Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Fri Apr 01, 2016 10:15 am
Exactly.munch wrote:Got it, thank you. So, Arrow Threading alone is not enough to handle Paradox control needs for non-will races?
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Exactly.munch wrote:Got it, thank you. So, Arrow Threading alone is not enough to handle Paradox control needs for non-will races?
I know, I took that on my TW skeleton on InsaneHammyHamster wrote:Nice guide, btw.
Fun fact:
It appears that the Celestial Light tree works with skeletons for healing.
I took the tree from an escort and decided to use it for barrier shield and providence and was pleasantly surprised to see healing light and bathe in light actually healing my skeleton. I had simply planned to use a fair bit of light resistance to avoid the light damage, but ...apparently that's not needed.
This makes an extremely strong addition to skeleton TWs. It means that you likely don't need stasis for timeshield (although spacetime stability is helpful). Of course, the reason I was using it was that Bathe in Light empowers any shield, including the skeleton Bone armor.
And therefore, Healing light and BiL are also good escort rewards, if the tree is not of interest.
(Chronomancy)Precognition and See the Threads durations scale with Paradox level.The only skill that scales with Spellpower and really matters is Time Shield
I feel like you misunderstand the damage calculation, because there's no way that's true if you look at the damage calculations I already did.bpat wrote:Arcane Might increased my damage by around 40%
Movement Infusions are vastly worse than teleport infusions because out-of-phase and detrimental effect removal.bpat wrote:You should never be getting stunned or pinned anyway thanks to Movement Infusions so Temporal Form is only really good for the offense and bleed immunity
It is in the late game to protect you from the two sorcerers and nasty uniques.bpat wrote:Also I don't believe Draconic Will is needed thanks to Phase Door Runes and Time Shield, especially now that it doesn't work with Timeless anymore.
bpat wrote:I also believe you are severely underrating Fate Weaving, since Webs of Fate can block 31% of all incoming damage and damage enemies instead with great uptime thanks to Timeless and Invigorate. I took it at level 10 and it's working great. Also Seal Fate gets really good later with stuff like Breach, Warp Blade, and on-hit effects like gloom since you will trigger it many times each turn.
Fights almost never drag out more than 10 turns as a TW though.bpat wrote:I'm not a fan of Temporal Form because of the low uptime, though Timeless does help with this I still think I would prefer a passive.
TW deals WAY more damage with it's bow after Daikara, you only go into melee combat for melee skills/teleports and bow skill refreshes most of the time.bpat wrote:Also the Flexible Combat synergy is huge and I like to take Flexible Combat on all my melee characters because it is such a great damage boost..
Phase door runes also improve you out-of-phase effect (globally), teleport runes are huge for the two sorcerers fight to quickly get rid of some debuffs.bpat wrote:I don't see any reason to not have at least one Movement Infusion if I end up using 5 Inscriptions. I will probably aim for Regeneration, Movement, Phase Door, Shielding, and Heroism by the endgame. I'm not a fan of my mobility taking a full turn which is why I favor Movement Infusions, and I should be able to permanently have an out of phase buff anyway.
Even if you set your paradox to 0 you won't have a high enough pool for the two sorcerers most likely.bpat wrote:Webs of Fate has negligible impact on Paradox, if it's somehow an issue then you can just tune your paradox to 24 less than usual because it's instant. I really doubt Time Shield will outperform Webs and class points are more valuable than generics on this class. Maybe I will have to skip an Inscription to get a third category now, but I think Webs is worth an Inscription slot (31% damage displace and ignores res pen).
So, which is more powerful, temporal warden or paradox mage?bpat wrote:Just won Insane with a completely different build. Here's a link to my character. My talent points are shown below. A lot of points are unspent because I didn't find anything else necessary. In retrospect Vigilance should have been at least 3/5 but I made do without.
1/3/1/2 Blade Threading
1/1/1/2 Bow Threading
1/2/1/1 Temporal Combat
5/3/1/1 Temporal Guardian
1/1/1/3 Threaded Combat
0/0/0/0 Spacetime Folding
0/0/0/0 Speed Control
1/5/0/0 Stasis
1/5/1/5 Shalore
5/3/3/0/0 Combat Training
1/1/1/0 Chronomancy
1/1/1/5 Fate Weaving
3/1/0/0 Spacetime Weaving
My category point order was Fate Weaving -> Threaded Combat -> Stasis -> Inscription slot. Webs of Fate is amazing and it alone is worth the category point. It has crazy uptime with Timeless and Invigorate and it's instant. My Inscriptions were Movement, Regeneration, Reflection, and Heroism. My prodigies were Arcane Might and Pain Enhancement System which work amazingly well with each other, with Heroism I was passing 160 Magic.
Melee set used Spelldrinker which is the best offhand for this class in my opinion because no matter what you use, it's not going to do good damage. An amnesia/gloom randart dagger could also be good when you don't need Disperse Magic. Ranged set used the best on-hit effects I could find (gloom and amnesia).
I'll do a more in-depth writeup later but I believe this build's shell to be close to optimal for difficulties below Madness, with spare points leftover to fill in stuff like Vigilance and Seal Fate.
If it drops, it is definitely good on some bosses - over time the 15% eventually removes some sustains (~ 1 every 7 hits). My generally preferred offhand is a cripple on-crit dagger; I tend to aim for pretty high phys crit which works out to near 100% on melee. And not many mobs have Spine of the World.Melee set used Spelldrinker which is the best offhand