Chronomancer - Boon Support Healer

This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.

Focused on: Support and Utility

Designed for: Raids

Expansions required: Heart of Thorns builds


Due to the incredible range of utility and active defense that Chrono can bring, it remains a good choice of tank and boon support in raids.

However, many players will lean so hard into the defensive/utility aspects that they end up dealing no damage. If you find yourself DPS-racing a healmech, you might as well be a healer yourself!

Due to the difficulty providing key defensive boons such as Regeneration Regeneration and Protection Protection, this build may struggle to be a solo healer on some encounters but is a great choice for secondary healer.

Chronomancer provides EITHER 100% Quickness Quickness uptime or 100% Alacrity Alacrity uptime as well as Fury Fury and 25 Might Might. Both variants can dedicate multiple slots for utility skills, though the Quickness Quickness is slightly more flexible as its boons come from shatters rather than wells. On the other hand, Alacrity Alacrity Chronomancer is one of the few builds that can provide its key boons at long-range, making it an excellent choice on encounters that require it to be a long way from the stack.

Due to the sheer range of options available, there is no "default" build for heal chrono, but rather a framework into which you can slot what you want for each encounter.

Skill Bar


Weapon Variants

Sceptre/Shield Should be considered mandatory, but the other set can be what you like:

  • Greatsword (coupled with the Domination traitline) provides some burst healing and boon rip.
  • Staff can provide similar burst healing to Greatsword without the need to trait into Domination. It can also be used to improve personal Regeneration Regeneration uptime and provide some random extra boons via . Be aware that you should often NOT use if tanking as you want the boss to remain still rather than chase you.
  • Offhand Focus can be taken if you need to pull adds into the boss.

Skill Variants


  • is a massive group heal that can be boosted even further if using .
  • provides more consistent healing, as well as being able to trigger frequently. Crucially, as the charges are instant cast it can be used to provide an AoE condi cleanse to counter Fear Fear or Taunt Taunt.
  • doesn't provide any group healing, but does offer a short projectile reflect, and if running Chaos with it can also be used to provide AoE Aegis Aegis.
  • (Sylvari only) is the only way you have to reliable provide Regeneration Regeneration to allies, which will be very helpful if you're the only healer.


provides ~12 average Might Might to your subgroup. Combined with , this is sufficient to provide over 20 average Might Might. is taken as standard to fill in any gaps, but can be swapped out if you have other sources of Might Might in the group.

Quickness variant: Only shatters are needed for Quickness Quickness so you can bring any utility skills you need.

Alacrity variant: You need 2 wells (other than ) to maintain Alacrity Alacrity, otherwise you can bring whatever you need.

  • CC options:
    • does decent CC and also removes boons.
    • is not as strong as but recharges on a much shorter cooldown, which may make it better on encounters that require very frequent CC. When charging the mantra, it also reduces the cooldown on .
    • has a long cooldown, but could be taken along with the above if you really want to go overboard on CC.
  • Aegis Aegis:
    • if running Chaos with - short cooldown and instant cast, but be aware that the Aegis Aegis triggers at the location you activate the skill, not where you end up.
    • can be used less frequently, but the duration of the Aegis Aegis is longer, which may be useful if you have concerns about your timing.
    • If running , any signet will also provide Aegis Aegis.
  • provides a long-duration reflect.
  • provides Stability to your group.
  • if you need a portal.
  • allows you to get a second use out of a key skill if you'll need it more often than the cooldown. Often used together with .


  • is not required to maintain quickness, but it provides an easy way to start fights with quickness and can be used to cover up any mistakes in the rotation.
  • should be used if an encounter requires heavy CC, and it can also be used to pad Alacrity Alacrity if running that variant.
  • bigger and faster CC than but on a longer cooldown, which may be more suitable for some encounters.

Template Code

Note: Due to the aforementioned variety, these codes are incomplete. In particular the grandmaster trait in Chronomancer has not been selected.

Chaos variant

Copy Template Code

Domination variant

Copy Template Code


Quickness variant: Use .

Alacrity variant: Use .

Trait Variants

  • can be taken if running Focus and the reflect will be valuable.
  • gives you greater access to Distortion and Aegis Aegis, but you lose your main source of healing.
    • If taking this, you can constantly spam to trigger as your sustained healing instead.
  • - if not bringing any wells, you can slightly increase your CC with this.

Specialization Variants

Chaos offers more personal survivability, higher boon duration, and perhaps most usefully .

  • You could bring to give yourself more Stability Stability.

With Greatsword has the highest illusion generation of any weapon and so can be used to rapidly trigger for burst healing on demand. You should be able to trigger this trait 11 times in a single weapon swap.


Any combination of Minstrel stats Minstrel stats or Harrier stats Harrier stats (or even Giver stats Giver stats) will provide more than enough concentration to maintain boons. The setup below is merely a suggestion.

  • This setup will hit ~100% boon duration with Chaos and +100 Concentration food, but neither of these is necessary.



  • or any Healing Power/Concentration ascended food with the 10% outgoing healing effect.



As a healer, you don't really have a fixed rotation beyond using certain skills off cooldown, but consider the following guidelines.


Quickness provision comes from and so frequent clone generation and shattering is key. Open with your offset phantasm, then for some opening clones for . Within CS spam shatters and use , and/or to give yourself a large buffer of Quickness Quickness.

Outside of CS, autoattack on sceptre to generate clones and use and as soon as you have three clones.

Use and off cooldown for Might Might and Quickness Quickness.

If you have , you can use it should you notice Quickness Quickness dropping.


Thanks to , and all your wells generate Alacrity Alacrity. Open in much the same way as the quickness variant.

Outside of CS, autoattack on sceptre for healing and use your chosen wells off cooldown.

Greatsword Burst

If using a Greatsword and Domination, you can spam illusions to trigger using a rotation very similar to the DPS one:

  1. Weapon Swap Weapon Swap
  2. Autoattack and use when it comes off cooldown
  3. Weapon Swap Weapon Swap


You have two options for sustained healing:

  • heals in an AoE every time an illusion is generated. Phantasms will trigger this trait twice (once when they appear, and again then they become clones).
  • provides a moderate AoE heal every time you charge a mantra. has practically no cooldown after its charges are expended so you can spam it constantly for healing.

Both of these options provide roughly equivalent healing per second, and due to the downtime on from having to expend charges, you can get in a full auto chain on sceptre. However, having to constantly activate will be quite awkward and the Quickness Quickness build needs consistent clone generation, so relying on sceptre autos is better in practise, leaving uncharged in case extra healing or Might Might is required.

If playing with , you will have regular healing from your wells. If you don't need it for Alacrity Alacrity, you can save for an emergency as it has an inherent heal on the final pulse as well as triggering the trait.


You have many options to deal with incoming damage. Aside from your inherent healing you have the following:

  • - a two second channeled that blocks an attack and causes you to evade afterwards. Also generates two clones so you are immediately healed via . The cooldown is very short so you can use it liberally even if you're not tanking.
  • - A lengthy channeled block that will provide AoE Protection Protection after use, as well as triggering twice from the phantasm. If you block an attack, it flips to for 10 seconds, allowing you to repeat the skill.
  • - Up to four seconds of invulnerability with three clones, allowing you to completely ignore the majority of attacks. Activating it also provides Aegis Aegis in an AoE.
  • - three pulses of Aegis Aegis in an AoE and personal Stability Stability, which is enough to prevent a lot of incoming damage.

Continuum Split

Aside from providing an opening buffer of boons, you can use to get extra uses out of skills, either for the utility or for healing.

Crowd Control

Always have:

  • - Daze Daze. Even on the Quickness Quickness build you shouldn't need to use this for boons, and so can save it for CC.
  • - Stun Stun

On off-set:

Optional utility:

Encounter Specific Tips

Spirit Vale

Vale Guardian Toggle
  • Bring for the breakbars.
  • Maintain a sword clone in the split phase to help with boon removal.
  • You could bring a Focus and to help with seeker control.
  • Use or to block/evade through blue AOEs without having to move.
  • Cast just before the Green hits to quickly recover your subgroup's health.
  • Save to negate the damage of a Green.
    • You can bring to immediately refresh your after a green, allowing you to use it twice per phase.

For more information, see our Vale Guardian Guide.

Ghost events Toggle
  • With , and you can quickly move your group through these events.
  • Drop at your group's location. When you see a rift appear, and open at the rift location. Then to the closest Adrenal Mushroom, and return to your group to repeat for the next rift.
  • During the Spirit Run event, you can drop a at the rift immediately after the glide section and to the spirit wall. If your group has enough DPS, you can destroy the wall and finish the event before the final two rifts explode.

For more information, see our Spirit Woods Guide.

Gorseval the Multifarious Toggle
  • Bring for the breakbars.
  • You can either use a manipulation such as along with the Chaos variant, or , to provide Aegis Aegis or Stability Stability for the slams.
  • You can bring a Focus to use to pull the adds. The pull works best if you place the curtain just behind his hitbox.

For more information, see our Gorseval Guide.

Sabetha the Saboteur Toggle
  • Bring as there is only one breakbar which your teammates can easily cover.
  • Use Focus and to pull the bandit adds for easier cleaving. You can do this when Sabetha starts her flamewall.
  • Be careful of teleporting into flamewalls with . You might have to abort CS early or delay it to avoid this.
  • You might need to abort Continuum Split if you have to throw a bomb.

For more information, see our Sabetha Guide.

Salvation Pass

Slothasor Toggle
  • Bring for the breakbars.
  • Use to pull some slublings but always make sure you don't pull your friendly slubling.
  • You can use without the pull (or delay the pull) to provide more projectile defense.
  • If you are using keep in mind where your group will stand in the next few seconds. When you're about to move don't place it on your current position.
  • can be used to destroy the projectiles from the unblockable shake attack by jumping inside the boss when it shakes like a wet dog.
Bandit Trio Toggle
  • Bring for add control.
  • Use focus to pull mobs together.
Matthias Gabrel Toggle
  • Bring as failing to CC will result in a squad member's death.
  • Be careful with your reflects! You should only use to break Bloodstone Shield. If you reflect his slam attack Matthias will get a damage buff for each projectile you reflected.
    • Also be careful with as this skill will eat the shards needed to break Bloodstone Shield.

Stronghold of the Faithful

Siege the Stronghold (Escort) Toggle
  • Bring for add control.
  • The most popular strat for this encounter is "all up" or "insta cap", where one chronomancer solos the cave, tanks the tower mobs, and uses to taxi the group up to every tower. This lets you effectively have 9 people on both the main path and the towers. If you are filling this role consider running extra toughness to make it easier to survive the tower mobs on your own.
    • If your group is fast you might need to your , or ask another mesmer to bring and help you port the 4th tower.
    • If your team is okay with you not giving quickness in order to make sure you can reliably solo the skip part, you can bring and .
  • Use focus to pull mobs together.
Keep Construct Toggle
  • Bring for the breakbars.
  • Make sure to have Quickness Quickness ready for the burn phase.
  • Use to help pull the core through the rifts. Coordinate with other players on who is going to pull and when.
Xera Toggle
  • If tanking, consider running extra toughness as there is a lot of random damage on this fight and your healer will have their hands full.
  • Bring for the breakbars.
  • can be useful for condition cleanse and uptime.
  • Use your to pull adds into the boss.
  • You can use to pull orbs. Make sure to pull the last orb to make sure you're not pulling more than one orb.
  • If you're tanking, make sure to keep Xera facing away from your group as her Blurred Frenzy will deal massive damage to your DPS. You can use or to protect yourself from the attack while staying in place.

Bastion of the Penitent

Cairn the Indomitable Toggle
  • Bring as there are no breakbars here.
  • You can use to evade through red AOEs while keeping up DPS.
  • If doing greens, you should delay your Quickness Quickness until everyone is back in the center.
Mursaat Overseer Toggle
  • Bring as there are no breakbars here.
  • You should take either Claim or Dispel to get on the special action key.
Samarog Toggle
  • Bring as Samarog has a huge breakbar and failing to CC will result in a squad member's death.
  • Coordinate your CC with your teammates; try not to burn too many big CCs on the same breakbar.
  • Use to pull Rigom under Samarog during the split phases.
Deimos Toggle
  • Bring as the breakbars are small and easily broken by your teammates.
  • You can block the pizza attacks and Mind Crush with .
    • Note that a player standing in two pizza slices at the same time will still get hit.
  • If tanking, save to dodge the pizza attack while staying in place.
  • You can use any of your blocks or to block Mind Crush.

Hall of Chains

Soulless Horror Toggle
  • If tanking, consider taking extra toughness as the boss's autoattacks hit fairly hard.
  • Bring as failing to CC will wipe the group and is risky with the Tormented Dead around.
  • Take care when using as it will freeze Tormented Dead in place and interrupt knockbacks.
  • Try to block the AoE attacks for your team with .
  • If you're tanking, coordinate the aggro swap with the other tank. Aim to swap aggro as soon as your current stacks expire.
  • If you're tanking, move the boss near the wurms at the start so your DPS can cleave them down (with or otherwise).
  • Make sure to stand behind Soulless Horror if possible. If you're the tank, keep her facing in the same direction as her attacks deal massive damage to anyone who isn't the tank.


This build has a rating of 5 stars based on 1 votes.
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5 stars
Tamnoro gave this build 5 stars • April 2023
i think the build is really strong. i play it a lot in strikes and fracs. i like the chaos traitline but sometimes i play it with illusions and scepter trait.


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