1.4.3 Temporal Warden Guide: The hybrid killing machine

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Hatome
Cornac
Posts: 42
Joined: Sun Apr 24, 2016 12:09 am

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#76 Post by Hatome »

Hey Bpat I feel like I am missing something. Your category point order included 4 items but your character was shalore. How did you get the 4th character point?

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#77 Post by bpat »

At some point fairly late you get an item that gives you an extra category point.
My wiki page, which contains a guide and resource compilation and class tier list.

tabs
Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#78 Post by tabs »

Won on Nightmare (Adventure) using this guide and all the helpful comments in the thread.

http://te4.org/characters/190198/tome/4 ... d3d2cd7b3a

This was second attempt (first was on normal) and it took me a while to understand that arrows are the way to go in the lategame.

RARaines
Wayist
Posts: 17
Joined: Tue May 14, 2013 4:55 am

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#79 Post by RARaines »

PES has not been addressed. Where does it fit on the prodigy ranking?

San0ix
Wyrmic
Posts: 230
Joined: Fri Mar 28, 2014 11:56 pm
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Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#80 Post by San0ix »

RARaines wrote:PES has not been addressed. Where does it fit on the prodigy ranking?
It should be a pretty good, maybe even the best, offensive prodigy because you can trigger it off of Warden's Focus.
Spamming Windtouched Speed since 1.5

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#81 Post by jenx »

bpat wrote:Link to my final battle recording. I'm not sure if Flexible Combat procs with Warden's Call but if it does that would be the next best offense choice if you don't have EoR. Vital Shot or Windblade could be alright, or a defensive prodigy. If Spelldrinker doesn't drop, then the next best would probably be Shantiz, then a good on-hit effect (gloom, amnesia, or cripple), then a good defensive one. Unerring Scalpel is good early but late you will probably want a Perfect Strike pick. I didn't do anything after the final bosses so I haven't tested Atamathon.
Flexible Combat does proc with Wardens Call :-)

And with any talent where a warden does melee.
MADNESS rocks

Snakers
Posts: 1
Joined: Wed May 24, 2017 8:00 pm

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#82 Post by Snakers »

I won for the first time ever using this guide!

Thanks!

I didn't really understand that you weren't supposed to pick up Stasis until later, but it ended up working anyway!

...I also picked up Tinkers for some reason...

https://te4.org/characters/217913/tome/ ... f67e4d891e

THANK YOU

bta
Cornac
Posts: 37
Joined: Tue Nov 20, 2018 10:07 pm

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#83 Post by bta »

To me, Temporal Warden (TW) is the most survivable classes I've tried because dexterity and willpower are two of their most important stats. Dexterity avoids physical attacks and willpower resists mental attacks. Because of this, TW are more likely to survive an attack.

And, TW become faster as they advance in levels (so they can outrun most others to either catch them or keep from getting caught by them) and faster means they attack more times in a turn. And, they start out using both melee and ranged weapons, and spells too.

The down side: Spell caster means you can't walk into Zigur and buy mindstar training, oh well. Strength is not a prime requisite so it is a sacrifice to get the strength needed to wear heavy and massive armor. TW are spell casters but not focused on using staffs (staves). TW use bows or slings.

This is in 1.5.10 without Embers or any other area addons.

(edit) I really like defeating them before they can even get close to me. And sometimes, they lose the fight before even getting to attack me.

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

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#84 Post by helminthauge »

bta wrote:To me, Temporal Warden (TW) is the most survivable classes I've tried because dexterity and willpower are two of their most important stats. Dexterity avoids physical attacks and willpower resists mental attacks. Because of this, TW are more likely to survive an attack.

And, TW become faster as they advance in levels (so they can outrun most others to either catch them or keep from getting caught by them) and faster means they attack more times in a turn. And, they start out using both melee and ranged weapons, and spells too.

The down side: Spell caster means you can't walk into Zigur and buy mindstar training, oh well. Strength is not a prime requisite so it is a sacrifice to get the strength needed to wear heavy and massive armor. TW are spell casters but not focused on using staffs (staves). TW use bows or slings.

This is in 1.5.10 without Embers or any other area addons.

(edit) I really like defeating them before they can even get close to me. And sometimes, they lose the fight before even getting to attack me.
doubting whether you have learned how this class (and this game) works at all.

bta
Cornac
Posts: 37
Joined: Tue Nov 20, 2018 10:07 pm

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#85 Post by bta »

[/quote]doubting whether you have learned how this class (and this game) works at all.[/quote]

My Shalore Temporal warden is level 44 and my Ogre TW is level 35. If I haven't learned anything, then I'm definately a lost cause. I believe I am learning... something.. all the time. But then, false beliefs are common. And, if you are right, I'm not upset, this is a game and I am entertained by it. (My complimentsq to the creators.)

whitelion
Thalore
Posts: 167
Joined: Mon Mar 12, 2018 7:32 am

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#86 Post by whitelion »

There are some things in TOME that work on normal difficulty but not on insane/nightmare. For the most part, defense and saves fall into that category. On higher difficulties, enemy power and accuracy scales so fast and you have so many statuses thrown at you that having more points in Wil or Dex will do very little to stop you from getting hit/confused/etc. Plus, you have nonlinear scaling. When you the game says you get 10 points of accuracy from Dex, that is raw accuracy, and it is scaled into effective accuracy that has some diminishing returns.

The author of this guide notes that he or she wrote it with higher difficulties in mind, so your experience if you are playing on normal might be very different. Also, unfortunately, there are some people on this forum who are dismissive towards players who don't play powerful strategies on higher difficulties. I find it's best to just ignore them.

Snarvid
Spiderkin
Posts: 592
Joined: Mon Mar 28, 2011 12:42 pm

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#87 Post by Snarvid »

Higher difficulties do stress-test what works better for classes much more than lower ones and force you to discard bad beliefs faster. You can draw lessons from Normal (as you note, Will and Dex are important defensive stats) that will not hold on higher difficulties, but the reverse is true much less often (mostly around Possessor and Demonologist, AFAIK, since they both really benefit from more rare+ enemies). Some players have played nonbo class combos (antimagic archmage, although this is no longer possible due to a patch) on Normal and won there as proof of this concept.

Which is not to say one should be rude about it. Even if you don't care about for politeness personally, DarkGod hates rudeness and will send a dozen Mage Hunters after your characters at once if you're too snarky. Or that one person's enjoyment from playing on Normal is somehow of a lower quality than that gained by another's playing Insane.

shieldwall
Wayist
Posts: 17
Joined: Thu Apr 13, 2017 8:23 pm

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#88 Post by shieldwall »

Just won on Insane a couple of weeks ago using this guide and bpat's guide as reference. All seems well, but one thing bugs me: in talent planner and in the character vault for other characters it says that higher levels of Time Stop should give you more turns in stopped time, but when I dumped 5 points in it, it was still showing 1 turn, just the cooldown lowered. Is this normal, or am I missing something?

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

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#89 Post by Cathbald »

it also scales based on paradox.

Tometips is a great resource for questions like this ;) https://tometips.github.io/#talents/chr ... ed-control
you can hover over numbers to see how they scale
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)

Klootje
Wayist
Posts: 28
Joined: Tue Jul 27, 2021 11:30 am

Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine

#90 Post by Klootje »

Snakers wrote: Wed May 24, 2017 8:03 pm I won for the first time ever using this guide!

Thanks!

I didn't really understand that you weren't supposed to pick up Stasis until later, but it ended up working anyway!

...I also picked up Tinkers for some reason...

https://te4.org/characters/217913/tome/ ... f67e4d891e

THANK YOU
I feel Statis also doubles as an infusion (which is who'd often pick on lvl 10) because then you no longer need a shield rune.

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