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Tick-Tock, the Yeek Temporal Warden

Posted: Thu Apr 21, 2011 10:48 am
by madmonk
So I though I should try the obvious...

A Yeek Temporal Warden. Combining Celerity and Quickened should be very interesting. In the early stages it won't do anything since I can only pick up Quickened at CLvl 16. Still Celerity has proved interesting.

The Ritch tunnels proved to be a doddle. I strolled through, stifling the occasional yawn, and shot everything to a pincushion shape. That took me to Clvl 7.

The Murghol's Lair was a similar non-event, I occasionally got mobbed (three times in all) but Celerity's ability to switch weapons without penalty was useful.

Subject Z was tedious, he bounced around and did nothing momentous, I shot at him and occasionally hit him. He then made the mistake of coming within range of my close weapons and that was the end of that!

The build has concentrated on Celerity for the Speed Boost, Weapon Folding for the extra Damage and Strength of Purpose for the Strength bonus. This is the first Character I have had which really has 5 stats to build up - I include CON for the health boost. I suspect this may turn out to be quite hard, time will tell.

Any advice is welcome - I have never played a Temporal Warden before.

One Question: What does Static History do?

Code: Select all

  [Tome 4.00 @ www.te4.org Character Dump]

Sex        : Female                  STR:  27
Race     : Yeek                       DEX:  25
Class    : Temporal Warden MAG:  30
Level            : 12                    WIL:  31
Exp              : 5%                   CUN:  15
Gold             : 33.55              CON:  15

Accuracy(Main Hand):  33        
Life             :     218/218  
Encumbrance      : 99/112
Damage  (Main Hand):  15        
Stamina          :     161/175
Difficulty       : Roguelike
APR     (Main Hand):  23        
Crit    (Main Hand):   8%       
Speed   (Main Hand): 1.00       

Accuracy(Off Hand):  33
Damage  (Off Hand):   6
APR     (Off Hand):  26
Crit    (Off Hand):  10%
Speed   (Off Hand): 1.00

Fatigue          : 13%          Spellpower       : 30
Armor            : 8            Spell Crit       : 10.5%
Armor Hardiness  : 30%          Spell Speed      : 1
Defense          : 7.25         
Ranged Defense   : 10.25        
Fire damage      : 5%
Blight damage    : 4%

Physical Save    : 28.7
Spell Save       : 21.35
Mental Save      : 32.1

All Resists:   2%
Fire Resist(cap):  11%( 70%)
Temporal Resist(cap):   8%( 70%)
Disease Resistance:  10%
Confusion Resistance:  83%
Silence Resistance:  48%
Stun Resistance:  30%
Knockback Resistance:  11%
Teleport Resistance:  11%

Number of NPC killed: 168
Most killed NPC: white worm mass (27)

  [Talents Chart]

 - Race / Yeek                        (mastery 1.00)
    Dominant Will (generic)           1/5
    Unity (generic)                   4/5
    Quickened (generic)               0/5
    Wayist (generic)                  0/5
 - Technique / Dual techniques        (mastery 1.10)
    Dual Strike (class)               1/5
    Flurry (class)                    1/5
    Sweep (class)                     0/5
    Whirlwind (class)                 0/5
 - Technique / Archery - bows         (mastery 1.10)
    Bow Mastery (class)               2/10
    Piercing Arrow (class)            1/5
    Dual Arrows (class)               0/5
    Volley of Arrows (class)          0/5
 - Technique / Combat training        (mastery 1.20)
    Health (generic)                  0/5
    Armour Training (generic)         2/10
    Combat Accuracy (generic)         3/10
    Weapons Mastery (generic)         0/10
    Knife Mastery (generic)           0/10
 - Chronomancy / Chronomancy          (mastery 1.10)
    Probability Weaving (generic)     0/5
    Deja Vu (generic)                 0/5
    Precognition (generic)            0/5
    Foresight (generic)               0/5
 - Chronomancy / Speed Control        (mastery 1.10)
    Celerity (class)                  5/5
    Stop (class)                      0/5
    Slow (class)                      0/5
    Haste (class)                     0/5
 - Chronomancy / Temporal Combat      (mastery 1.30)
    Strength of Purpose (class)       3/5
    Invigorate (class)                0/5
    Quantum Feed (class)              0/5
    Damage Smearing (class)           0/5
 - Chronomancy / Spacetime Folding    (mastery 1.30)
    Weapon Folding (class)            5/5
    Swap (class)                      0/5
    Displace Damage (class)           0/5
    Temporal Wake (class)             0/5
 - Chronomancy / Spacetime Weaving    (mastery 1.00)
    Static History (generic)          1/5
    Dimensional Step (generic)        1/5
    Temporal Reprieve (generic)       0/5
    Wormhole (generic)                0/5

  [Inscriptions (2/3)]

Infusion: Regeneration
Infusion: Wild

  [Current Effects]

- Weapon Folding
- Strength of Purpose
- Celerity

  [Character Equipment]

 In main hand
a) mystic steel longsword (13-18.2 power, 3 apr)
   Type: weapon / longsword

13 Power [Range 1.40] (+100% Strength), 0 Accuracy, 3 Armor Penetration, Crit 3%
Damage type: physical
When wielded/worn:
Increases stats: 3 Magic,3 Willpower.
Spellpower 0, Spell Crit 4%

 In off hand
b) mystic steel dagger of ruin (12-15.6 power, 6 apr)
   Type: weapon / dagger

12 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Accuracy, 6 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Accuracy 0, Armor Penetration 4, Physical Crit 4%, Physical power 0
Increases stats: 3 Strength,4 Willpower,3 Magic.
Increases critical damage modifier: +12.00%.
Spellpower 0, Spell Crit 4%
Physical Crit 4%

 On fingers
c) titan's copper ring
   Type: jewelry / ring

When wielded/worn:
Increases stats: 3 Constitution.
Increases physical save: 3.

 Around neck
d) anchoring copper amulet
   Type: jewelry / amulet

When wielded/worn:
Increases resistances: 6% temporal.
Increases teleport immunity: 11%.

 Light source
e) brass lantern
   Type: lite / lite

When wielded/worn:
Light radius 2

 Main armor
f) nimble rough leather armour (1 def, 2 armor)
   Type: armor / light

When wielded/worn:
Armor 2, Defense 1, Ranged Defense 3
Fatigue 6%
Increases stats: 2 Dexterity.
Movement speed: 10%

 Cloak
g) linen cloak of Eldoral (1 def, 0 armor)
   Type: armor / cloak

When wielded/worn:
Armor 0, Defense 1, Ranged Defense 0
Increases stats: 1 Dexterity,1 Cunning.

 On head
h) shaloran iron helm (0 def, 3 armor)
   Type: armor / head

When wielded/worn:
Armor 3, Defense 0, Ranged Defense 0
Fatigue 5%
Increases stats: 1 Willpower.
Increases disease immunity: 10%.
Increases stun immunity: 20%.

 Around waist
i) stabilizing rough leather belt
   Type: armor / belt

When wielded/worn:
Increases stun immunity: 10%.
Increases knockback immunity: 11%.

 On hands
j) Flamewrought (0 def, 0 armor)
   Type: armor / hands

When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 10% fire.
Increases damage type: 5% fire.
When used to modify unarmed attacks:
5 Power [Range 1.10] (+40% Dexterity,+40% Cunning,+-60% Strength), 0 Accuracy, 7 Armor Penetration, Crit 1%
Damage type: physical
Damage on strike(melee): 10 fire.
It can be used to activate talent: Flamespit (level 2), costing 6 power out of 24/24.

 On feet
k) traveler's pair of iron boots (0 def, 3 armor)
   Type: armor / feet

When wielded/worn:
Armor 3, Defense 0, Ranged Defense 0
Fatigue 2%
Increases maximum encumberance: 24.

 Tool
l) Tooth of the Mouth (dig speed 12 turns)
   Type: tool / digger

When wielded/worn:
Accuracy 0, Armor Penetration 5, Physical Crit 0%, Physical power 0
Damage when hit: 15 blight.
Increases damage type: 4% blight.
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
 Quiver

  [Player Achievements]

'Level 10' was achieved for Got a character to level 10. At 2011-04-21 22:19:00

  [Character Inventory]

<SNIP>

Re: Tick-Tock, the Yeek Temporal Warden

Posted: Thu Apr 21, 2011 2:35 pm
by edge2054
Static History lowers your Paradox but it won't reduce Paradox below the cost of any sustained talents you have going. Dimensional Step is the only talent you have so far that isn't sustained so you won't need to use Static History much right now. When you start investing in more active chronomancy skills (if you choose too, I'm sure it's possible to play without them) it'll become more important.

Re: Tick-Tock, the Yeek Temporal Warden

Posted: Thu Apr 21, 2011 3:00 pm
by Hedrachi
With Quantum Feed and Strength of Purpose you don't need need to ramp up all 5, but the downside to relying on wil for QF and SoP is that Celerity + SoP + Weapon Folding + QF = 300 Paradox, so you'll start to see failures and the like after just one or two Stops. Probably not much of an issue except against bosses or the "ridiculous hordes of monsters" rooms in Daikara though.

Re: Tick-Tock, the Yeek Temporal Warden

Posted: Thu Apr 21, 2011 3:37 pm
by yufra
There is another potential issue with relying on QF and SoP: effects can be removed (disperse magic, etc). This isn't a game-breaker just be extra careful that you don't become encumbered etc. around foes since those talents put QF/SoP on cooldown and you may have to wait a while before activating them again.

Re: Tick-Tock, the Yeek Temporal Warden

Posted: Fri Apr 22, 2011 9:32 pm
by madmonk
Tick-Tock has acheived Clvl 20 (actually 21) by killing the Sandworm Queen

My quest for speed continues. I have maxed both Celerity and Quickening. I am wearing boots of speed and nimble rough leather armour. I have 'better' armour but it does not have a speed boost.

At this stage my running away strategy seems to work (see a monster, retreat whilst turning it into a pin-cushion). For those close-up and very personal moments I have taken Dual wielding and Flurry and maxed them. Dual strike for the stun effect is also useful.

My next target will be Volley of Arrows for that AoE tool that I currently lack. As well as that I am thinking of Speed Control as well.

Any more thoughts would be welcome!

Code: Select all

  [Tome 4.00 @ www.te4.org Character Dump]

Sex              : Female       STR:  40
Race             : Yeek         DEX:  33
Class            : Temporal WardenMAG:  33
Level            : 21           WIL:  33
Exp              : 11%          CUN:  20
Gold             : 248.15       CON:  32

Accuracy(Main Hand):  46        Life             :     422/422  Encumbrance      : 70/112
Damage  (Main Hand):  24        Stamina          :     224/226  Difficulty       : Roguelike
APR     (Main Hand):  20        
Crit    (Main Hand):  10%       
Speed   (Main Hand): 1.00       

Accuracy(Off Hand):  46
Damage  (Off Hand):  17
APR     (Off Hand):  23
Crit    (Off Hand):  12%
Speed   (Off Hand): 0.90

Fatigue          : 15%          Spellpower       : 33
Armor            : 12           Spell Crit       : 4%
Armor Hardiness  : 30%          Spell Speed      : 1
Defense          : 15.05        
Ranged Defense   : 18.05        
Fire damage      : 5%

Physical Save    : 61.145082005168
Spell Save       : 39.045082005168
Mental Save      : 45.55

All Resists:   4%
Fire Resist(cap):  14%( 70%)
Cold Resist(cap):  28%( 70%)
Nature Resist(cap):  14%( 70%)
Temporal Resist(cap):  10%( 70%)
Poison Resistance:  11%
Bleed Resistance:  20%
Confusion Resistance:  95%
Silence Resistance:  60%
Pinning Resistance:  11%
Stun Resistance:  10%
Teleport Resistance:  11%

Number of NPC killed: 872
Most killed NPC: white worm mass (79)

  [Talents Chart]

 - Race / Yeek                        (mastery 1.00)
    Dominant Will (generic)           1/5
    Unity (generic)                   5/5
    Quickened (generic)               5/5
    Wayist (generic)                  0/5
 - Technique / Dual weapons           (mastery 1.10)
    Dual Weapon Training (class)      5/5
    Dual Weapon Defense (class)       0/5
    Precision (class)                 0/5
    Momentum (class)                  0/5
 - Technique / Dual techniques        (mastery 1.10)
    Dual Strike (class)               1/5
    Flurry (class)                    5/5
    Sweep (class)                     0/5
    Whirlwind (class)                 0/5
 - Technique / Archery - bows         (mastery 1.10)
    Bow Mastery (class)               2/10
    Piercing Arrow (class)            1/5
    Dual Arrows (class)               0/5
    Volley of Arrows (class)          0/5
 - Technique / Combat training        (mastery 1.20)
    Health (generic)                  1/5
    Armour Training (generic)         2/10
    Combat Accuracy (generic)         3/10
    Weapons Mastery (generic)         0/10
    Knife Mastery (generic)           0/10
 - Chronomancy / Chronomancy          (mastery 1.10)
    Probability Weaving (generic)     0/5
    Deja Vu (generic)                 0/5
    Precognition (generic)            0/5
    Foresight (generic)               0/5
 - Chronomancy / Speed Control        (mastery 1.10)
    Celerity (class)                  5/5
    Stop (class)                      0/5
    Slow (class)                      0/5
    Haste (class)                     0/5
 - Chronomancy / Temporal Combat      (mastery 1.30)
    Strength of Purpose (class)       5/5
    Invigorate (class)                0/5
    Quantum Feed (class)              0/5
    Damage Smearing (class)           0/5
 - Chronomancy / Spacetime Folding    (mastery 1.30)
    Weapon Folding (class)            5/5
    Swap (class)                      0/5
    Displace Damage (class)           0/5
    Temporal Wake (class)             0/5
 - Chronomancy / Spacetime Weaving    (mastery 1.00)
    Static History (generic)          1/5
    Dimensional Step (generic)        1/5
    Temporal Reprieve (generic)       0/5
    Wormhole (generic)                0/5

  [Inscriptions (3/3)]

Infusion: Regeneration
Infusion: Wild
Infusion: Regeneration

  [Current Effects]

- Chant of Fortitude
- Weapon Folding
- Strength of Purpose
- Celerity
+ Infusion Saturation

  [Character Equipment]

 In main hand
a) flaming steel longsword of daylight (14.5-20.3 power, 3 apr)
   Type: weapon / longsword

14 Power [Range 1.40] (+100% Strength), 0 Accuracy, 3 Armor Penetration, Crit 3%
Damage type: physical
Damage on strike(melee): 5 fire,17 light.

 In off hand
b) quick steel dagger of ruin (11.5-14.95 power, 6 apr)
   Type: weapon / dagger

11 Power [Range 1.30] (+45% Dexterity,+45% Strength), 0 Accuracy, 6 Armor Penetration, Crit 5%
Damage type: physical
When wielded/worn:
Accuracy 2, Armor Penetration 3, Physical Crit 4%, Physical power 0
Increases stats: 3 Strength,4 Dexterity,4 Cunning.
Increases critical damage modifier: +12.00%.
Physical Crit 4%

 On fingers
c) titan's copper ring
   Type: jewelry / ring

When wielded/worn:
Increases stats: 3 Constitution.
Increases physical save: 3.

d) Vargh Redemption
   Type: jewelry / ring

When wielded/worn:
Increases stats: 4 Willpower,3 Constitution.
Increases resistances: 25% cold,10% nature.
Maximum mana 20
Maximum stamina 20
It can be used to summon a tidal wave, costing 60 power out of 60/60.
 Around neck
e) anchoring copper amulet
   Type: jewelry / amulet

When wielded/worn:
Increases resistances: 6% temporal.
Increases teleport immunity: 11%.

 Light source
f) Summertide Phial
   Type: lite / lite

When wielded/worn:
Light radius 4
It can be used to call light, costing 10 power out of 15/15.

 Main armor
g) nimble rough leather armour (1 def, 2 armor)
   Type: armor / light

When wielded/worn:
Armor 2, Defense 1, Ranged Defense 3
Fatigue 6%
Increases stats: 2 Dexterity.
Movement speed: 10%

 Cloak
h) restorative linen cloak of Iron Throne (1 def, 0 armor)
   Type: armor / cloak

When wielded/worn:
Armor 0, Defense 1, Ranged Defense 0
Increases stats: 2 Strength,1 Constitution.
Increases poison immunity: 11%.
Increases cut immunity: 20%.
Regenerates 0.60 hitpoints each turn.
Increases all healing by 10%

 On head
i) Steel Helm of Garkul (0 def, 4 armor)
   Type: armor / head

When wielded/worn:
Armor 4, Defense 0, Ranged Defense 0
Fatigue 8%
Increases stats: 3 Strength,3 Constitution,4 Willpower.
Increases physical save: 7.
Increases spell save: 7.
Increases mental save: 7.

 Around waist
j) protective rough leather belt
   Type: armor / belt

When wielded/worn:
Armor 5, Defense 5, Ranged Defense 0
Increases stun immunity: 10%.

 On hands
k) Flamewrought (0 def, 0 armor)
   Type: armor / hands

When wielded/worn:
Increases stats: 3 Willpower.
Increases resistances: 10% fire.
Increases damage type: 5% fire.
When used to modify unarmed attacks:
5 Power [Range 1.10] (+40% Dexterity,+40% Cunning,+-60% Strength), 0 Accuracy, 7 Armor Penetration, Crit 1%
Damage type: physical
Damage on strike(melee): 10 fire.
It can be used to activate talent: Flamespit (level 2), costing 6 power out of 24/24.

 On feet
l) blood-soaked pair of rough leather boots of speed (0 def, 1 armor)
   Type: armor / feet

When wielded/worn:
Accuracy 0, Armor Penetration 3, Physical Crit 0%, Physical power 3
Armor 1, Defense 0, Ranged Defense 0
Fatigue 1%
Increases pinning immunity: 11%.
Movement speed: 20%

 Tool
m) iron pickaxe of strength (dig speed 37 turns)
   Type: tool / digger

When wielded/worn:
Increases stats: 2 Strength.
It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1.
 Quiver

  [Player Achievements]

'Curse Lifter' was achieved for Killed Ben Cruthdar the Cursed. At 2011-04-23 08:59:05
'Level 10' was achieved for Got a character to level 10. At 2011-04-22 16:11:49
'Level 20' was achieved for Got a character to level 20. At 2011-04-23 09:19:53
'Rescuer of the lost' was achieved for Rescued the merchant from the assassin lord. At 2011-04-22 21:36:29
'The secret city' was achieved for Discovered the truth about mages. At 2011-04-22 21:54:31

  [Character Inventory]

<SNIP>

Re: Tick-Tock, the Yeek Temporal Warden

Posted: Fri Apr 22, 2011 10:18 pm
by lukep
I made a sustain/speed build for a b21 Temporal Warden winner, character dump here. This build can be extremely effective, as you get to react so quickly to events. I was mainly fighting with a sling of great speed and quick dagger, abusing anomalies for huge stat bonuses, and stacking speed, trying to get to 0 move and attack speed (only got to about 0.1 each) many of the bugs that allowed this are now fixed. I'm not 100% sure how speed is handled now, and celerity is nerfed from then.

Anyways, some tips: depending on how often you fight melee, consider switching your dual weapons for a Chronomancer's Staff, for the +10% movement speed, and switch whenever you have to move/shoot. If you are also interested in getting attack speed, Momentum could be used in conjunction with enraging amulets and a sling/bow of great speed to great effect. I would consider getting Quantum Feed as well, mostly for the improvements to Celerity and Weapon Folding. Unless it was fixed, Precision and Momentum only require you to be dual wielding when you activate them, while sustaining them, you can switch your weapons. I would get some form of teleportation as well, to escape from situations where you are completely surrounded.

Re: Tick-Tock, the Yeek Temporal Warden

Posted: Sun Apr 24, 2011 7:21 am
by madmonk
yufra wrote:There is another potential issue with relying on QF and SoP: effects can be removed (disperse magic, etc). This isn't a game-breaker just be extra careful that you don't become encumbered etc. around foes since those talents put QF/SoP on cooldown and you may have to wait a while before activating them again.
I forgot to add that this is no longer an issue...

I have a certain chest!

Re: Tick-Tock, the Yeek Temporal Warden

Posted: Sun Apr 24, 2011 7:27 am
by madmonk
lukep wrote:I made a sustain/speed build for a b21 Temporal Warden winner, character dump here. This build can be extremely effective, as you get to react so quickly to events. I was mainly fighting with a sling of great speed and quick dagger, abusing anomalies for huge stat bonuses, and stacking speed, trying to get to 0 move and attack speed (only got to about 0.1 each) many of the bugs that allowed this are now fixed. I'm not 100% sure how speed is handled now, and celerity is nerfed from then.
Yes, interesting build. As this is b21 you are talking about and we are in b25, it is certainly worthwhile re-visiting to see if the balance is better.
lukep wrote:Anyways, some tips: depending on how often you fight melee, consider switching your dual weapons for a Chronomancer's Staff, for the +10% movement speed, and switch whenever you have to move/shoot. If you are also interested in getting attack speed, Momentum could be used in conjunction with enraging amulets and a sling/bow of great speed to great effect. I would consider getting Quantum Feed as well, mostly for the improvements to Celerity and Weapon Folding. Unless it was fixed, Precision and Momentum only require you to be dual wielding when you activate them, while sustaining them, you can switch your weapons. I would get some form of teleportation as well, to escape from situations where you are completely surrounded.
Yes, most of that occurs down the line (by level 30 or level 40).

Re: Tick-Tock, the Yeek Temporal Warden

Posted: Wed Apr 27, 2011 8:24 am
by madmonk
Ah, well Tick-Tock died...

Swamped by loads of creatures in Dreadfell! Never did take a char dump. But whilst she was around it got interesting in that she pretty much was able to do everything I asked in terms of speed effects.

An honourable end and I learnt a lot on how to play Temporal Wardens.

Re: Tick-Tock, the Yeek Temporal Warden

Posted: Fri Jul 22, 2011 9:40 pm
by Aquillion
While Flurry is extremely valuable to a Temporal Warden, I find that maxxing it is a bit unnecessary, especially early on, since the percentage damage reduction on each hit doesn't affect your Weapon Folding damage. Every little bit helps, sure, but there's so many other useful talents out there, and Flurry 1 + Weapon Folding 5 already does so much damage that I think you're better off investing in either defensive or escape options first -- if you can't kill someone with that, four extra points in Flurry probably won't help, at least not as much as some of the other things you could put those points into.