Difference between revisions of "Chronomancer - Rifle Mantra Support"

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==Usage==
 
==Usage==
To be added
+
'''Elite specialization basics'''
 +
* {{Tooltip|Chronomancer}}s gain access to brand new Shatter skills that are more or less the same as the old Shatter skills. F1 is still the power damage one, F2 still has {{Tooltip|Confusion}} and F3 {{Tooltip|Daze}}s targets.
 +
 
 +
* In the F5 slot Chronos gain a new Shatter that's unique to them: {{Skill|Continuum Split}} and its chain skill {{Skill|Continuum Shift}}. More about these later.
 +
 
 +
* {{Trait|Time Marches On}} provides a passive movement speed bonus, rendering movement focused runes unnecessary.
 +
 
 +
 
 +
'''General'''
 +
* While Rifle adds a strong ranged option to the build, many of your important healing, cleansing and boon sharing tools like mantras and shatters still have to be used in melee range of allies.
 +
 
 +
* {{Skill|Singularity Shot}} shot creates a portal for a brief amount of time that allows allies to teleport to your location, but in ranked games (especially solo) without voice communication the odds of someone actually reacting in time and taking the portal are virtually 0. View this as a ranged barrier sharing tool with extra {{Tooltip|Resistance}} on top.
 +
 
 +
* With Rifle you can afford to stay in range and support your team from a safe distance. When Rifle skills are used up you're going to have to go melee and provide support with mantras and shatters. The Sword/Shield set allows you to spend time in melee and survive enemy focus for some time.
 +
 
 +
* {{Skill|Mantra of Recovery}} (MoR) has quite a long cast time when you have to charge it up - either block line of sight for enemies by hiding behind objects or {{Tooltip|Stability}} from shatter skills to protect it. This mantra unlocks the skill {{Skill|Power Return}}.
 +
 
 +
* There's some decision making involved when you're using charges of {{Skill|Power Return}}. Upon pressing this skill 1 charge is consumed and immediately starts recharging, but you'll still have a second charge available. The recharge time is 20 seconds but you can speed it up with {{Tooltip|Alacrity}}. If you end up using the 2nd charge before gaining back the 1st one, all the time you've spent waiting for the 1st charge to come back will be lost and {{Skill|Mantra of Recovery}} will go on full CD. For this reason it's often beneficial to use both charges back-to-back if your allies are taking heavy damage and you feel like you couldn't wait for the 1st charge to come back before having to use the skill again, since using both charges together allows MoR itself to start recharging sooner. The downside is that you're losing out on an instant reactive heal when this mantra is on CD.
 +
 
 +
* Glamour skills such as {{Skill|Feedback}} grant {{Tooltip|Superspeed}} which could allow you to kite enemies or get to allies faster.
 +
 
 +
* You're free to spam shatters more freely while {{Skill|Signet of Illusions}} is available. This signet is mainly taken for its active, reseting all of the F1-4 shatters with the press of a button.
 +
 
 +
* Every shatter skill grants a small amount of {{Tooltip|Stability}}. Timing here is key, but since shatters are all instant that's not a problem. This Stability could be used to negate interrupts (which is especially useful when channeling a rez, an important skill or a shield block). It's just enough to walk out of area-denial skills like {{Skill|Dragon's Maw}} too.
 +
 
 +
 
 +
'''Healing'''
 +
* Rifle has 3 ranged support skills (not counting the auto): {{Skill|Journey}}, {{Skill|Inspiring Imagery}} and {{Skill|Singularity Shot}}.
 +
 
 +
* {{Skill|Journey}} heals the least amount of the 3 but is the quickest to go off, making this the most reactive support skill on rifle.
 +
 
 +
* {{Skill|Inspiring Imagery}} is slower, has a travel time and creates a combo field on the ground called {{Skill|Abstraction}}. You heal allies by detonating Abstraction. Abstraction is a mix of raw healing and damage mitigation through {{Tooltip|Blind}} and {{Tooltip|Weakness}}.
 +
 
 +
* {{Skill|Singularity Shot}} doesn't heal but rather it grants a higher amount of barrier than what the other skills could heal for. This can be used proactively to shield allies who are expected to take damage, or it could buy you time to heal low HP allies.
 +
 
 +
* The 2 main sources of healing outside Rifle are mantras and shatters. Both of these have to be used in melee range, hugging allies.
 +
 
 +
* On top of healing allies shatter skills also cleanse conditions and grant various boons via {{Trait|Bountiful Disillusionment}}.
 +
** Shatter healing scales with the number of clones you have. Try using shatters after skills that spawn clones, like {{Skill|Illusionary Leap}}.
 +
 
 +
 
 +
'''Continuum Split (CS)'''
 +
* {{Skill|Continuum Split}} allows you to use your skills twice.
 +
 
 +
* It's best used for double elite activation and allied healing. Press CS just before {{Skill|Time Warp}} finishes casting then unload as many Shatters, Phantasms, Mantras, Wells 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, sometimes you might want to try keeping the time spent in CS to the bare minimum.
 +
 
 +
* Phantasms, combo fields, and applied boons will still persist after CS has ended. '''Spam''' as many skills as possible while CS is active for the extra bonuses like {{Tooltip|Alacrity}}. While your HP's going to revert to what it was when you activated CS, you get to keep everything else (boons, fields, auras) and teammates even get to keep the healing. This can be extremely powerful with mantras, for instance allowing you to use 4 charges of {{Skill|Power Return}} back to back on allies.
 +
 
 +
* If you absolutely have to, even {{Skill|Continuum Split}} itself could be used defensively. It reverts your HP back once it has ended, so if you can activate it right before taking damage then it acts like a healing skill with a delay. You'll also be returned to your original position, allowing you to pull off things like using CS before jumping off a wall and teleporting back with {{Skill|Continuum Shift}} once the enemies jumped after you. This however is a bit predictable and could even backfire, as you're inevitably going to return to your starting position in a few seconds so they could just wait it out and burst you when CS ends.
  
  
 
==Top Streamers==
 
==Top Streamers==
 
* Twitch: [https://www.twitch.tv/kanyeeastxd Misha]
 
* Twitch: [https://www.twitch.tv/kanyeeastxd Misha]

Revision as of 11:49, 14 March 2024

This is a test build. You may comment and rate it.

Focused on: Support and Control

Designed for: PvP Conquest

Difficulty:
Normal


Overview

A support Chronomancer build utilizing the latest addition to the Mesmer arsenal, the Rifle.


Skill Bar

Rifle
Sword/Shield
Utility


Skill Variants

Utility

For the optional slot:

  • Feedback - high anti-projectile uptime, quite useful against specs like Rifle Deadeyes or Longbow Dragonhunters.
  • Mantra of Concentration - another stun break and extra healing via Restorative Mantras.
  • Mantra of Resolve - if more condition cleansing is needed.


Elite

  • Gravity Well - the CC could help set up kills for the team.


Template Code

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Copy Template Code


Specializations

Variants

  • Ego Restoration is also a viable option, improving various clone related traits and skill. It's also the only real option when you're NOT playing with Time Warp and Feedback.


Equipment

Rifle
Sigil
Sigil
Sword
Shield
Sigil
Sigil
Rune
Amulet
Relic


Usage

Elite specialization basics

  • Chronomancer Chronomancers gain access to brand new Shatter skills that are more or less the same as the old Shatter skills. F1 is still the power damage one, F2 still has Confusion Confusion and F3 Daze Dazes targets.
  • In the F5 slot Chronos gain a new Shatter that's unique to them: Continuum Split and its chain skill Continuum Shift. More about these later.
  • Time Marches On provides a passive movement speed bonus, rendering movement focused runes unnecessary.


General

  • While Rifle adds a strong ranged option to the build, many of your important healing, cleansing and boon sharing tools like mantras and shatters still have to be used in melee range of allies.
  • Singularity Shot shot creates a portal for a brief amount of time that allows allies to teleport to your location, but in ranked games (especially solo) without voice communication the odds of someone actually reacting in time and taking the portal are virtually 0. View this as a ranged barrier sharing tool with extra Resistance Resistance on top.
  • With Rifle you can afford to stay in range and support your team from a safe distance. When Rifle skills are used up you're going to have to go melee and provide support with mantras and shatters. The Sword/Shield set allows you to spend time in melee and survive enemy focus for some time.
  • Mantra of Recovery (MoR) has quite a long cast time when you have to charge it up - either block line of sight for enemies by hiding behind objects or Stability Stability from shatter skills to protect it. This mantra unlocks the skill Power Return.
  • There's some decision making involved when you're using charges of Power Return. Upon pressing this skill 1 charge is consumed and immediately starts recharging, but you'll still have a second charge available. The recharge time is 20 seconds but you can speed it up with Alacrity Alacrity. If you end up using the 2nd charge before gaining back the 1st one, all the time you've spent waiting for the 1st charge to come back will be lost and Mantra of Recovery will go on full CD. For this reason it's often beneficial to use both charges back-to-back if your allies are taking heavy damage and you feel like you couldn't wait for the 1st charge to come back before having to use the skill again, since using both charges together allows MoR itself to start recharging sooner. The downside is that you're losing out on an instant reactive heal when this mantra is on CD.
  • Glamour skills such as Feedback grant Superspeed Superspeed which could allow you to kite enemies or get to allies faster.
  • You're free to spam shatters more freely while Signet of Illusions is available. This signet is mainly taken for its active, reseting all of the F1-4 shatters with the press of a button.
  • Every shatter skill grants a small amount of Stability Stability. Timing here is key, but since shatters are all instant that's not a problem. This Stability could be used to negate interrupts (which is especially useful when channeling a rez, an important skill or a shield block). It's just enough to walk out of area-denial skills like Dragon's Maw too.


Healing

  • Rifle has 3 ranged support skills (not counting the auto): Journey, Inspiring Imagery and Singularity Shot.
  • Journey heals the least amount of the 3 but is the quickest to go off, making this the most reactive support skill on rifle.
  • Inspiring Imagery is slower, has a travel time and creates a combo field on the ground called Abstraction. You heal allies by detonating Abstraction. Abstraction is a mix of raw healing and damage mitigation through Blind Blind and Weakness Weakness.
  • Singularity Shot doesn't heal but rather it grants a higher amount of barrier than what the other skills could heal for. This can be used proactively to shield allies who are expected to take damage, or it could buy you time to heal low HP allies.
  • The 2 main sources of healing outside Rifle are mantras and shatters. Both of these have to be used in melee range, hugging allies.
  • On top of healing allies shatter skills also cleanse conditions and grant various boons via Bountiful Disillusionment.
    • Shatter healing scales with the number of clones you have. Try using shatters after skills that spawn clones, like Illusionary Leap.


Continuum Split (CS)

  • Continuum Split allows you to use your skills twice.
  • It's best used for double elite activation and allied healing. Press CS just before Time Warp finishes casting then unload as many Shatters, Phantasms, Mantras, Wells and skills in general as you possibly can while CS is active.
  • Important: CS prevents capture point contribution, same as Distortion. If you're the only one holding a point, sometimes you might want to try keeping the time spent in CS to the bare minimum.
  • Phantasms, combo fields, and applied boons will still persist after CS has ended. Spam as many skills as possible while CS is active for the extra bonuses like Alacrity Alacrity. While your HP's going to revert to what it was when you activated CS, you get to keep everything else (boons, fields, auras) and teammates even get to keep the healing. This can be extremely powerful with mantras, for instance allowing you to use 4 charges of Power Return back to back on allies.
  • If you absolutely have to, even Continuum Split itself could be used defensively. It reverts your HP back once it has ended, so if you can activate it right before taking damage then it acts like a healing skill with a delay. You'll also be returned to your original position, allowing you to pull off things like using CS before jumping off a wall and teleporting back with Continuum Shift once the enemies jumped after you. This however is a bit predictable and could even backfire, as you're inevitably going to return to your starting position in a few seconds so they could just wait it out and burst you when CS ends.


Top Streamers


Ratings

This build has a rating of 5 stars based on 3 votes.
Log in or register to rate this build.
5 stars
Zenn gave this build 5 stars • April 2024
Still insane after the nerfs and very easy to play. Maybe the easiest support ever made. I'm especially loving the superspeed, makes this so much more survivable and it's funny to speedboost allies as they're chasing the enemy team. Like unleashing some rabid dog on the enemy team lol. Gravity Well can be a lot of value at times too but Time Warp is just such a good fire and forget ability, you can never go wrong with it. Shame the rifle portal doesn't have a longer duration or a more visible animation, would make this build even better.
5 stars
Hanz gave this build 5 stars • March 2024
Underrated this build at first due to the lack of a ranged rez or even rez traits, but the sheer healing and utility value makes up for it as demonstrated during the March mAT.
5 stars
Carolin gave this build 5 stars • March 2024
very strong burst heals, good utility & amazing CC

Comments

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