Page 6 of 6
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Mon Apr 25, 2016 8:22 am
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?
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Mon Apr 25, 2016 8:38 am
by bpat
At some point fairly late you get an item that gives you an extra category point.
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Tue May 17, 2016 3:16 am
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.
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Sat Oct 22, 2016 9:40 pm
by RARaines
PES has not been addressed. Where does it fit on the prodigy ranking?
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Sun Oct 23, 2016 8:14 am
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.
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Mon Nov 07, 2016 11:52 am
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.
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Wed May 24, 2017 8:03 pm
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
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Thu Jan 24, 2019 4:07 am
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.
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Thu Jan 24, 2019 6:06 am
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.
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Thu Jan 24, 2019 11:39 am
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.)
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Sat Jan 26, 2019 7:25 pm
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.
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Sat Jan 26, 2019 7:48 pm
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.
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Mon May 13, 2019 1:31 pm
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?
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Mon May 13, 2019 6:13 pm
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
Re: 1.4.3 Temporal Warden Guide: The hybrid killing machine
Posted: Thu May 05, 2022 5:55 pm
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.