Difference between revisions of "Temporal Warden"

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The Temporal Warden is a hybrid character with both melee and ranged attacks, and augmented by a range of primarily support spells. It uses the [[Paradox]] resource to fuel its spells, and will consequently be considered hostile by [[Zigur]]. The class is unlocked by completing the [[Temporal Rift]] in [[Daikara]].
 
The Temporal Warden is a hybrid character with both melee and ranged attacks, and augmented by a range of primarily support spells. It uses the [[Paradox]] resource to fuel its spells, and will consequently be considered hostile by [[Zigur]]. The class is unlocked by completing the [[Temporal Rift]] in [[Daikara]].
  
Temporal Wardens start out with a long sword and dagger in one set, and a bow and quiver in the other. The [[Celerity (talent)|Celerity]] skill allows them to switch between primary and secondary weapon sets instantaneously. This means the Temporal Warden can dish out ranged damage, then switch to melee weapons when monsters are adjacent without penalty.
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The main theme of the Temporal Warden is the ability to instantly switch between primary secondary weapons with the [[Celerity (talent)|Celerity]] skill. This allows the Temporal Warden to equip both ranged and melee weapons, and using each as the situation calls for. The starting gear of a long sword and dagger in one weapon set, and a bow and quiver in the other is a reflection of this theme. A host of chronomancy spells for mobility and position control further enhances the Temporal Warden's ability to dictate the range of engagement.  
  
 
One of the biggest challenges confronting this class is the sheer number of options available. The Temporal Warden benefits directly from investment in 5 out of the 6 stats (everything except [[Cunning]]), and has a large number of diverse talents. This allows players to choose a balanced hybrid approach, or to specialize in either ranged combat or dual-weapon combat. The Paradox based magic talents serve as support for either style.
 
One of the biggest challenges confronting this class is the sheer number of options available. The Temporal Warden benefits directly from investment in 5 out of the 6 stats (everything except [[Cunning]]), and has a large number of diverse talents. This allows players to choose a balanced hybrid approach, or to specialize in either ranged combat or dual-weapon combat. The Paradox based magic talents serve as support for either style.

Revision as of 16:20, 6 August 2014

Temporal Warden

Temporal warden 128 bg.png

Metaclass Chronomancer
Locked Yes
Starting Life 100
Life Rating +0
Stat Modifiers
Strength +2
Dexterity +3
Constitution 0
Magic +2
Willpower +2
Cunning 0

Locked Description

We preserve the past to protect the future.

The hands of time are guarded by the arms of war.

Description

The Temporal Wardens have learned to blend archery, dual-weapon fighting, and chronomancy into a fearsome whole. Through their use of the chronomantic arts, the Temporal Wardens seek to control the battlefield while peppering their foes with arrows or engaging in hand-to-hand combat.

Their study of chronomancy enables them to amplify their own physical and magical abilities, and to manipulate the speed of themselves and those around them.

Their most important stats are: Strength, Dexterity, Willpower, and Magic

Starting Equipment

  • Iron Longsword
  • Iron Dagger
  • Elm Longbow
  • Rough Leather Armor

Starting Talents

Talent Categories

Class
Type Name Mastery Locked Talents
Technique Dual Techniques 1.0 No Dual Strike Flurry Sweep Whirlwind
Technique Archery - Bows 1.0 No Bow Mastery Piercing Arrow Dual Arrows Volley of Arrows
Chronomancy Speed Control 1.1 No Celerity Stop Slow Haste
Chronomancy Temporal Combat 1.3 No Strength of Purpose Invigorate Quantum Feed Damage Smearing
Chronomancy Spacetime Folding 1.3 No Weapon Folding Swap Displace Damage Temporal Wake
Technique Dual Weapons 1.0 Yes Dual Weapon Training Dual Weapon Defense Precision Momentum
Technique Archery Prowess 1.0 Yes Flare Crippling Shot Pinning Shot Scatter Shot
Chronomancy Time Travel 1.0 Yes Static History Time Skip Echoes from the Past Temporal Reprieve
Generic
Type Name Mastery Locked Talents
Techniques Combat Training 1.1 No Thick Skin Armour Training Combat Accuracy Weapons Mastery
Chronomancy Chronomancy 1.1 No Precognition Foresight Moment of Prescience Spin Fate
Chronomancy Spacetime Weaving 1.0 No Dimensional Step Banish Wormhole Spacetime Mastery
Cunning Survival 1.0 Yes Heightened Senses Charm Mastery Piercing Sight Evasion
Other
Type Name Mastery - Talents
Chronomancy Other 1.0 - Spacetime Tuning
Base Class 1.0 - Timeport: Point Zero

Strategy

Last updated for version 1.2.3

Overview

The Temporal Warden is a hybrid character with both melee and ranged attacks, and augmented by a range of primarily support spells. It uses the Paradox resource to fuel its spells, and will consequently be considered hostile by Zigur. The class is unlocked by completing the Temporal Rift in Daikara.

The main theme of the Temporal Warden is the ability to instantly switch between primary secondary weapons with the Celerity skill. This allows the Temporal Warden to equip both ranged and melee weapons, and using each as the situation calls for. The starting gear of a long sword and dagger in one weapon set, and a bow and quiver in the other is a reflection of this theme. A host of chronomancy spells for mobility and position control further enhances the Temporal Warden's ability to dictate the range of engagement.

One of the biggest challenges confronting this class is the sheer number of options available. The Temporal Warden benefits directly from investment in 5 out of the 6 stats (everything except Cunning), and has a large number of diverse talents. This allows players to choose a balanced hybrid approach, or to specialize in either ranged combat or dual-weapon combat. The Paradox based magic talents serve as support for either style.

Ranged

Ranged attacks with bow and arrows are the mainstay in combat for Temporal Wardens. All the archery talents benefit greatly from several points of investment, so it is important to reserve enough class talent points for them. Scattershot can be used as the opening strike in any battle to inflict stuns. It beats Dual Strike in both range and area of effect, and is more reliable than Stop and Temporal Wake since it uses your accuracy to power the stun effect.

The Temporal Warden also has unparalleled mobility options that aid it in ranged combat. Dimensional Step is your staple instant use teleport. Temporal Wake, Swap, Banish and Wormhole give you even more options to control battlefield positioning. Wormholes can even be used to escape from areas that otherwise prohibit teleportation. Remember to max out Spacetime Mastery to reduce the cooldown of these talents.

Melee

The Temporal Warden can be fragile in close combat, but the high burst damage of its Dual Techniques talents are great for hit-and-run attacks. Flurry works particularly well if you have many on-hit effects, and Sweep can do a surprisingly large amount of damage over time. Unfortunately, the Dual Weapons tree is rather lackluster and generally not worth unlocking. Using a sword/mace/axe in the main hand and a dagger in the off-hand is highly recommended as it will allow you to take advantage of a larger variety of weapons.

While melee combat is much riskier than ranged combat, it will typically deal much higher damage than bow and arrow, and it can generally inflict many more on-hit effects. Keep an eye out for equipment that grants slow on hit, as they can stack together to greatly hinder your opponents.

Spellcasting

Aside from the numerous teleportation spells that improve mobility and position control, the Temporal Warden also has many buffs, debuffs and utility spells. Damage Smearing is particularly important for enduring high damage attacks, and Invigorate will greatly reduce the cooldown of all your talents, including runes and infusions. Stop, Slow and Time Skip all help with crowd control. Haste is useful in any situation, but it can leave a huge number of after images on the battlefield if you combine it with movement infusions. Weapon Folding has relatively weak damage, but it is the most reliable means of lowering your Paradox in a long battle. Precognition can scout out areas that normally prohibit tracking, telepathy, or other means of remote scouting (e.g. vaults). Finally, Echoes of the Past is the go-to counter to high health bosses as it can deal a ridiculous amount of damage very quickly.

Character Development

The Temporal Warden plays well with any race, but has a special synergy with the Shaloren's Timeless racial talent, which can extend the duration of Invigorate while also benefiting from its cooldown reduction, thus granting an almost permanent double cooldown rate. This particular interaction between the two talents may be fixed in a future patch however.

In the early game, focus on Dexterity. This supports damage for both the longbow and the dagger, as well as giving you a boost to combat accuracy and defense. Strength is less important early on, as you have Strength of Purpose to tie you over until later levels. While most early talents are one point wonders, Bow Mastery (faster reload), Dimensional Step (mobility), and Celerity (safety when stepping out of a corner and more mobility) all warrant some investments.

Special attention should be paid to collecting equipment with void-type affixes that provide the Out of Phase buff, which improves resist all, defense, and reduces the duration of detrimental status effects after you teleport. This buff will last 5 turns after using any teleport, so you can easily retain it for as long as your Paradox holds out. The bonus from multiple pieces of equipment will stack together too.

Important Notes

  • Version 1.0.0: Precognition is a bit buggy around the "return to regular timeline upon death" aspect, with some instances working properly and others giving the standard death procedure. If you Precog into a life-threatening situation, canceling the spell early (right-click its status icon) before dying can help avoid nasty surprises.
  • Version 1.0.0: Anti-Magicians can nullify the Precognition status despite it being listed as an "other:time" status and not specifically "magical." Regardless, if you spot an anti-magician while Precog scouting, you may want to consider canceling the ability early.
  • Version 1.2.3: Precognition can sometimes cause the game to forget that you have cleared a level, causing the level to be regenerated upon your next visit. This seems to happen most frequently in Dreadfell, and can be both a blessing (more loot and experience) and a curse (repeating levels is time consuming).

Classes

Classes with a non-white background need to be unlocked or may have other requirements
Classes
Warrior Rogue Mage Afflicted Defiler Celestial Wilder Chronomancer Psionic Adventurer Tinker Demented
Bulwark Rogue Alchemist Cursed Reaver Anorithil Summoner Paradox Mage Mindslayer Adventurer Sawbutcher Writhing One
Berserker Shadowblade Archmage Doomed Corruptor Sun Paladin Wyrmic Temporal Warden Solipsist Wanderer Gunslinger Cultist of Entropy
Archer Marauder Necromancer Doombringer Stone Warden Possessor Psyshot
Arcane Blade Skirmisher Demonologist Oozemancer Annihilator
Brawler