Alternate Temporal Warden Insane difficulty guide

Builds, theorycraft, ... for all chronomancers classes

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Jigokuro
Wayist
Posts: 24
Joined: Wed Jan 11, 2012 1:01 am

Re: Alternate Temporal Warden Insane difficulty guide

#31 Post by Jigokuro »

So, I died instantly-ish while fighting the derth storm guy, and ever since reviving have had 6 max temporal hounds. It is severely OP, but hilarious. TP+Breath=ded

I resummoned the hounds in the void before being sent back, and my old ones were still there when I did. Even if they die, even if I reload the game, even if I turn the skill off and on--the max is permanently 6 now; more will respawn until I have six.

zion563
Wayist
Posts: 27
Joined: Tue Mar 06, 2018 5:19 pm

Re: Alternate Temporal Warden Insane difficulty guide

#32 Post by zion563 »

Is this build ok with 1.5.5?

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Alternate Temporal Warden Insane difficulty guide

#33 Post by Cathbald »

The build is still ok.


Dying again with hounds on will get you to 9 (every time you die in adventure mode you come back with as many hounds as were alive + 3)
I write guides and make addons too now, apparently

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

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

zion563
Wayist
Posts: 27
Joined: Tue Mar 06, 2018 5:19 pm

Re: Alternate Temporal Warden Insane difficulty guide

#34 Post by zion563 »

Cathbald wrote:The build is still ok.


Dying again with hounds on will get you to 9 (every time you die in adventure mode you come back with as many hounds as were alive + 3)
Is that a bug?

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Alternate Temporal Warden Insane difficulty guide

#35 Post by Cathbald »

It is a bug.

To prevent the bug from happening, play on roguelike :p
I write guides and make addons too now, apparently

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

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

MoloToha
Posts: 2
Joined: Tue Jun 03, 2014 5:50 pm

Re: Alternate Temporal Warden Insane difficulty guide

#36 Post by MoloToha »

Very good guide, helped me to land my first Insane RL win. Argoniel rolled Vitality and I haven't found dispersion gloves for Elandar (or just unknowingly transmogrified them), but it was still a cakewalk for the most part of the playthrough, especially after buying some really good randarts from the dude.

Some thoughts:

- Hounds are outright busted (took them instead of Stasis at lvl 10 and 5/5/5/5'd ASAP), and being able to snapshot them with PES and heroism as Shalore (because of Timeless) only makes them even more broken. Stacking +phys% and +temp% helps both main character and hounds, and is a good reason to buy multiple 4k bows just to hit that sweet percentage (couldn't beat Cath's bow though). They kinda struggle in High Peak, where you can't safely snapshot them and the damage really falls off, but they are still good in a tactical sense.

- The Black Plate is amazing on TW, it has good armor, good resists, confusion immunity is grand and you can link one of your hounds to the enemy (and Elandar to Argoniel). I made a mistake of buying a 4k randart chestplate only to let it rust in my inventory after I found The Black Plate :D. Phys power and other stats never hurt, too.

- Thought-forged ego (gloom on hit) is really strong on the melee set due to Warden's Call. Gloom rings are even better because you utilize both ranged and melee part.

- Paradox can be an issue if you use Paradox-dependent stuff like Time Stop/Time Shield. I set it to 250 because I used Time Stop + Contingency (would've set it to 0 otherwise) and still had to look out for some +Wil items and fixedarts with Paradox reduction.

- Didn't put a point a Breach, I wonder if it's worth it.

helminthauge
Wyrmic
Posts: 212
Joined: Sat Sep 29, 2018 3:43 am

Re: Alternate Temporal Warden Insane difficulty guide

#37 Post by helminthauge »

on my recent Insane RL run https://te4.org/characters/235359/tome/ ... 146d365193, I have only used Breach once, against sbd with 150+/100% armor and that guy rolled 20 and shrugged it off… but I guess you should still have 1 point in just yo have another 125% damage chronomancy spell.
Dogs are obviously amazing. They offer great tank and some extra damage. Yeah, take it at lv10.
Even though TW usually have no use of chronomancy spellpower, but lowered paradox also reduce your effects' durations. Basically never lower your base paradox under 225 (or your Arrow Echoes would only shoot twice), and try to make it to 300. I actually gave Weapon Fold up because of the paradox cost (though with that I may shoot one more time in turn 0).
Final battle was really easy. Without Time Stop I killed both bosses within 3 turns, so with Time Stop you can actually kill them on turn 0 lol.

Izicata
Low Yeek
Posts: 6
Joined: Mon Jan 13, 2014 5:23 pm

Re: Alternate Temporal Warden Insane difficulty guide

#38 Post by Izicata »

I'm a scrub playing on Normal/Adventure making poor build choices, but I still think you're underestimating Wormhole. You can place the exit portal anywhere within range, even if it's out of line of sight or behind a wall, and failing to place it because it's in a wall or whatever won't take a turn. I'm not sure if this skill got buffed in the 4-ish years and multiple patches since this guide was written, but it's well worth 3 generic points IMO just for the ability to teleport through walls and the exit radius reduction. If you have any currently active source of global or casting speed, and TW has a lot of those, you can place the Wormhole and move into it in a single turn, making it a reliable escape as long as you aren't completely surrounded.

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