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if you re already screwed because something took over half your life away in a single attack.
I supposed that one turn is enough time to blink away?
In my last time warden run, i had it set to cast time shield. I dunno. the time shield was strong enough to take a hit, so it gave me time if I needed to escape anyway.
now if time stop can give you 2 turns that might be more valuable but could you give a better explanation as to why you suggest time stop?
Time shield, as roxeluze said, is also a good choice, but sometimes it's not enough. Whatever hit you so hard can eat through your shield in one turn, applying further status effects etc. But I guess it's a matter of personal taste. I always felt safe with Time Stop, and the one time I had it on See The Threads actually saved my life. Never tried Time Shield also because I didn't put much points in it.
if I've used up my shield and the fight goes too long and they knock down myhealth, another shield pops up.
this extra layer of protection helped me immensly when i beat the game on normal.
time shield usually lasts more than one turn. if you are needing to trigger time stop to take that 1 turn to escape, you better be able to escape in 1 turn...
I did find an item in my playthrough, the "Temporal Anomoly Robe Designed In Style" and it had an ability to take me to a pocket of time safe from attack for 2 turns, which i used mainly to aid in cooldowns or pop a heal or something. (i picked up the celestial sun paladin's heal spell from an escort which takes a turn to cast) so maybe you could do that wiht time stop?
of course, my time warden win on normal was somewhat sloppy. I missed out on many things I should have gotten, and I didn't follow up on some things. I never killed the orc broodmother or the naga queen, I failed to kill my future self, i failed to kill the orc ambush, i failed the second part of melinda's quest, i failed to noticed to extra content back in the west when i came back from the east, i failed that part where you have to rush down and beat that enemy to retrieve the staff of absorption and I failed to keep aeryn alive in the final battle, which forced me to permadeth myself to win the game.
the guides are saying that i ought to be able to beat it on insane as the time warden, which i have not even unlocked insane mode yet.
I thought the broodmother was removed from the game?
And I also didn't know you could go past the ambush without killing everyone... The things you learn about this game everyday...
so then that means it's technically impossible to 100% complete all the achievments?..especially since they add like 400 more every 2 weeks...
and the ambush i'm referring to is after you beat the master and try to leave with the staff of absorption and orc waaay above your level attack you and try to take it, you are not "meant" to win that and if you die, you don't lose a life, you just lose the staff and wow, you always beat that ambush on every playthrough?
In any case, it's not that impressive that I manage to beat it. In nightmare I rarely get that far, so, when I do, it means my character is already pretty strong / got lucky with the drops.
You can't use Contingency on Fixed Cooldown spells (like Temporal Reprieve) since 1.4.0. Which is too bad, because Contingencied Temporal Reprieve was amazing. It's oftentimes not pure damage that gets you killed, but the fact that you have no abilities available to escape with. Buying yourself a half-dozen turns is easily enough for shields or teleports to come off cooldown to get you out of a sticky situation.
The fewer amount of turns from Time Stop is more debatable, but I still think I'd go with Time Stop over Time Shield in the latter parts of the game and potentially on higher difficulties.
I picked up an artifact reflection shield rune shortly after posting (which shields me for as much as my full hp by itself Oo ), so I put contingency to that for now.
Setting it to a really good rune seemed ideal for now too, since I can leave Contingency with only 1 point put into it while still getting the full effect.
I would have loved using it with Heroism, but alas, it's an infusion = wild gift =/= spell.
Contingency also saved me once already from a REALLY clutch situation: Ran into a purple-named bee with some extra speed steroids AND extra strong poison... 80 nature damage per turn with 5 turns remaining when I regained control (after it's initial onslaught at buffed-up 300% global speed...).
I was level 10-ish at that point, so less than 200 max hp :-(
Contigency -> Shielding Rune saved me from getting one shotted before letting me even react (instead just putting me from full to single digit hp with 3 points of shield remaining).
Regularly activating the shield let me survive 1 turn of poison, while remembering I had an ability that shaved of 2 turns of one debuff whenever I teleported got rid of the other 4 turns of duration.