is an interesting skill. Many people like it and pump it up, I don’t. The bonus armor is not that relevant for me, because with a PM I am always avoiding melee and PM has very good tools to do that. There are of course other physical damages in the game, but PM has very good defenses and the extra armor is not really that strong in higher difficulties.
The 30% damage reduction from Reality Smearing, 30-33% from Webs of Fate, the 40-70% from Out of Phase and from Ethereal Rune (all resistance) and your Time Shield are all way better and way more significant than an 80-100 armor with 60-80% hardiness.
Also I prefer Energy Decomposition (ED) more than Matter Weaving (MW), because ED is good against any type of damage.
PM is very short on class skill points, because it has so many good skills.

Anyway you need to learn it to unlock Materialize Barrier and Disintegrate, but I would stay here a maximum of lvl 2. Stun immunity is good, but the bonuses are not good above lvl 2.
(19%, 33%, 43%, 51%, 56% from talent level 1-5)

Materialize Barrier is a 1 point wonder and it IS really a wonderful skill. No benefit from more level, so just 1 pt.

Disintegration is a 2 pointer, the proc chance for Disintegration has also serious diminishing returns above level 2 (17%, 31%, 37%, 40%, 42%). The dig range (1, 3, 4, 5, 5) is also fine at range 3. That is enough to go into the hole (1st tile), barrier yourself (2nd tile) and even to cast a Wormhole there too.

The build will use here: 1, 1, 1, 2


3., Speed Control:

Celerity is not very useful for this build. On one hand we can utilize movement speed (enter into a Wormhole), but on the
other hand we will use Spatial Tethers more and that triggers teleports automatically.

Time Dilation and Haste are 2 really interesting skills, so I will write them first alone, then together.

Time dilation’s bonuses are: 6%, 10%, 13%, 15%, 17%. So, just the fifth level is worse than the former ones.
BUT! The game calculates spell speed similar than global speed reduction, so:
1 level, 3 stacks gives 18.3% spell speed and that means : 84.5% of a turn spell speed (845 energy used)
2 level, 3 stacks gives 29.9% spell speed and that means : 76.9% of a turn spell speed (769 energy used)
3 level, 3 stacks gives 38.7% spell speed and that means : 72.1% of a turn spell speed (721 energy used)
4 level, 3 stacks gives 46.1% spell speed and that means : 68.4% of a turn spell speed (684 energy used)
5 level, 3 stacks gives 52.6% spell speed and that means : 65.5% of a turn spell speed (655 energy used)

So, the 1st level gives 155 energy bonus, the 2nd gives 76 energy bonus, the 3rd gives 48 energy bonus, the 4th gives 37 and the 5th gives 29 energy bonus for each spell.

Now, let’s see Haste: 12%, 20%, 26%, 31%, 35% (123, 199, 258, 307, 351) extra energy per turn.
Global speed addition is just simply additive to your global speed, so these energy values are net bonuses.
The extra bonuses per level are: 123, 76, 59, 49 and 44 energy gain.

And now, I will investigate this two skill together, because PM has both and their effect has synergy.
Let’s assume you have 6 skill points for this 2 skills and you unlock both, because you need Time Stop (and you need Time Stop at minimum level 2!)
So, what would you do? (TD: Time Dilation, HA: Haste)
TD: lvl 1 and HA: lvl 5 -> 1351 energy in 1 turn and 845 energy spell-cost. That is 1.598 spells per turn.
TD: lvl 2 and HA: lvl 4 -> 1307 energy in 1 turn and 769 energy spell-cost. That is 1.699 spells per turn.
TD: lvl 3 and HA: lvl 3 -> 1258 energy in 1 turn and 721 energy spell-cost. That is 1.744 spells per turn.
TD: lvl 4 and HA: lvl 2 -> 1199 energy in 1 turn and 684 energy spell-cost. That is 1.752 spells per turn.
TD: lvl 5 and HA: lvl 1 -> 1123 energy in 1 turn and 655 energy spell-cost. That is 1.714 spells per turn.

So, as you can see, the optimum choice is a Time Dilation lvl 4 & Haste lvl 2.

If you want to spend one more point, where to spend?
TD: lvl 5 and HA: lvl 2 -> 1199 energy in 1 turn and 655 energy spell-cost. That is 1.83 spells per turn.
TD: lvl 4 and HA: lvl 3 -> 1258 energy in 1 turn and 684 energy spell-cost. That is 1.839 spells per turn.
Now, Haste is better! Next step?

TD: lvl 5 and HA: lvl 3 -> 1258 energy in 1 turn and 655 energy spell-cost. That is 1.92 spells per turn.
TD: lvl 4 and HA: lvl 4 -> 1307 energy in 1 turn and 684 energy spell-cost. That is 1.91 spells per turn.
Now, Time Dilation was better!

Further is no real choice, due to Time Dilation is maxed.
The values are changing IF you have spell speed from other source(s), ofc.
So, do not pump up Haste and ignore Time Dilation!

And last but not least: Time Stop.
The extra turns are: 1, 2, 2, 3, 3, but the talent level is also decreasing the cooldown:
42, 33, 28, 25, 23 (talent level 1-5).

As I mentioned before, this skill is amazing and also can save your life. 1 point is 1000 extra energy and 2 point is 2000 extra energy. But is it worth to go for level 4?
Let’s compare the cooldown with the extra energy (so how many turns you have to wait to gain x energy) and divide it with the spent skill points to see if the skill points worth it or not:
Lvl 1 : 1000/42 = 23.8 / 1 = 23.8
Lvl 2 : 2000/33 = 60.6 / 2 = 30.3 -> yes, go for lvl 2.
Lvl 3 : 2000/28 = 71.43 / 3 = 23.81 -> So, do not stuck at lvl 3! It is as useful as lvl1.
Lvl 4 : 3000/25 = 120 / 4 = 30 -> yes, go for lvl 4. Well spent skill points.
Lvl 5 : 3000/23 = 130.43 / 5 = 26.09 -> Do not lvl the skill to lvl 5.

Level 2 is the best choice in terms of the benefit from your spent skill points, but level 4 is very close to it, so both are good choices.

This build is not benefitting from overall global speed that much, so we will use here: 1, 4, 1, 4


4., Timetravel:

Temporal Bolt is a skill that I very like and I will write down here, why:
For Temporal Bolt, there are just 2 options: 1 pt or 5pt, there is no between.
You do not want damage here, but you want the extra cooldown reduction per hit! (note: not useable on fixed cooldown chronomancy spells)

Temporal Bolt has a fixed cooldown of 3.
The bolt is a “hit” type projection, so not a beam. When you cast the spell, you want to cast it on an actor other than yourself in order to immediately gain CD reduction.
What that means? You can cast it on your Fugue clones too and when the bolt hit them, you gain the CD reduction for each hit.
What is even better than 2 extra friendly actor (Fugue Clones)?
Putting innocent people into the fight! (Summon Townsfolk) 4 extra creature is always welcome, place them well.

After the initial hit, the Bolt comes back to you with a 300% per turn speed (3 tile in 1 global turn) and during its path, for every hit it gains extra 5% damage (irrelevant) and also for each hit you will gain the CD reduction.
What that exactly means?
You can abuse the skill with Wormhole and other teleports or movement infusions!

The Bolt has a maximum life expectation of 10 tiles. That means after the bolt traveled totally 10 tiles, it will “die” (poor being…)
Note: It can die sooner, if it reaches you sooner.
But the bolt always goes into your direction.
That means, if the bolt hits an enemy and the bolt is between you and the enemy AND AFTER THIS you change your location and place/teleport yourself to the other side of the enemy (to make the enemy between you and the bolt) THEN the bolt will change direction and hit the enemy again.

Due to the Bolt just travels 3 tile per global turn it can be easily used with a Wormhole, and making every Temporal Bolt basically 2-3 times more effective. If there are 3-4 enemies in a line, you can make the bolt hit 9-11 times totally (1 initial hit and then a maximum of 10 tile travel each hit).
That can mean a maximum 11 or 22 turns CD reduction at each 3 global turns.
Ok, this is a theoretical maximum, in practice more likely you can make 4-7 or 8-14 turn CD reductions.

(The Bolt can also hit one enemy multiple times without this abuse, because enemies are moving and sometimes they just go into the path of the bolt again.)
Is this skill good enough?

Also, you have tools in Gravity tree to place/replace (knockback & pull) enemies. So, Repulsion Blast and Gravity Spike is not just sending away melee but meanwhile they can help you to gain more CD reduction. You always know the direction of the Bolt and you always know the direction of the knockback & the pull = that means you can make things collide to gain extra CD reduction, while you also get rid of melee enemies.

You can trigger Gravity Pull and Swap anomalies too at instant speed (so, the Bolt won’t move meanwhile) to replace enemies, so several anomalies can help you to make your Temporal Bolt more effective. (Not just the extra actor ones: Temporal Clone and Summon Townsfolk)

The question is: is cooldown reduction good for you? And the answer is YES. Cooldown reduction is very strong in this game, and PM has many synergies to make this work.
So, PM can also integrate tactical movements (and tactical enemy replacing spells, anomalies) into its offense rotation in order to gain CD reduction.
There are several cases when it is better to just move into your Wormhole at 62-50% of a turn movement energy cost and gain 1-4 turn CD reduction than spending the same energy cost and cast a spell that is not very useful at the current situation (f.e. just deals a bit damage).
(Note: I am also using Phase Pulse, so using Wormhole during fights is essential)

So, Temporal Bolt is very useful even at level 1. Use it. I used to go for level 5, because I am using this skill as often as I just can. A possible 2-6 turn CD reduction per global turn for chronomancy spells is very good. Eye of the Tiger just gives you 2 per turn and it is a prodigy.

Time Skip is a 1 pointer for me. Again, you do not want damage here, and the duration is not increasing so well with level: 3, 4, 4, 5, 5. Duration is increasing by 33% for an extra 1 & 2 skill points and by 66% for 3 more skill points.

If you really want to use this skill, you can go for lvl 2, but I would just use lvl 1.
Time Skip is VERY USEFUL, but okay at lvl 1.

Temporal Reprieve has a duration of: 2, 3, 5, 6, 7 turns at level 1-5. This skill is also a must, it can save you. The duration per skill points spent values are: 2, 1.5, 1.67, 1.5 and 1.4. Basically due to the very low base duration, you can go at any tlvl. 3 is okay for me.

Echoes from the Past is our big nuke and personally I love this spell. You want this spell, the % damage is just crazy good. However with mastery 1.3 it is okay at level 3. Further 2 points are welcome, but not really a must. Just pump it up to lvl 5, if it is an essential part of your tactic (and this build will use it!)

Effective way to spend skill points here is: 1 or 5, 1-2, 1-4, 3 or 5
This build will spend here: 5, 1, 3, 5


5., Spacetime Folding:

Ah, our Black Sheep…
Every PM guide is completely skips it, BUT there is a pearl inside the ugly shell!

This build will use Spatial Tether + Wormhole (and even nastier tactics…) for spreading out detrimental effects on enemies, and also deal serious amounts of damage to them.
The thing is: you can tether yourself into a location, then cast Wormhole and place the exit next to enemies. Then you move into the Wormhole… and what happens?

a, you will spread out detrimental effects in radius 2 both at the Wormhole entry & exit locations

b, if your movement speed is low (closer to 100%) then you will immediately getting teleported back to your Tether! (It checks for every global turn) What does that mean?

You will deal warp damage in radius 2 both at the place where you were (next to the exit location of your Wormhole) and both next to your Tether (the entry location of your Wormhole) and you also trigger the Phase Pule random warp effects again.
NOTE: Gravity Locus makes warp damage 3 different type of damage (physical, temporal, physical), so at every global turn, you can proc Seal Fate 3 times, just with a simple move action!

c, what if your movement speed is high? (160% or even way more): you will stay there next to the exit location and you can cast a spell there. Then after you casted the spell, you will immediately teleported back to your Tether.
So: you will cast either Attenuate, Rethread, Temporal Bolt OR if enemies are weakened enough
you can precast Redux when you are at the entry location, then go inside and cast Echoes from the past. Then you will teleported back, then go inside again and cast Echoes from the Past again… FUN!

The cooldown of Spatial Tether is 8 and at level 4, the duration is 8. You can maintain it continuously.
This build is using a Spatial Tether + Wormhole + Phase Pulse combo (and more in tactics section…) as main element.

Banish:

Banish is another life saver skill that I just ignored at my first few runs.
On higher difficulties, you want every life saver skill.
From talent level 3 Banish is an effective, instant way to get rid of enemies for few to several turns.
On madness, you definately want this skill!

The build will spend here: 1, 5, 0-4, 0


6., Stasis:

With Spacetime Stability, I am going for 1pt. No real discussion here, the bonus is insignificant compared to Flux paradox management and it can trigger just once per global turn.

Time Shield is a life saver and a must. Flat damage reduction (shield power) is very strong, let’s see its scaling:
Power (sp: 100, paradox: 300) : 363, 475, 561, 635, 700
Duration : 6, 7, 8, 10, 11

The shield power gains are: 363, 112, 86, 74, 65.
So, the first 2 level is absolutely worth it.
But the deal is: at lower difficulties you want the duration and at higher difficulties you want to stay alive.
So I would aim for the lvl 4, because it gives 2 extra turns in duration.

Stop is mainly a debuff spell and just a secondary damage spell. But this build can spam out stun for all enemies AoE at no time (Phase Pule twice per turn), so this build does not need this.

Static History … we also do not need this, because we won’t use that much paradox and we will have good paradox reduction from Flux tree.

The build spends points here: 1, 4, 0, 0


7., Flux:

Induce Anomaly is PMs main paradox management skill with Twist Fate, so you WANT these!
Induce Anomaly reduces your paradox with: 52, 70, 84, 97, 107 (lvl 1-5, paradox 300) but these numbers will be higher due to increased paradox you have.

The paradox gains per level are: 52, 18, 14, 13 and 10. So the bonus has diminishing returns, but not very high.
Here again, there is a deal: you want paradox reduction, therefore this skill is a 4-5 for me. I used to lvl it to 4-5 because usually I am using Matrix on it and with gear, I can reach 6-7 turn cooldown with Induce Anomaly. With 6-7 turn cooldown, it is very effective.
Reducing your paradox by ~120 (or more if your paradox is higher) at every 6 turns means you have 20 free paradox per turn. Meanwhile, you won’t be casting all the time, many of your actions will be moves, so basically you can be in balance without Hidden Resources, while continuously moving and casting spells. (Doing your tactic)

I did not count Twist Fate that can also trigger at every 8-11 turn and reduce paradox by a small amount (~24-30). Twist Fate is just for safety reasons, but the paradox reducer is Induce Anomaly.
With this build I just using Induce Anomaly without Matrix.

Reality Smearing has very high diminishing returns, the scaling is: 0.79, 0.55, 0.45, 0.39, 0.36 paradox per damage, therefore it is a 1-2 point wonder (and really a wonder).

Attenuate is one of PMs main damage sources and also a self-healing source, the damage has some diminishing returns, but it is very small. Damage is: 199, 269, 324, 371, 412. So the bonuses per level are: 199, 70, 55, 47, 41. This is a tlvl >= 4 due to the radius increase of lvl 4.

Twist Fate is a 1-2 pointer for me. The talent level decreases the cooldown, the scaling is:
16, 11, 9, 8, 8.
5 extra cooldown reduction (31%) on a paradox management spell for 1 skill point worth it! The 3rd point give another 18% cooldown reduction, but that is not needed.

The build will use here: 4, 2, 5, 1


8., Timeline Threading:

You need 1 pt in Rethread just to unlock and spam braiding. Damage will come elsewhere.

Temporal Fugue is a multi-task spell. You can use it offensively and defensively too. Talent level increasing the duration, the scaling is: 3, 5, 6, 8, 9.
Due to its versatile uses, you want this spell. Also, you should take lvl 2 or lvl 4 here, because lvl 2 and 4 gives an extra 2 turn duration.

Braid Lifelines is a great mob killer and has good uses with other talents in this tree and also with other trees (f.e. Echoes from the Past).
However it has huge diminishing returns, the scaling is: 25%, 34%, 41%, 47%, 52% extra damage.
But, if you use AoE damage spells, and if you braid more targets than this extra damage is additive.
Extra damage is: n x eff.power, where n is the number of both braided and hit targets. It can double or triple your damage output, so it can be lethal with two well set up Reduxed Echoes from the Past.
Also, it is very good with Attenuate and with Spatial Tether’s warp damage too.
The skill is VERY USEFUL, but due to the high diminishing returns, I would go just 2-3 pts here. It’s even very good at level 1.

Cease to Exist is a very tricky spell and very strong. The duration here does not really a factor, because 5 turns is enough and it is a magical effect, so you can extend it with Seal Fate.
The skill level you need is depends more on your penetrations from gear. If you found some temporal penetration, you are fine with lvl 1. This skills are interesting and strong against single foes, I use it very often against uniques/bosses, even when I have just lvl 1.

The build will use here: 1, 2, 2, 1


9., Spellbinding:

First of all, there is no real need to level Empower above lvl 3.
Empower gives effective spellpower, what is strong. It is additive with paradox modifier, and the result is a multiplier to your spellpower. (So, both gives effective spellpower)
It will be used on Attenuate, and not just for damage but for having higher chance to apply it.
The talent’s scaling is: 15%, 31%, 43%, 51%, 57%.
A realistic and high end-game spellpower is around 100. That means with Empower 3, you will have 143 spellpower (and I do not count paradox modifier).
Just very few enemies have a spell save > 120. That means, even with Empower 3, you will have the maximum 95% apply chance against most of the enemies.
Of course, if you give madness a bold try, you will need the 5 pts here, but otherwise it’s unnecessary.

Extension definitely worth 3pts. I am binding Seal Fate to it.
NOTE: Matrix is better with it, but Matrix also has very good effect on Induce Anomaly/Echoes from the Past and Tether, while Extension don't.

What I really do not understand: why people ignore Matrix?
In many cases Matrix is better than Extension.

An example: former mentioned Seal Fate.
Seal Fate has a 12 turn cooldown and 6 turn duration (5, but it is an instant).
With Extension lvl 3-5 , you can extend the duration to 8 turns.

But, with Matrix lvl 3, you can reduce the cooldown to 9 turns.

12 turns cooldown with 8 turns duration VS 9 turns cooldown with 6 turns duration ?

With Matrix lvl 4, you can reduce the cooldown even to 8 turns!
What is better?
12 turns cooldown with 8 turns duration VS 8 turns cooldown with 6 turns duration ?
In case of Extension, in 24 turns Seal Fate will be active for 16 turns.
In case of Matrix, in 24 turns, Seal Fate will be active for 18 turns.

One more thing: if you manage to get 1 quickening pickaxe and 1 spellbinding shoe (20% total spell cooldown reduction), what is very likely at mid-end game, than you reach 7 turns cooldown with lvl 4 Matrix.
7 turns cooldown Seal Fate with 6 turn duration is good enough?
With this two gear piece and Extension you can only reach a 10 turn cooldown Seal Fate with 8 turn duration.

Temporal Fugue or Cease to Exist with 14 turns cooldown? Yes, please!
Echoes from the Past with 7 turns CD, Materialize Barrier with 8 turns CD?
And some of my favorites: Induce Anomaly with 6-7 turns CD or Time Stop with 14 turns CD? Yes!
Matrix IS very good.
I bind Spatial Tether to it for a 4 turn cooldown (with 20% spell CD reduction from gear) and I will explain it later why.

Another totally ignored talent is: Quicken.
What it does? It gives you NET EXTRA ENERGY, like Haste.
It is counted SEPARATELY from other spell speed effects (like Matrix from other cooldown reduction effects). It is directly subtracted from the spells x% of a turn value AFTER the spell speed reduction!
With a Quicken lvl 2 & Time Dilation lvl 4, you can reach 37% of a turn spell speed (370 energy cost) on the chosen spell.
With Quicken lvl 3 & Time Dilation lvl 4, you reach 25% of a turn spell speed (250 energy cost).
With Quicken lvl 4 & Time Dilation lvl 4, you reach 17% of a turn spell speed (170 energy cost).

So, you gain net energy every time when you cast the bound spell. If you bind it to a spell that you use often (like I use Temporal Bolt), then it is amazing.
At every 3 global turn (Temporal Bolts cooldown is 3) you gain: 150, 310, 430, 510 and 570 energy (Quicken level 1-5).
2 points in Quicken means a continuous extra 103 energy per global turn. (310/3)
Meanwhile 2 points in Haste (f.e. from lvl 2 to 4) means a total 108 energy gain, but just for 7 turns, and the skill has a 24 turn cooldown.
Haste from lvl 3 to lvl 5 means just an extra 93 energy, so definitely worse than Quicken lvl 0 to 2…
Why pumping up Haste and ignore Quicken…? If you use it on a low CD spell that you frequently use, it is good.
I bind Temporal Bolt to it because I am using Temporal Bolt as often as I just can.

The build using here: 2, 3, 4, 2 points.


Generic Skills:

10., Chronomancy:

Precognition is a 2-3 points for me. I know, Track has better radius, but a 21 radius is enough for me and it also reveals traps. Also, it is a spell and from gear, you can reduce the cooldown to 16 or even lower, while the duration is 8 or more turns, so you can maintain it like 50% of the time. It's good to have both Precognition and Track (from gear).

Foresight is a 1 pt skill, you just need it to unlock Contingency and See the Threads.

I used to bind Time Stop to Contingency, so I go for 4 pts here. The required skill points depends on the spell you bind into it, but Time Stop is a no1 candidate.

And See the Threads. I found strange that other guides do not learn a possible life saver skill.
If you die during the duration, you won’t be dead, instead returned back in time to the point when you activated the skill.
The duration scales with talent level: 5, 9, 13, 16, 19.
So, this is a 1-3 pts for me. You can use it just once per map level, so use it before you feel, things can be nasty.

The build will use here: 3, 1, 4, 3


11., Energy:

For me, Energy Decomposition is better than Matter Weaving, because it reduces all type of damage, not just physical. It is basically an extra Armor trigger with a 30% hardiness.
The scaling is: 31, 43, 52, 59, 66. After lvl 3, it has worse bonuses, so it is a lvl 1-3 for me.

I like Redux better than Energy Absorption, because Redux is controlled, however, Energy Absorption also offers good uses.
If you plan to use it (and why not?), then you want the 5 pts here to reach the maximum values.
But let’s see the total possible cooldown reduction per each skill point:
lvl 1: 2
lvl 2: 4
lvl 3: 6
lvl 4: 9
lvl 5: 12
So, lvl 5 has the best max possible CD reduction per skill point spent value (2.4).
Every cooldown reduction is welcome, and this also puts enemy talents on cooldown, so at least it has another good effect.
You need good spellpower for this, so always check the enemy with lower spell save. (and ofc do not use it on a critter, that has few talents)

FUNNY NOTE: you can cast it on yourself, and you gain cooldown reduction and 1 of your skills will be put on cooldown, so you can reset a low cooldown spell (max. 4) even there are no enemies around.

Other guides just leave Redux at 1 and I am not used to do that. The skill points that needed for Redux are dependent on more factors: your tactic (skills you prefer to double use), spell-cooldown reduction and Matrix. I would go for a maximum 5 pts, because I need that 10 turns.
Redux has good synergies with Matrix and with gear (spell cooldown reduction).
With Redux, I can cast Induce Anomaly, and I still have the potential to reduce my paradox again.

Another very useful way to use Redux is with Materialize Barrier. If you go into a map that is a maze-like area (so tunnels), you can hold the line very effectively with Matrix -> Materialize Barrier and Redux.
Also, you can dig a hole for yourself and use Materialize Barrier for defense too, so it is useful in every map type.
With gear + Matrix, you can reach 8 turn CD Materialize Barrier and that is already a 50% uptime.
If you add in Redux that means you can cast 5 Materialize Barrier at every 24 turns.
5 x 4 = 20 turn uptime at 24 turns.

I am also using it to kill enemies with double Echoes. With 20% spell CD reduction from gear, the cooldown of Echoes is 10. That is why I need lvl 5 Redux.
But the best use for this build is: Spatial Tether.

Entropy is a lvl 3 or lvl 4 for me because of the duration. 1 turn seems useless because enemies usually have more than 1 sustains and you can be unlucky. Basically 3 point is usually enough, but on higher difficulties 4 pts are more welcome.

The build use here: 2, 5, 5, 3


12., Fate Weaving:

For Spin Fate and Fate Weaver, I would go for a lvl 4 maximum. These talents give NOT effective powers and saves, and the lvl 5 bonus is just half.
The skill points you need here also dependent on your gear, so you can decide how much extra power/save you need. Just skip lvl 5.

Seal Fate:
So, while active, you will gain a spin also when you damage a target.
NOTE: this can happen only once per global turn.

Also, you will have a 17%, 31%, 37%, 40%, 42% (talent level 1-5) chance to increase the duration of a detrimental effect on an enemy each time you deal damage to it.
This % chance also increasing with every spin you have by 33% per Spin (so the above mentioned chance is multiplied with 1.33, 1.66, 1.99, 2.32, so on… per Spin).
The duration increase can occur up to 1, 2, 4, 5, 6 times per turn. (talent level 1-5).

Most of the guides mention a lvl 5 here, so let’s see some numbers again, because number don’t lie.
7 numbers will be in each row, from 0 spin to 6 spin.
Tlvl 1: 17%, 22.67%, 28.34%, 34%, 39.67%, 45.34%, 51%
Tlvl 2: 31%, 41.34%, 51.67%, 62%, 72.34%, 82.67%, 93%
Tlvl 3: 37%, 49.34%, 61.67%, 74%, 86.34%, 98.67%, 111%
Tlvl 4: 40%, 53.34%, 66.67%, 80%, 93.34%, 106.67%, 120%
Tlvl 5: 42%, 56%, 70%, 84%, 98%, 112%, 126%
(NOTE: Numbers can a bit vary, because the %’s are rounded)

So, for an average build level 5 is definitely not worth it.
It gives an extra 2, 2.6, 3.3, 4, 4.6, 5.3 and 6% compared to lvl 4, and the last two spin bonus is worthless, because 100% chance is already reached.

So 1 skill point for an extra 2% - 4.6% chance?
Level 5 also enables the duration extension to proc 6 times per turn, not just 5…
… but can you use this?
In the Speed Control section I just calculated, you can just cast 2 spells per turn if you max your speed control talents. So, let’s say: 2 spells per turn on average. Both temporal damage, so your Gravity Locus makes them physical + temporal = 4 proc. Add 1 from Gravity Well auto proc per global turn = 5 proc total.

For a usual build, 4 point is enough here.

BUT:
Under some specific condition (f.e. if you found Elemental Fury that splits your damage into 4 types), you can go for lvl 5 of course, and this build is a “specific condition”.

We will deal automatically 3 damages per global turn due to Spatial Tether and we will do automatically 1 damage per global turn with Gravity Well. That is 4 trigger from just a simple move action. Also, we can do much more with more Tethers… even 8-9 damages...

Webs of Fate is just too good. The skill has serious diminishing returns (12%, 21%, 26%, 30%, 33%), but has the same deal that Time Shield has. It is saving your life, so we want it.
It is a 4 or 5 pointer for me. Even 3% of damage can be significant, if you take damage several times (especially in higher difficulties). It is applied before your Time Shield, so it really helps you to maintain your shield longer.

The build using here: 1, 5, 1, 5


13., Spacetime Weaving:

Dimensional Step is a minimum 3 point.
You can take lvl 4 or 5 if you feel you need it (especially at higher difficulties).

For me, Dimensional Shift is a minimum 4 pointer. The skill has a scaling of 2, 3, 4, 6, 7.
So, why not aim for that 6 turn for 4 skill points?
Clearing detrimental effects from yourself is essential, especially in higher difficulties.

Also, we have Wormhole and we will continuously using it. So, teleporting every turn, during fights.
With a movement infusion, you can teleport 7-10 times per turn.
With movement infusion + Time Stop, you can teleport …
… 50 times per turn. That can mean a total ~300 turn effect reduction. Crazy!
Also, you have Spatial Tether that teleport you back once each turn, so that also helps clearing.
Meanwhile, you will cumulate Out of Phase too, so all detrimental effects will be just 60% of the original duration.
This skill is a minimum 4 points for me. With this build, we will teleport 1-5 times per turn.

Next: Wormhole.
This is a 4 point and a MUST for me. I need that 1 tile radius (so, next to the wormhole) teleport accuracy. I just can’t make a PM without it. If you have just 3 points here, that means you can teleport just half the time like you can with level 4. (You need 2 movements instead of 1 to go into the Wormhole)
This skill is VERY STRONG and have many uses, like I am using this as a bread and butter during fights.

And Phase Pulse.
I really do not understand why people ignore it. If you take it and use it, then 4 pts is a must and no need to go for 5.
Basically, you can alpha strike enemy mobs and stun, confuse, blind, pin them.

Check them with Precognition, then:

Time Stop -> Wormhole -> Movement Infusion -> move in-out Wormhole like 30 times (that means 30 times to proc Random_Warp and each with 9-10 range due to Wormhole, that is: 100% chance at level 4 for a radius 2). You can also Redux the Wormhole and make 2 of them if enemies are more divided across the battlefield. With this, you can easily pre-debuff 8-10 enemies with ALL the 4 effects before a fight.

Then you can activate Seal Fate, cast Gravity Well, Spatial Tether (you can cast these also under Time Stop) and start moving and extend everything on them.
Also, when you escape, you can pin, stun, confuse or blind enemies… so lower chance to go after you.
It is a wonderful 4 pointer for me, basically because I am using Wormhole(s) and Tether(s).

NOTE: Phase Pulse also applies Cross-Tier Effects! So, basically a stun immune enemy can have a Brainlock and all enemies can have Off-Balance too that decreases their damage output by 15%.
Continuously stunned, confused, blinded, pinned, brainlocked and offbalanced enemies are significantly weaker on any difficulty.

The build will use here: 5, 4, 4, 4


III., Stats:

Nothing special here. Magic, Willpower and lastly you can pump up Cunning or anything you need for a chosen prodigy.


IV., Prodigies:

The build does not rely on any prodigy, so you can choose any.
Draconic Will, Ethereal Form, Cauterize are all good options, for example. Hidden Resources is not really necessary, because with double Tether tactic, we can deal damage even with rests.


V., Inscriptions:

Due to Wormhole, a Movement Infusion is a must have!

Another good inscription for this build is Ethereal Rune.

While it halves your damage, it gives you:
a, good amount of movement speed (useful for us!)
b, good amount of all resistance (wow, we also need this!)
c, Invisibility (ok, it is not that useful but at least the visual effect is not that blue now)

This rune can keep you alive, while you are debuffing and softening enemies. And what is next when you just see the effect ends?
Yes, you cast Echoes from the Past…

At first glance the 50% damage reduction seems very bad, but meanwhile you also taking 50% less damage. For this build this is perfect, because enemies will be very weak already. Time is working for you.
Also, we have Braid Lifelines and with Rethread we can double or triple our damage.

Fortunately, we will always teleporting, so we do not really need an effect reduction rune.
Feel free to choose any third inscription, you can also use another Movement Infusion or another Ethereal Rune.


VI., Gear:

Reach the 40% out of phase cap asap. (1-3 pieces of gear, easy to handle)
Get a quickening pickaxe and a spellbinding shoe asap.
Get some damage penetration: physical and/or temporal, but mainly temporal.
Get willpower/reduce anomaly fail, magic, spellpower, spellsurge.

As formerly was already mentioned, there are some artifacts that are very good for Chronomancers.
This build highly benefits from the new Aetherwalk. You will lose 10% spell cooldown reduction, but gain very good damage. If you find this artifact, you should consider to use more movement infusions.
Elemental Fury ring splits your damage into 4 instances, but this build do not really need it. We can already deal 6 damages per turn.
Un’fezan’s Cap is always welcome! Extra Wormhole is nice, even if the talent level is low.
Temporal Augmentation Robe is always welcome too, and not just because the extra Reprieve. It has many things you need.
Rod of Sarrilon is very strong here. Crazy stats and -1 turn CD on Flux, -3 turn CD on Time Shield.
Zemekky’s Hourglass is also welcome. Good stats for us and the nasty spell cooldown reduction too.


VII., Fighting with enemies:

I already mentioned the pre-fight setup with:
1, Wormhole (better to cast it through walls, so you can escape back easily)
[if there is a very open area, you can dig a zig-zag tunnel, then cast Wormhole from there]
2, Spatial Tether next to the Wormhole entry
3, Time Stop
3, Movement Infusion -> in-out moving as many times as you wish, inspect enemies often what detrimental & cross-tier effects they have
4, Place Gravity Well onto enemies
if you still have energy (and you have), you can cast an Attenuate too under Time Stop
and the fight can begin:

You just need to move into the Wormhole...
You will be either teleported back to your Tether Immediately or (if you have an Ethereal Rune and higher movement speed)
you will stay there and cast a spell: Temporal Bolt, Rethread or Attenuate.

Temporal Bolt will reset some CD, you can use this rotation continuously.
If your Induce Anomaly is not on cooldown, induce an anomaly, if possible where there are enemies.

If you are using Ethereal Rune(s) too, then your movement speed will be higher.

Always cast Attenuate on yourself too, if possible. Because you are relatively close to enemies, it is usually possible.
Any time you see, enemies’ life is below 50% (higher if you braided several enemies), you can cast Redux at the entry location, then go for a double Echoes from the Past. You just need to lower their life to 20%, then Attenuate will do the rest.

NOTE: Spatial Tether’s damage is not bad: (20, 200, getParadoxSpellpower(self, t))
Stop, Dust to Dust have just a little bit more: 20, 220.
And you will trigger it once per turn at two places simultaneously in a radius 2 AoE, so the damage output is not bad.
Add in braided with an extra x% damage per braided targets (and the number of the targets will be close to the number of enemies, because you will cast it often and extend every negative effect).
You can see, that 50% damage reduction from Ethereal Rune is not hurting that much.
And you can fight in two places at once, which is cool!

Against stronger single foes, use Cease to Exile before you cast anything. Then you can cast Time Stop and start the fight. All your talents will come back from cooldown if you kill it. (Except Cease to Exile ofc)

Both of Wormhole’s and Spatial Tether’s duration will be equal or longer than their cooldowns, so you can maintain 1 Tether and 1 Wormhole continuously and that is all you need.

And you can ask now, why I did not learn Celerity? With that I could move faster and cast more spells on the exit location
of the Wormhole...


VII./B., The Double Tether Tactic:

I wanted to write this in a separate part, because this is really strong. Basically, if you Redux Spatial Tether, then within 1 global turn you move/teleport to another place and Tether yourself there too, the result is amazing.

Tether’s are like Wormholes, just better, because you will deal damage when you teleport and you do not loose energy to a movement. From the point where you Tethered yourself second time (close to the enemies), you will be teleported back to your first Tether (that chance is 100% due to the long distance, the second Tether’s chance is 0, due to you are standing there).

And after that, at every global turn, you will be teleported back to your second Tether (now, that chance is 100%), and immediately after that you will be teleported back to your first Tether.
So, two Tether teleports per global turn, while you are standing at the tile where you Tethered yourself first (probably 0 enemies there).

You can reach serious range with this tactic:
1, Redux and Tether yourself
2, Dimensional Step 8-10 tiles away (instant, so no Tether trigger)
3, Time Stop: cast Wormhole up to 10 tiles away (~840 energy is used from Time Stop)
4, Movement Infusion -> in-out Wormhole to spam out Random Warp effects
and from here you can do the same tactic, just you do not need to move into a Wormhole, Tether teleport will be automatic at each global turn
If you are using 2 movement infusions then you can even extend your range to 30 or more tiles…

With the Redux & double Tether tactic, you can deal serious amount of damage with Spatial Tether, and meanwhile you teleport 2 times per global turn (6 damages, 2 effect clear from yourself while 2 effect spam on enemies on both location!)

Even without the double Tether tactic, Tether can deal HIGHER DAMAGE than ATTENUATE over 10 turns.
It triggers automatically 1x or 2x per turn. With 100 spellpower and 300 paradox, that means:
2800 damage or 5600 damage over 10 turns in a 2 radius AoE at both sides (without Empower).

Meanwhile, Attenuate with lvl 3 Empower deals 2520 damage over 10 turns, if I just calculate the old effect duration always 4 turns.

Attenuates real damage comes from the way it increases on merge if you manage to increase the old effect duration with Seal Fate significantly. If you manage to do that (and you can with this build), then Attenuate can deal equal or more damage than double Spatial Tether over 10 turns.

So, the real big damage for PM is not just coming from Attenuate and Echoes, but from Spatial Tether too.
If you add in Braid Lifelines, you can easily deal 15-20 000 damage over 10 turns with Spatial Tethers, Attenuates and then an Echoes from the Past (add the Braided bonus too) will bring down enemies HP below 20%. Then Attenuate will kill them.

And do you know what is better than two Spatial Tethers?


VII./C., Triple and Quadruple Spatial Tether Tactics:

The main reason I bind Spatial Tether to Matrix is this. With gear (20% spell CD reduction total) and a lvl 4 Matrix, I reach a 4 turn CD Tether with 8 turn duration.

I also have Redux to start instantly with double Tether, but after the second use, I cast Energy Absorption, that fully resets Spatial Tether (CD = 4). So I can instantly cast three Tethers on the battlefield.
I set up this in more opened areas (like Heart of the Gloom’s main area) in a tringle shape. The edges are 7 tile minimum to reach 100% teleport chance. With this I can cover very effectively the battlefield.

Attachment:
Tether_area.png
Tether_area.png [ 7.14 KiB | Viewed 2426 times ]


I can cover 3 x 20 = 60 tiles with my AoE effect spam and AoE damage (2 x 3 = 6 damages for Seal Fate).

If I use Redux, Temporal Bolt and Energy Absorption well, I can maintain even 4 Spatial Tethers simultaneously on the battlefield (80 tiles AoE automatically per turn).

From non-fixed CD offensive spells, I am using just Rethread, Attenuate and Gravity Well, no other damaging spell. Just Echoes from the Past, when I feel it will finish enemies.
Braid Lifelines is wonderful, when you deal AoE damage for 60-80 tiles per turn automatically.
Two Tether damage trigger around each Tether. (1 damage & effect when you arrive and 1 when you teleport away to next Tether)

Fun thing, you can do this multiple Tether tactic with longer distances too.
(With more movement infusions and f.e. Un'Fezans cap)


VIII., Defenses:

While you are close to enemies, most of them will be slowed, stunned, pinned, confused, blinded, off-balanced and/or brainlocked for longer and longer duration.

Meanwhile, you will have:
a, maxed all resist from ethereal rune and from out of phase (70% damage reduction)
b, Webs of Fate (33% damage reduction)
c, Time Shield for flat reduction
d, anything that goes through Time Shield, meets with Energy Decomposition
e, and with Reality Smearing (30% damage reduction)

f, you will also have continuous life gain through a stacking and stacking attenuate

Against detrimental effects, you have:
a, 40% out of phase always on
b, Time Shield for a further 50% duration reduction
these are totally: 0.6 x 0.5 = 0.3 -> 70% total duration reduction
And in top of that, you will teleport 1-5 times continuously at every turn.
So, you clear 1-5 times a 6-7 turn duration from you too.
It’s way better than a continuous Providence… or two Providences? :wink:
Also, I suggest to take Draconic Will at higher difficulties.

If you are in danger, you can activate Temporal Fugue to gain a 67% more damage reduction.

During fights, you do not need to use Dimensional Step, so this can be your safety escape.
Just do not forget to cancel the Spatial Tether effect from you before escape. :wink:

You also have Materialize Barrier, you can cast it after a Dimensional Step to block LoS.
Also, you can cast the Barrier between the two Wormholes/Tethers if the environment does not contain natural obstacle, wall.

Second safety escape is Temporal Reprieve.

You will sustain Contingency, it can also save your life. You gain 3000 energy if you survive the hit.

Any time you feel, there is a very strong enemy, cast See the Threads before engaging into combat with it. You can use it once per map level, so use it.

I hope, this build will change the way of how players usually think about Spacetime Folding tree. Spatial Tether is a very effective skill if you use it together with Wormhole and Phase Pulse skills, Movement Infusions, Redux, Energy Absorption, Temporal Bolt and Matrix…
So ALL TOGETHER…


---------------------
EDIT:

Currently I am in a madness run and during my play I already made some modifications in order to
adapt to madness difficulty.

1.

I skipped the 3rd & 4th Gravity talent and learnt instead Banish level 4.
The reason for this is neither Gravity Locus or Gravity Well will save your life like Banish can.
Banish is INSTANT and has a good AoE.
Due to successful Banish applies Continuum Destabilization on the banished enemy, you can only
Banish high spell save enemies 1-2 times, and lower spell save enemies 2-3 times.
(Continuum Destabilization lasts for 100 turns and it stacks like Attenuate does)

2.

You have to max Temporal Repreive.
Due to the mad scaling of madness, you have to take these life savers:

Time Shield - lvl 5
Temporal Reprieve - lvl 5
Time Stop - lvl 4
Banish - lvl 3-5

3.

Spatial Tethers damage is incredibly good!
The Double Tether is dealing way more damage than Attenuate over 10 or even over 20 turns.

I also made some calculations and an Empowered Attenuate (spellpower 100, paradox 300) is dealing
840 damage over 5 turns, 2614 damage over 10 turns and 11644 damage over 20 turns if
3 Seal Fate procs is going for Attenuate per turn, and you re-cast Attenuate on the target at each 4th turn (CD: 4).

Meanwhile a double Tether, without Empower is dealing 2800 damage over 5 turns, 5600 damage over 10 turns
and 11200 damage over 20 turns.

Of course I am using Attenuate & Double Tether together, becasue with double tether, the teleports are automatic
and I can cast other spells normally.

4.

Energy Absorption is really good not just for Hidden Resources, but it can also reset immediately Attenuate.
That means you can immediately re-cast Attenuate on turn 2, and that is basically immediately doubling Attenuate's damage.

5.

New runes are really great!
Not just Ethereal, but Stormshield and Shatter Afflictions too, and I just get very strong shielding runes too.
I found few shielding runes that are way stronger than my Time Shield and than a Rune of Reflection.

At early game you definately want a strong shielding rune in madness.
Later on you can switch to Storm Shield rune(s) if you find a good one.
With some spell cooldown redcution, you can have a 10 turn CD rune that blocks 8-9 damage instances.

Due to mage robes now have ~10-15% all resistance, and the cap of Out of Phase is 40%,
Thick Skin is also a good option for this build.
You can get an almost capped all res with it, and that means capped resists with other gear.
So, you can skip ethereal runes and go for shielding/storm shield if you find good ones.

6.

You want as many stun/freeze immunity as just you can!
And not because stun, but because of freeze.

I managed to did the West with 0% stun/freeze resist, but when I arrived to the East
I had to switch some gear and sustain Matter Weaving to gain good freeze resist.

Due to the mad damage at the East, if you get freezed, you can immediately die.

So, for madness, you can take Matter Weaving lvl 1-3 too, but not for armor.

I am serious : you WANT as many freeze resist as you can!
That means minimum 150% if you want to play longer on the East too.
Orc cryomancers are pretty annoying, they will apply WET on you very often,
that is why you want minimum 150% freeze resist and a shatter afflictions rune.

7.

For prodigies, I went for Hidden Resources and then Cauterize.
I feel, there is no real other option in madness.
Cauterize WILL PROC several times!

8.

Clones:
Unfortunately they are very dumb, do not even follow the talent factor and/or the
target that you set them.
But, you can use them as meat shields if you have to escape.
Or you can use one of them for pre-debuff enemies !

Send one of your clones in the Wormhole with a movement infusion activated and your
clone will apply ~ 10 x the Random Warp effects on enemies in 1 turn.
After that you can go in and cast Tethers and start the fight.


So far I am before the Orc Prides.
This build can get you kill the Backup Guardians and to reach the Prides.
I will see if the Prides are doable or not.


Thanks for reading.


Last edited by Tradewind_Rider on Fri Jan 03, 2020 10:15 pm, edited 1 time in total.

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PostPosted: Wed Dec 18, 2019 5:01 am 
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Halfling

Joined: Mon Mar 12, 2018 7:32 am
Posts: 81
+1 for a wacky and interesting build, always enjoy those.

This guide is rather hard to read though because there are so many asides about the relative situational merits of different skills that break up the flow. I think it would be much more readable if you limited yourself to 1-2 sentences per skill when discussing the skill trees, and moved the other asides and general play strategy to another section at the end.

I also think some of your analysis does not give the complete picture. For example, you compare the bonuses from Time Dilation and Haste, but Haste is an instant spell that gives you the benefit immediately, while you have to cast 3 non-instant Chronomancy spells to get to max TD stacks, so either this takes turns in which the enemies act or you are burning Time Stop to do it.

Also, when you compare Energy Decomposition to armor, I believe that armor is so strong against weapon damage because it applies to damage BEFORE any damage modifiers, while other sources of flat DR apply after modifiers, although I could be wrong so please correct me if I am.


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PostPosted: Wed Dec 18, 2019 9:28 am 
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Cornac

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 42
Hey thank you for reading and for your comment!

This is an overview & a giude 2 in 1, that is why I wrote about skills and effectiveness longer.
I wanted to write an overview, because I read former guides (4 of them are relevant, older ones
are out of date due to skill changes) and there are several things that all of the guides do not use.

- All guides totally skip Spacetime Folding tree, while I found Spatial Tether deals more damage than Attenuate,
has very good AoE (40-80 tile). Basically Tether is one of the strongest skills in PM arsenal.

- Also, all other guides totally skip Matrix and Quicken. Meanwhile Matrix is most of the times better than Extension.

- All of the guides totally skip See the Threads, while it is a life saver skill.

- All of the guides just leave Redux at 1, while it is awesomely good.

- All of the guides using 0 or <4 lvl in Wormhole, but that means a maximum 50% Wormhole efficiency.
Wormhole is another very strong skill that no guides using effectively.

- All guides totally skipping Phase Pulse, meanwhile it is also a very strong skill.

It is interesting, if I am using the skills that others skipped, my PM is like 2 times stronger...
So I wanted to describe, why the skills useful and how can you use them effectively.


For TD vs Haste:

a, you will continously cast during fights, so you will always have 3 TD stacks.

b, before fights you will precast the things I wrote (Wormhole, Spatial Tether, ...)
so that means you start with TD stacks

And Haste is just for 7/24 (dur/CD) while you can maintain TD forever.



For Energy Decomposition vs Armor:

You are correct about armor is effective against combat damage, but:

The 2 is acting very similiar, energy Decomposition triggers at the same step as armor.
So, ED is basically another armor with 30% hardiness, no difference.

But armor is just good vs Weapon based attacks (melee or archery)
while ED is good against anything.

NOTE: enemies can have Armour Penetration (APR) and that is subtracted from your armor.
while enemies do not have "decomposition penetration".

Also, PM is very short on class skills, while have more generic points to spare.
(70 points for 9 skill trees = 7.78 avg vs 50 points for 4 skill trees = 12.5 avg)
So I found better uses for my skill points, than putting them into Matter Weaving.

The defences that I mention at the defense section are very effective.
Capped Resistances & Webs of Fate together are a 0.3 x 0.67 = 0.201
So, reducing an 1000 damage down to 201.
Then you have a Time Shield that will block the full 201 damage.
With capped resistances and webs of fate, your Time Shield can block
like 3200 damage totally. And it will also heal you after this.

When Time Shield crumbles, then you also have Reality Smearing (30%)
So an 1000 damage you take will be just 201 -> 141
After ED: 141 -> 99

So, the most important defence is to cap resists.

Enemies will have stun, off-balance, blind, confuison, ... ... all the time
so you will take very small damages.
Also pinned, stunned, confused, blinded, ... enemies can not reach you in melee.
Most of the time your Time Shield will just block the remaining damage.

Also, you will just auto-teleport at the end of the global turn (with double-triple tether tactic)
So most of the enemies do not have a chance to even hit you.


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PostPosted: Wed Dec 18, 2019 10:20 am 
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Halfling

Joined: Mon Mar 12, 2018 7:32 am
Posts: 81
You can say it's a 2-1 guide and overview or whatever, but honestly when people see the wall of text above their first reaction is probably going to be "Oh god, there's no way I want to read that." It's not that the material in your guide is useless or needs to be cut necessarily, but it's organized in a way that makes it look inaccessible. For an example of how to write a long detailed guide that is organized and reasonable to read, check our Snarvid's Possessor guide http://forums.te4.org/viewtopic.php?f=60&t=48025.

I think a reason people haven't used some of the skills you use here is tedium. Sure, you CAN pop a movement infusion and run in and out of wormholes a bunch of times to open fights by debuffing all your enemies into oblivion, but that's a lot of clicks. Especially if you are doing it for most fights. Likewise, See the Threads makes you play through the same part of the game multiple times. Again, powerful but tedious. (See the Threads also used to be bugged, which is another reason some of the older guides don't recommend it.) PM doesn't need to do these things to win on insane, and for some players (like me) the goal is to win without dying with the minimum amount of tedium. If you want to squeeze every last drop of juice out of the class, number of clicks be damned, that's cool and you should do what you enjoy. It's certainly interesting to hear about. Just be aware that's not the way most people want to play the game, so they may not be willing to put in the effort to use some of the suggested tactics even if those tactics are effective.

One place I do agree with you is your evaluation of Reality Smearing early. It's hard to handle the paradox, so the only advantage over Time Shield is 100% uptime, which I don't think is needed. I actually beat insane with PM without dying without using Reality Smearing at all. This let me tune my paradox to super high values, like 600, late, which gives incredible offensive power. Not dying is better than killing stuff though, so I don't claim my method is optimal, but I had fun with it.

I also think people might differ with you in their evaluation of the value of front loading benefits. Sure TD and Matrix give better long term uptime than Haste and Quicken, but most fights aren't going to last that long, and even when they do, the first few turns are vastly more important, because that's when you need to establish your defenses, debuffs, positioning, etc. Keeping control of a fight where you got to dictate the opening is much easier than trying to get things back under control once they go off the rails. And yes, I suppose you can constantly scout and precast with respect to TD, but again very tedious. If you're not going to do that, the frontloaded benefit of Haste is a major point in its favor.

Quote:
The 2 is acting very similiar, energy Decomposition triggers at the same step as armor.
So, ED is basically another armor with 30% hardiness, no difference.


Interesting, I assume you checked the code? I would have thought it would apply after damage modifiers. If it applies before, that certainly makes it better than I thought.


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PostPosted: Wed Dec 18, 2019 11:45 am 
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Cornac

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 42
I got your point now about organizing. Yes, I could make it better. The guide that you linked here is organized better, yes.

You are right about PM is very strong and can win on Insane and lower without dieing even if
it is played ineffectively.

However, 1 of the guides is exclusively for MADNESS.
One other guide is for insane / MADNESS.

I played a lot on madness difficulty, and according to my experience, playing long-term on madness without
"squeeze every last drop of juice out of the class" is not possible.

There is also a Temporal Warden MADNESS WINNER build in the character reports section,
that completely ignoes See the Threads, just put 2 points into Wormhole and ignores Phase Pulse.
Meanwhile it is using 1 Movement Infusion, but with Wormhole lvl 2 it just have a teleport accuracy of 2 radius.
So, the build did not used the Wormhole, Phase Pulse, Movement Infusion pre-debuff on MADNESS.

So, creating a more powerful PM makes sense mainly for playing in madness difficulty, yes.
But there are guides, builds that are suggesting madness play while igores many very powerful skills...

Also, take note: if you are using a multiple Tether tactic, you DO NOT HAVE TO DO ANYTHING.
Just pressing "5". (or cast a spell, ofc)
You will automatically teleport from Tether 1 to Tether 2.
Then from Tether 2 to Tether 3.
Then form Tether 3 to Tether 1.
At every global turn.

Is it hard to press 5 to kill enemies?
You just have to cast the Tethers at the start of the fight, after that you can just press 8 x wait.
All enemies will take 2 x the tether damage (6 damage instances) and 2 x the Phase Pule effects per turn. AUTOMATICALLY.
Ofc, instead of pressing wait, you can do the "original" tactic, like casting Attenuate, Rethread, so on...


Overall, PM is so strong, you can even win in Insane with a melee PM, that not using any offensive spells.
Just mobility, buff, debuff and dealing damage with melee.
So, making it more effective is mainly for madness play (and I am using the word "play", not the word "win").


You are right, if the fight lasts not so long (max 7 turns), then Haste gives you the benefit instantly and for the full fight.
And if you play in a bad way and start the fight without TD stacks, then it's worse than Haste.
It's an ineresting point of view, I will investigate this deeper.
Thank you for this thought!


For the ED vs Armor my point is: you do not really need any of them.

Capped resists, Webs of Fate, Time Shield, Reality Smearing is more than enough.
On Insane and lower, you do not need armor, becasue these defenses together are just blocking almost everything.

But if I have to choose between the 2, I choose ED.
If I have to choose between Matter Weaving and another skill, I choose the other skill.

Armor is very useful against weapon damage, you are right.
If a player playing with a PM, and continously facing with melee enemy weapon blows,
then that player not using many of PM skills.

PM have:

Dimensional Step, Wormhole, Induce Anomaly (several anomalies are good here), Repulsion Blast, Gravity Spike, Time Skip, Temporal Reprieve, Temporal Fugue, Time Stop, Banish, Spatial Tether, Warp Mines, Materialize Barrier and PIN from Phase Pulse
to get rid of melee enemies.

Also, PM can Blind, Confuse enemies very effectively and that also get rid of ranged weapon users too.
(barrier here also good and some anomalies too)

And I really enjoy this playstyle, yes.
I am teleporting 2-4 times automatically at every turn and meanwhile killing enemies.
And I do not have to do anything, it's automatic. It is very funny.

However, I agree with you, other players can find this not funny and not enjoyable.


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PostPosted: Wed Dec 18, 2019 2:09 pm 
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Cornac

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 42
Hey I did a little calculation about your point.

1. Let's assume, the theoretical PM enters into a fight with 0 Time Dilation stacks.

2. Let's assume it has either:

a, Time Dilation level 5 , and Haste level 1

b, Time Dilation level 1, and Haste level 5

(just to compare the two skills)

3. Let's investigate a maximum 7 turn duration fight (Haste duration)


Case A:

TD lvl 5 & Haste lvl 1

Energy: 1123

1st cast: 1000 energy cost In turn 1: 123 energy remained
2nd cast: 851 energy cost In turn 2: 395 energy remained
3rd cast: 740 energy cost In turn 3: 778 energy remained
4th cast: 655 energy cost In turn 3: 123 energy remained
5th cast: 655 energy cost In turn 4: 591 energy remained
6th cast: 655 energy cost In turn 5: 1059 energy remained
7th cast: 655 energy cost In turn 5: 404 energy remained
8th cast: 655 energy cost In turn 6: 872 energy remained
9th cast: 655 energy cost In turn 6: 217 energy remained
10th cast: 655 energy cost In turn 7: 685 energy remained
11th cast: 655 energy cost In turn 7: 30 energy remained

So, with Time Dilation level 5 and Haste level 1, you can cast 11 spells over 7 turns and 30 energy remains.


Case B:

TD lvl 1 and Haste lvl 5

Energy: 1351

1st cast: 1000 energy cost In turn 1: 351 energy remained
2nd cast: 943 energy cost In turn 2: 759 energy remained
3rd cast: 890 energy cost In turn 3: 1220 energy remained
4th cast: 845 energy cost In turn 3: 375 energy remained
5th cast: 845 energy cost In turn 4: 881 energy remained
6th cast: 845 energy cost In turn 4: 36 energy remained
7th cast: 845 energy cost In turn 5: 542 energy remained
8th cast: 845 energy cost In turn 6: 1048 energy remained
9th cast: 845 energy cost In turn 6: 203 energy remained
10th cast: 845 energy cost In turn 7: 709 energy remained


So, with Haste level 5 and Time Dilation level 1, you can cast 10 spells over 7 turns and 709 energy remains.

Only benefit for Haste is: you can cast your 6th spell still in your 4th turn, while in case of a maxed TD you are a short of 64 energy to do that.

So in turns 1-4, Haste is a little bit better, but just a little bit:
64 + 36 = 100 energy more with a maxed Haste at the end of turn 4.

If the fight is longer than 4 turns, then Time Dilation is better,
and Time Dilation is passive, no paradox cost and you maintain is continuously.

If the fight is longer than 7 turns, then Time Dilation is significantly better, because PM will lose the Haste bonus, but not lose the TD bonus.

Even if PM starts the fight with 0 Time Dilation stacks, over 7 turns, Time Dilation is better than Haste. PM can cast 1 more spell.

So, if our theoretical PM prepares for maximum 4 turn long fights, then Haste is better (with 100 energy).
Otherwise our friend should choose to invest Time Dilation more.
Even if our friend starts the fight with 0 Time Dilation stacks.


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PostPosted: Wed Dec 18, 2019 10:15 pm 
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Low Yeek

Joined: Mon Apr 01, 2019 2:16 am
Posts: 7
Hi there !

Cool name by the way for those getting the reference. Also grats on the synergy build and lots of very good data in your guide. I'm taking notes for my madness PM run :)

I'm the writer of the 1.5 guide for madness (the hidden ressources build).

For the comment on the maths, you don't need to read it if you don't want to. I personnally like when people do the maths in my place :)

The amount of damage dealt is indeed good once you get the double tether combo, it will make enemies wander sort of dumb also I guess so will help survivability. Definitely strong enough to beat insane although I think starting the PM "normally" with the idea of attenuate/Seal Fate (which you already use) but also adding the hidden ressources/temporal reprieve combo for level 25 (which is honestly ridiculously good) would help. Once you get hidden ressources/temporal reprieve, you are pretty much as close to unkillable as you can be (as even paradox can't kill you anymore). You can then start building the tethers+wormhole combo aiming to improve on the previous builds and hopefully get your endgame to stronger then madness final bosses level.

With that idea, this might actually be an improvement on my previous madness built as tethers will increase your survivability. Will it be enough for the final fight I do not know but I think it's worth a serious try as an improvement on L35ish and over.

For insane and down, PM is so strong that you can for sure get away by being less optimal early on and not taking hidden ressources. For madness, I don't think you can survive without it as enemies have +200% life over their other bonuses so fights are too long to not have an "infinite" loop managing your paradox, fighting at 500 paradox will also make your damage/effects stronger which you can't do reliably without hidden ressources.

Good guide, I think I'll try the tethers/wormhole combo :)

For the things that I think could optimize the build:
- Stop at least level 1, that will help atleast your early game as with seal fate you can keep it on forever. Extra points are mostly for range and not absolutely necessary.
- Some more points in fateweaver (100% necessary on madness, imo atleast very very usefull on insane), this is necessary to never have an enemy you can't beat their spell save otherwise (damn you early game high spell save mindslayer thieves !!!).
- See the threads is redundant imo if you already have the hidden ressources/temporal reprieve combo, you can save the points for other skills. Thick skin is more useful for survivability imo.


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PostPosted: Thu Dec 19, 2019 9:31 am 
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Cornac

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 42
Hey hi,
thanks for the reply!

Nice to hear my guide is helpful for someone.
Yes, this is mainly for experienced PM players who are interested in more challenges
and trying madness or just want a very easy insane play.

If I understood well, you are maxing Temporal Reprieve + bind it to Extension for a 9 turn duration
(10 with high pradox).
After Hidden Resources expires, you go to the Reprieve for 10 turns and reset your Hidden Resources
(and other skills ofc).
So you are not just using it as a safety escape but to reset Hidden Resources?

However I wrote Hidden Resources is not necessary with this build, I always used it with my former
PM builds and yes, it's very strong for a PM.
With this build I do not use very much paradox (because I can press REST during fights), but I will see.
Currently I am in a madness run, but at the early stages. If I experience any problem with paradox
management, I will choose Hidden Resources.
Prodigies are not decided now for me, I will choose when I will be there.


Combo:

For Hidden Resources I always used Energy Absorption.
I checked your char and I saw you had lvl 1 Energy Absorption and you wrote "it is useless".

NOTE: Energy Absorption resets ANY NON-FIXED COOLDOWN TALENT.
Yes, it is resetting Hidden Resources too.
But only 1x, even if you have just Hidden Resources on cooldown, because the code removes
the talent from the possible target talents after 1 CD reduction.

So, use Energy Absorption if you have just 3 talents on cooldown (Hidden Resources included).
This means at every 6 turns, you reducing the CD by 4.
In a 30 turn cycle (10 turn HR is on, 20 turns HR is off) this means if you are playing well and/or lucky
you can reset the cooldown (30 totally in this cycle) by 8-16 (from the max 20 : 5 x 4).
You can see now, theoretically you can reduce the cooldown by 20 if all 5 Energy Absorption is used on
Hidden Resources too. And that means a continous maintain.
In practice it is just a 50-75% uptime.

So, use Energy Absorption. :wink:
That skill is incredible.

So far I did not miss Stop, but I will see.

Fate Weaver is dependant on gear. If I manage to find good magic, spellpower, spellsurge on gear, it's not a must.
At level 1, it gives a max + 18 spellpower. At end game it is a 4.5 effective.
At level 5 (your choice) it gives a + 60 spellpower. That means a + 15 spellpower.
The + 10 effective spellpower can be significant, but if I find good spellsurge, I do not need it.
I will see this, it is gear dependant for me.
At end game I used to find around +12 spellsurge per piece. (surge is just 3 times stacking, not 6)
So, this 4 skill point is like 2 pieces of spell surge on gear.

Because I am maxing Out of Phase -> +40% all resistance
Because I am using Ethereal Rune -> I reach the 70% cap
So, I do not need Thick Skin.
5 skill points for +15% all resistance is not worth it for me.

And I just like to have See the Threads. :lol:
If it will save my life just once, it worth!


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PostPosted: Thu Dec 19, 2019 11:16 am 
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Low Yeek

Joined: Mon Apr 01, 2019 2:16 am
Posts: 7
Tradewind_Rider wrote:
If I understood well, you are maxing Temporal Reprieve + bind it to Extension for a 9 turn duration
(10 with high pradox).
After Hidden Resources expires, you go to the Reprieve for 10 turns and reset your Hidden Resources
(and other skills ofc).
So you are not just using it as a safety escape but to reset Hidden Resources?


Yes, you will always have atleast the 10 turns necessary to reset hidden ressources but usually more then that which will helps reseting the cd40 temporal ressources. It also resets twist fate therefore "allowing" one more anolmaly when coming back, gives you time to case induce anomaly (while gone), let bad sustains go away and resets your longer cd spells while resting to get paradox down if needed. This thing is sick good. It makes even madness easy afterwards. Might not be necessary for insane but in madness 1.5 the late 20s were very hard as fight just were too long and you can't run everywhere when you enter a level because hunted will get you killed if you do in a level with too many uniques/bosses. I've had boss fight lasting 30 minutes (might be sort of fixed with the 1.6 HP bonus, I don't know) were I was pretty much just cycling skills without thinking, but it's just very long, you'll die on madness in the 30s if you can't just cast spells forever without thinking about paradox.

For energy absorption, I understand the idea, but with hidden ressources/temporal reprieve you are already reseting everything. If it helps the tethers/wormhole combo it's good, but for HR/TR it's overkill.

For fateweaver, on madness I don't remember having a run where I don't encountered a very high spell save mod that I would never have been able to attenuate+entropy without first getting +spower spins, but maybe I don't value spower items enough :)


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PostPosted: Tue Dec 24, 2019 1:07 am 
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Cornac

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 42
Hi there!

So far so good. I am level 30 and finished Tier 2 areas.
I took Hidden Resources at level 25, but not because I used so much paradox.

The reason is Reality Smearing...
Without that I can die.
With RS my paradox used to go up to a significant fail chance.
(My resists are not capped yet)
So mainly because of the high damages I had to choose HR again, it seems there is no other choice for PM.

So far I have level 3 at Temporal Reprieve and it looks fine.

Also I modified my build a bit: I skipped Gravity Well and instead learnt Banish.
Banish is a life saver!
It is instant and just sends away enemies. It saves me when I'm too surrounded or when I'm weak.
I can then setup my Wormhole(s)/Tether(s) and debuff & kill them.

I have just level 1 Fateweaver and I did not have any spellpower problems.
At the Trapped! area, there was some bandits with spell save ~50 and I also had ~50 spellpower
at that time. That means I had problems with apply Attenuate but due to the many many teleports
those bandits were full of stun/confusion/blind/pin.
Now I have ~70 spellpower and I did not meet any enemy that caused me problems.


Spellpower gear is really strong.
1 Spellsurge ego can go up to +36 spellpower (+12 x 3)

Fateweaver level 1 gives: + 18 (3 x 6)
Fateweaver level 5 gives: + 60 (10 x 6)
The difference is + 42 spellpower.

That means, at end game the 4 generic skill point that you spend on Fateweaver is equal to 1,5 spellsurge ego.
If you find a double ego item, it can go up to even + 72. And that is just 1 item.
Or if you find an item with a spellsurge on it and flat spellpower too, it is also better than the +42 from Fateweaver.

Of course, many player go for heavy & massive armors for PM and that can mean
less magic-related egos and a lower spellpower.


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PostPosted: Thu Jan 02, 2020 9:31 pm 
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Joined: Tue Dec 31, 2019 3:03 pm
Posts: 2
A lot of useful info here. Good job!

Btw, I noticed that draconic will has the same duration and cooldown as hidden resources. So if you can use temporal reprieve to reset hidden resources, you can also reset draconic will, so you'd be immune to negative effects the whole time.

Though temporal reprieve has a fixed cooldown of 40, so I'm not sure how it can be used more than once. Energy absorption can be used to lower the cooldown of HR, but it's random.

Though most of the time 10 turns is more than enough, so it's probably fine.


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PostPosted: Fri Jan 03, 2020 10:27 pm 
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Cornac

Joined: Sat Oct 05, 2019 8:55 pm
Posts: 42
Hey, thanks for reading my guide!

I just edited my guide with some experience from my madness run.
I wrote the new content at the end of the guide.

Yes, Reprieve is very good you can also reach higher durations with Extension
and with higher paradox modifier.
If I remeber well, the highest duration was 16 turns for Reprieve with 150% paradox modifier and Extension.

However I am using currently Extension on my Spatial Tethers.
I can reach 11 turns duration even with 300 paradox and that means a continous double Tether tactic.
(Redux has a 12 turn CD)

I bound Matrix onto Induce Anomaly (and maxed Induce Anomaly) as I did it with former PM runs.
6-8 turn CD Induce Anomalies are needed on madness.

Basically you want all: Time Stop, Materialize Barrier, Time Shield, Banish and Temporal Reprieve.
Temporal Reprieve is very good, but all your skills combined will save your life very effectively.

Digging a hole and teleporting there and Barrier yourself in is also very good defense.
Just be careful, do not leave empty space near yourself...
... new AI is just teleporting in!

You can also bind Materialize Barrier into Extension or Matrix, and cast Energy Absorption on YOURSELF
while you are barriered to reduce the cooldown of Materialize Barrier by 4.
With the help of Redux, you can maintain your barrier for very long.


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