For example: Are wardens now fight with long weapon in one hand and knife in another?
Can they use shield?
Can they join anti-magic faction?
Some guide about talents and desirable paradox level would be welcome, especially as talent description is more difficult to read now.
Changes in Time Wardens - some more detail would be helpful
Moderator: Moderator
Re: Changes in Time Wardens - some more detail would be help
All characters can fight with one-hander + knife or one-hander + shield. Whether you do so or not depends on how well you think the talents will compliment that style of fighting.
The time magic stuff all precludes anti-magic, as far as I know.
Desirable paradox level is a bit, well, paradoxical... At higher levels it improves your spells, but gives a chance of failure, backfire, anamolaies, etc... Edge is the best person to give advice, but you might want to just have a play around for a feel of the right points for you.
The time magic stuff all precludes anti-magic, as far as I know.
Desirable paradox level is a bit, well, paradoxical... At higher levels it improves your spells, but gives a chance of failure, backfire, anamolaies, etc... Edge is the best person to give advice, but you might want to just have a play around for a feel of the right points for you.
Re: Changes in Time Wardens - some more detail would be help
I'm playing around with a warden now, I'm not an expert yet but I should be able to help you.
2 - Yes, but there are no talents to benefit from this, so there's no advantage to it. A slimy dagger is better than any shield you can get.
3 - No, you'll get all your skills disabled so it'll ruin your character.
About paradox level:
You get failure, backfire and anomaly chances starting at 200 (increased a bit by Willpower), however the backfire and anomalies aren't that dangerous most of the time. Your biggest concern will be your spells failing and losing the turn.
Recommended resting paradox level is somewhere around 200-300 depending on your Willpower, however you are perfectly capable of fighting at 600ish paradox at limited risk.
Just remember that your time spells have a failure chance so don't save that dimensional jump for the last possible second or Murphy's Law will get you.
About talents... Echoes and Time skip are great. Damage smearing is much better than it seems at first, and the ranged talents seem to scale much faster than the melee ones, so you might want to change to archer mode later on.
Static history is a necessity but you can live up to mid-game on one talent.
1 - Yes, perfectly viable although you won't probably want to dump too many talent points into this unless you're going specifically for a melee build.Postman wrote: 1 - Are wardens now fight with long weapon in one hand and knife in another?
2 - Can they use shield?
3 - Can they join anti-magic faction?
Some guide about talents and desirable paradox level would be welcome, especially as talent description is more difficult to read now.
2 - Yes, but there are no talents to benefit from this, so there's no advantage to it. A slimy dagger is better than any shield you can get.
3 - No, you'll get all your skills disabled so it'll ruin your character.
About paradox level:
You get failure, backfire and anomaly chances starting at 200 (increased a bit by Willpower), however the backfire and anomalies aren't that dangerous most of the time. Your biggest concern will be your spells failing and losing the turn.
Recommended resting paradox level is somewhere around 200-300 depending on your Willpower, however you are perfectly capable of fighting at 600ish paradox at limited risk.
Just remember that your time spells have a failure chance so don't save that dimensional jump for the last possible second or Murphy's Law will get you.
About talents... Echoes and Time skip are great. Damage smearing is much better than it seems at first, and the ranged talents seem to scale much faster than the melee ones, so you might want to change to archer mode later on.
Static history is a necessity but you can live up to mid-game on one talent.
Re: Changes in Time Wardens - some more detail would be help
Keep in mind that when you use the Spacetime Tuning talent you get a log message at the end giving your current failure/backfire/anomaly chances. Spacetime tuning can also be used to INCREASE paradox if you want to move into the high-risk/high-reward regime before a tough fight.
<DarkGod> lets say it's intended
Re: Changes in Time Wardens - some more detail would be help
These values are pretty much unchanged.
http://forums.te4.org/viewtopic.php?f=4 ... it=paradox
though thresholds have been added in at 200, 300, and 400 Paradox (in other words you won't see failures, backfires, or anomalies until you cross the thresholds).
You'll now get log messages when you cross a threshold to help you keep track of your Paradox.
http://forums.te4.org/viewtopic.php?f=4 ... it=paradox
though thresholds have been added in at 200, 300, and 400 Paradox (in other words you won't see failures, backfires, or anomalies until you cross the thresholds).
You'll now get log messages when you cross a threshold to help you keep track of your Paradox.