Difference between revisions of "Chronomancer - Chronobunker"
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| specialization = Chronomancer | | specialization = Chronomancer | ||
| designed for = Conquest | | designed for = Conquest | ||
− | | rating = | + | | rating = archived |
| focus = direct damage, bunkering, boon removal | | focus = direct damage, bunkering, boon removal | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | A PvP Chronobunker build | + | A PvP Chronobunker build made to stall smaller skirmishes or set up kills in team fights through CC chains. |
==Skillbar== | ==Skillbar== | ||
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}} | }} | ||
− | == | + | ==Specializations== |
{{Specialization|Inspiration|bot|mid|bot}} | {{Specialization|Inspiration|bot|mid|bot}} | ||
{{Specialization|Chaos|top|bot|bot}} | {{Specialization|Chaos|top|bot|bot}} | ||
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==Usage== | ==Usage== | ||
− | + | '''General''' | |
− | + | * Spend most of your time in duels and smaller skirmishes. Stall fights and set up kills for your team with CCs and boon removal. | |
− | * Stall fights and set up kills for your team with CCs and boon removal. | + | * Shatters heal, remove conditions, grant {{gw2skill|Stability}}, {{gw2wiki|Alacrity}}, plus one other boon depending on the shatter used (see {{Trait|Bountiful Disillusionment}} for more details). In this build, shatters mainly serve defensive purposes although {{Skill|Mind Wrack}} can do decent damage and {{Skill|Diversion}} is a great instant CC. |
− | * Shatters heal, remove conditions, grant {{gw2skill|Stability}}, {{ | + | * {{Skill|Blink}} is the only stun breaker in the build by default, you'll rely on maintaining Stability or avoiding attacks through blocks, evasion, and {{Skill|Distortion}}. If you get CC'd bail out with {{Skill|Phase Retreat}} or {{Skill|Distortion}}. {{Skill|Chaos Armor}}'s {{gw2wiki|Protection}} and {{gw2wiki|Weakness}} can also help mitigate the pressure. |
− | * {{Skill|Blink}} is the only stun breaker in the build by default, you'll rely on maintaining Stability or avoiding attacks through blocks, evasion, and {{Skill|Distortion}}. If you get CC'd bail out with {{Skill|Phase Retreat}} or {{Skill|Distortion}}. {{Skill|Chaos Armor}}'s Protection can also help | ||
* Use {{Skill|Phase Retreat}} to make travel easier between points, and not just vertically. We recommend that you set up a bind for ''about face'' (Options {{to}} Control Options {{to}} Movement). With it you can make the skill teleport you "forward" (assuming you're not targeting an enemy player) by using ''about face'' {{to}} {{Skill|Phase Retreat}} {{to}} ''about face''. The quicker you do it, the better. | * Use {{Skill|Phase Retreat}} to make travel easier between points, and not just vertically. We recommend that you set up a bind for ''about face'' (Options {{to}} Control Options {{to}} Movement). With it you can make the skill teleport you "forward" (assuming you're not targeting an enemy player) by using ''about face'' {{to}} {{Skill|Phase Retreat}} {{to}} ''about face''. The quicker you do it, the better. | ||
− | * {{Skill|Mind Wrack}} should be used on CD for its Alacrity while out of combat, preferably after you used Phase Retreat for movement. Alacrity will make your skills recharge | + | ** Make sure you don't have a target selected whilst doing this. |
− | * | + | * {{Skill|Mind Wrack}} should be used on CD for its Alacrity while out of combat, preferably after you've used Phase Retreat for movement. Alacrity will make your skills recharge faster, making the travel time with PR a bit shorter while recovering other CDs as well. |
+ | * The role of {{Skill|Signet of Inspiration}} is twofold. First, it's great for extending the duration of important boons especially those with very short durations - always use a shatter skill before this sigent to obtain high value boons such as {{gw2wiki|Stability}} and {{gw2wiki|Alacrity}}. Second, it's a relatively low-CD source of {{Skill|Distortion}} thanks to {{Trait|Blurred Inscriptions}} which means it's a really strong addition to your already great defensive arsenal. | ||
+ | ** This is best used after {{Skill|Continuum Split}}. Not only will CS give you {{gw2wiki|Resistance}}, {{gw2wiki|Stability}} and even {{gw2skill|Alacrity}}, but also refreshes the CD of the signet when it ends. The most optimal time to use this signet would be right after its passive proc, while still in CS and the boons from a shatter are still active. | ||
'''Phantasms''' | '''Phantasms''' | ||
* The general playstyle of the build revolves around 2 things - spamming Phantasms on CD, and not dying. | * The general playstyle of the build revolves around 2 things - spamming Phantasms on CD, and not dying. | ||
− | + | * {{Skill|Signet of the Ether}} reduces the recharge of all Phantasms skills by 50% of their base CD - for example a skill with 30s recharge will always receive a 15s CD reduction. Try to use it when most of your Phantasms are on CD if you want to keep the target pressured, or defensively for early access to shield blocks and to heal up in general. | |
* {{Trait|Chronophantasma}} makes your Phantasms respawn after their initial attack. | * {{Trait|Chronophantasma}} makes your Phantasms respawn after their initial attack. | ||
− | * Sympathetic Visage will be your primary source of cleansing, transferring one condition to a Phantasm upon being summoned. {{Skill|Phantasmal Warlock}} | + | * {{Trait|Sympathetic Visage}} will be your primary source of cleansing, transferring one condition to a Phantasm upon being summoned. Using {{Skill|Phantasmal Warlock}} cleanses 2 conditions at once as it summons 2 Phantasms. |
**Note: {{gw2skill|Blind}}ness cannot be transferred this way, instead the Phantasm summoning skill will go on full CD without doing anything. To avoid that, either use a non-essential shatter skill like {{Skill|Cry of Frustration}} to get rid of this condition, or stow your weapon while casting the skill in order to cancel it. | **Note: {{gw2skill|Blind}}ness cannot be transferred this way, instead the Phantasm summoning skill will go on full CD without doing anything. To avoid that, either use a non-essential shatter skill like {{Skill|Cry of Frustration}} to get rid of this condition, or stow your weapon while casting the skill in order to cancel it. | ||
− | |||
− | |||
* Couple of things about {{Skill|Echo of Memory}} worth mentioning: | * Couple of things about {{Skill|Echo of Memory}} worth mentioning: | ||
** Always try to get hit by something, else you won't be able to use its chain skills ({{Skill|Deja Vu}}, which is basically a copy of it). | ** Always try to get hit by something, else you won't be able to use its chain skills ({{Skill|Deja Vu}}, which is basically a copy of it). | ||
** '''It can be dodged'''. If the target evades at the last moment of the block, the Phantasm won't be summoned at all (same goes for Deja Vu). This is especially important in mirror matches, the Chronomancer who dodges these more tends to win. | ** '''It can be dodged'''. If the target evades at the last moment of the block, the Phantasm won't be summoned at all (same goes for Deja Vu). This is especially important in mirror matches, the Chronomancer who dodges these more tends to win. | ||
** Make sure to have {{gw2skill|Stability}} from shatters while channeling shield blocks against targets with unblockable CCs (like Spellbreakers), don't take chances! | ** Make sure to have {{gw2skill|Stability}} from shatters while channeling shield blocks against targets with unblockable CCs (like Spellbreakers), don't take chances! | ||
+ | * {{Skill|Phantasmal Warlock}}'s {{gw2wiki|Vulnerability}} stacking can be quite useful before unloading scepter bursts. | ||
+ | |||
+ | |||
+ | '''Damage | ||
+ | * Scepter is the main source of damage in the build, almost everything else is centered around survival and CC. | ||
+ | * {{Skill|Illusionary Counter}} followed by {{Skill|Mind Wrack}} the moment the clones spawn from the block is great for instant burst damage. | ||
+ | * {{Skill|Confusing Images}} - although severely nerfed - remains the main burst skill in the build, so do everything you can to land it: | ||
+ | ** Should be the first skill you use after swapping to scepter in order to benefit from {{gw2sigil|Superior Sigil of Agility}}'s {{gw2wiki|Quickness}}. | ||
+ | ** Try to CC targets first with {{Skill|Tides of Time}} or {{Skill|Gravity Well}}. | ||
+ | ** Rip their defensive boons beforehand wth {{Skill|Phantasmal Disenchanter}}. | ||
+ | ** Use a shatter for {{gw2wiki|Stability}}. | ||
'''Continuum Split (CS)''' | '''Continuum Split (CS)''' | ||
− | * {{Skill|Continuum Split}} allows you to use your skills twice. This skill also grants a few seconds of {{gw2skill|Resistance}}, you can consider using CS for that in some extreme cases where | + | * {{Skill|Continuum Split}} allows you to use your skills twice. This skill also grants a few seconds of {{gw2skill|Resistance}}, you can consider using CS for that in some extreme cases where you really need to survive and there's no other way around it. |
* It's best used for double elite activation. Activate CS just before {{Skill|Gravity Well}} finishes casting, then unload as many shatters/Phantasms and skills in general as you possibly can while CS is active. | * It's best used for double elite activation. Activate CS just before {{Skill|Gravity Well}} finishes casting, then unload as many shatters/Phantasms and skills in general as you possibly can while CS is active. | ||
* '''Important''': CS prevents capture point contribution, same as {{Skill|Distortion}}. If you're the only one holding a point, try to keep the time spent in CS to the bare minimum. | * '''Important''': CS prevents capture point contribution, same as {{Skill|Distortion}}. If you're the only one holding a point, try to keep the time spent in CS to the bare minimum. | ||
− | * Phantasms, Wells, and applied boons will still persist after CS | + | * Phantasms, Wells, and applied boons will still persist after CS has ended. |
Latest revision as of 10:34, 23 June 2019
Note: Please note that builds will default to plain icons, these may not be as accurate. We apologize for the inconvenience.
Overview
A PvP Chronobunker build made to stall smaller skirmishes or set up kills in team fights through CC chains.
Skillbar
Specializations
Equipment





Usage
General
- Spend most of your time in duels and smaller skirmishes. Stall fights and set up kills for your team with CCs and boon removal.
- Shatters heal, remove conditions, grant
Stability,
Alacrity, plus one other boon depending on the shatter used (see for more details). In this build, shatters mainly serve defensive purposes although can do decent damage and is a great instant CC.
- is the only stun breaker in the build by default, you'll rely on maintaining Stability or avoiding attacks through blocks, evasion, and . If you get CC'd bail out with or . 's
Protection and
Weakness can also help mitigate the pressure.
- Use to make travel easier between points, and not just vertically. We recommend that you set up a bind for about face (Options ⇒ Control Options ⇒ Movement). With it you can make the skill teleport you "forward" (assuming you're not targeting an enemy player) by using about face ⇒ ⇒ about face. The quicker you do it, the better.
- Make sure you don't have a target selected whilst doing this.
- should be used on CD for its Alacrity while out of combat, preferably after you've used Phase Retreat for movement. Alacrity will make your skills recharge faster, making the travel time with PR a bit shorter while recovering other CDs as well.
- The role of is twofold. First, it's great for extending the duration of important boons especially those with very short durations - always use a shatter skill before this sigent to obtain high value boons such as
Stability and
Alacrity. Second, it's a relatively low-CD source of thanks to which means it's a really strong addition to your already great defensive arsenal.
- This is best used after . Not only will CS give you
Resistance,
Stability and even
Alacrity, but also refreshes the CD of the signet when it ends. The most optimal time to use this signet would be right after its passive proc, while still in CS and the boons from a shatter are still active.
- This is best used after . Not only will CS give you
Phantasms
- The general playstyle of the build revolves around 2 things - spamming Phantasms on CD, and not dying.
- reduces the recharge of all Phantasms skills by 50% of their base CD - for example a skill with 30s recharge will always receive a 15s CD reduction. Try to use it when most of your Phantasms are on CD if you want to keep the target pressured, or defensively for early access to shield blocks and to heal up in general.
- makes your Phantasms respawn after their initial attack.
- will be your primary source of cleansing, transferring one condition to a Phantasm upon being summoned. Using cleanses 2 conditions at once as it summons 2 Phantasms.
- Note:
Blindness cannot be transferred this way, instead the Phantasm summoning skill will go on full CD without doing anything. To avoid that, either use a non-essential shatter skill like to get rid of this condition, or stow your weapon while casting the skill in order to cancel it.
- Note:
- Couple of things about worth mentioning:
- Always try to get hit by something, else you won't be able to use its chain skills (, which is basically a copy of it).
- It can be dodged. If the target evades at the last moment of the block, the Phantasm won't be summoned at all (same goes for Deja Vu). This is especially important in mirror matches, the Chronomancer who dodges these more tends to win.
- Make sure to have
Stability from shatters while channeling shield blocks against targets with unblockable CCs (like Spellbreakers), don't take chances!
- 's
Vulnerability stacking can be quite useful before unloading scepter bursts.
Damage
- Scepter is the main source of damage in the build, almost everything else is centered around survival and CC.
- followed by the moment the clones spawn from the block is great for instant burst damage.
- - although severely nerfed - remains the main burst skill in the build, so do everything you can to land it:
Continuum Split (CS)
- allows you to use your skills twice. This skill also grants a few seconds of
Resistance, you can consider using CS for that in some extreme cases where you really need to survive and there's no other way around it.
- It's best used for double elite activation. Activate CS just before finishes casting, then unload as many shatters/Phantasms and skills in general as you possibly can while CS is active.
- Important: CS prevents capture point contribution, same as . If you're the only one holding a point, try to keep the time spent in CS to the bare minimum.
- Phantasms, Wells, and applied boons will still persist after CS has ended.
Bunker chrono 3.0. Already terrorized the meta twice before and it's back for another round. Anet gutted phantasm damage which caused its downfall a couple of months ago, but thanks to the completely over the top damage buffs to scepter that's not a problem anymore. Still not perfect, but it's very annoying to play against because it's near-immortal in 1v1s and the beam can punish you hard if you slip up just once.
EDIT: scepter may have been overnerfed, but at it's not entirely a lost cause. At the very least the clone generation of skill #2 still helps a ton when it comes to maintaining Alacrity, but the build is a lot weaker now. Fell out of meta and dropped a tier.