1.4.3 Temporal Warden Guide: The hybrid killing machine

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Atarlost
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#31 Post by Atarlost »

The cornac advantages is timing.

You can unlock Stasis at level 1 and start getting points into time shield at level 4 for an easier early game.

If you're not sold on unlocking Fate Weaving for a generic sink you can try to get an escort tree.
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n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.

San0ix
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#32 Post by San0ix »

Atarlost wrote:The cornac advantages is timing.

You can unlock Stasis at level 1 and start getting points into time shield at level 4 for an easier early game.

If you're not sold on unlocking Fate Weaving for a generic sink you can try to get an escort tree.
At lvl 4 you don't need better early game though :D also makes you do less damage in the early game.
Also I don't really see which escort tree would be better than a Racial, maybe Light but not by much if at all and it's also pretty risky to hope 1) getting that escort 2) keeping that escort alive
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Atarlost
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#33 Post by Atarlost »

San0ix wrote:
Atarlost wrote:The cornac advantages is timing.

You can unlock Stasis at level 1 and start getting points into time shield at level 4 for an easier early game.

If you're not sold on unlocking Fate Weaving for a generic sink you can try to get an escort tree.
At lvl 4 you don't need better early game though :D also makes you do less damage in the early game.
Also I don't really see which escort tree would be better than a Racial, maybe Light but not by much if at all and it's also pretty risky to hope 1) getting that escort 2) keeping that escort alive
For the late game pretty much nothing beats stone alchemy on normal. It's good for like 5 extra merchant randarts and either 5% all crit and 10% all damage or 60% stun immunity. And opens up a prodigy that is essentially 10% all crit and 20% all damage once you have tier 5 gems.

For the early game there's also the advantage of having the lowest XP costs of any non-yeek.
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dadito
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#34 Post by dadito »

New Arcane Might is OpieOP, should check it out

First Insane win was TW with AM and Temporal form, was pretty amusing, was even able to save aeryn due to how fast i killed the sorcerers, and i didn't skip anything in the entire game, was able to do everything (even ata and linaniil)

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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#35 Post by San0ix »

dadito wrote:New Arcane Might is OpieOP, should check it out

First Insane win was TW with AM and Temporal form, was pretty amusing, was even able to save aeryn due to how fast i killed the sorcerers, and i didn't skip anything in the entire game, was able to do everything (even ata and linaniil)
Yea, me too with this build^^ How was Arcane Might changed? I doubt I'd prefer it over survivability no matter what
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Izawwlgood
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#36 Post by Izawwlgood »

Are people pumping STR at all for wearing heavier armors? Or just DEX for better bows/daggers? I kind of wish Strength of Purpose also factored for armor training and dex to boot!

Is it always superior to use an offhand weapon, or will a two hander do more damage? How can I check?

Also, I thought weapon switching didn't take a turn? It sure seems to. Wasn't that an old point of Celerity?
Last edited by Izawwlgood on Sun Jan 31, 2016 7:36 pm, edited 1 time in total.

San0ix
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#37 Post by San0ix »

Izawwlgood wrote:Are people pumping STR at all for wearing heavier armors? Or just DEX for better bows/daggers? I kind of wish Strength of Purpose also factored for armor training and dex to boot!

Is it always superior to use an offhand weapon, or will a two hander do more damage? How can I check?
You actually NEED two weapons equipped or else you won't be able to use your melee skills, even if you could, two weapons would almost always be better. You could check by just equipping the two-handed weapon and looking at your character sheet, then compare the damage value you see there to you dual-wielding setup.

As for STR, you can put some points into it to use heavy armor but usually you will have enough STR from items to use heavy armor (not massive though). Side note, most of the times medium and cloth armor will have more useful egos for this class, like the out of phase bonuses
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Izawwlgood
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#38 Post by Izawwlgood »

I think I had the wrong idea when I first started TW - it's not a spell caster as much as a very mobile/porty hybrid melee/ranged user.

What are the go to defensive skills for later? The top of the melee line adds parry - is that good enough?

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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#39 Post by San0ix »

Izawwlgood wrote:I think I had the wrong idea when I first started TW - it's not a spell caster as much as a very mobile/porty hybrid melee/ranged user.

What are the go to defensive skills for later? The top of the melee line adds parry - is that good enough?
The go-to defensive skills are teleports and Dimensional Shift, plus the passives in Temporal Guaridian and Thick Skin. I am not a particularly big fan of Blade Ward because you'll mostly be using you bow anyways. That being said, I still think two points should be worth it at some point.
Most of you actual survivability comes from items that give you out-of-phase bonuses and resistances in general
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Izawwlgood
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#40 Post by Izawwlgood »

Blended Threads seems a really good way of keeping abilities off CD. No? Best to focus on either melee or ranged skill trees?

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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#41 Post by Micbran »

Imo, since TW is a ranged melee hybrid you're best off focusing on both trees. That being said, I rarely meleed but mainly tended to use the melee skills and then blink back into bow range.
A little bit of a starters guide written by yours truly here.

dadito
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#42 Post by dadito »

San0ix wrote:
dadito wrote:New Arcane Might is OpieOP, should check it out

First Insane win was TW with AM and Temporal form, was pretty amusing, was even able to save aeryn due to how fast i killed the sorcerers, and i didn't skip anything in the entire game, was able to do everything (even ata and linaniil)
Yea, me too with this build^^ How was Arcane Might changed? I doubt I'd prefer it over survivability no matter what
50% extra magic modifier to weapons, 50% of your effective spellpower added to physpower (without diminishing returns), and 25% of your spellcrit added to your physcrit (also no diminishing returns)

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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#43 Post by Izawwlgood »

My next question is how should I interact with Paradox? I've just set it to equilibrate to 100, and have mostly ignored it.

San0ix
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#44 Post by San0ix »

Izawwlgood wrote:My next question is how should I interact with Paradox? I've just set it to equilibrate to 100, and have mostly ignored it.
There's a section aboutr that :P
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Izawwlgood
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Re: 1.3.1 Temporal Warden Guide: The hybrid killing machine

#45 Post by Izawwlgood »

Is it worth it to get str to 16 and pick up 1 pt in Armour Training? I feel like I've had to ignore a bunch of good armors
Last edited by Izawwlgood on Sat Feb 06, 2016 8:06 pm, edited 2 times in total.

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