Chronomancer - Power Shatter Chrono Roamer

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage and Control

Designed for: WvW Roaming

Difficulty:
Normal
This build was last updated on February 05, 2024 and is up to date for the March 19, 2024 patch.

Overview

A burst focused Power Chronomancer build for WvW roaming. High damage, low survivability.


Skill Bar

Greatsword
Sword/Shield
Utility


Skill Variants

Weapons

  • Torch over Shield - defensive weapon which offers more condition cleansing and adds Stealth Stealth access to the build. Of course the stealth could also be used to sneak up on targets and burst them.


Template Code

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Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Greatsword
Marauder
Sigil
Sigil
Sword
Marauder
Shield
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic

Equipment Variants

Sigils

Greatsword

  • over Vision - better defense against conditions, less consistency on your main burst combo.

Relics

  • - potentially higher uptime of a slightly better damage boost, but you have less control over this one.
  • - adds Fury Fury access to the build for higher consistency.


Consumables

Food

  • - great offensive stats and some direct damage mitigation.
    • - a bit more defensive but equally viable option.
  • - highest damage option, no damage mitigation but the life steal procs still provide some sustain.
  • - this food provides some defense against condition damage without sacrificing damage.
  • - active damage mitigation via more frequent access to dodging, and the Might Might generation has synergy with various traits.
    • Budget version:
  • or - cheap precision bump and armor ignoring damage procs that also heal you.


Utility

  • or .


Usage

Elite specialization basics

  • Chronomancers gain access to (CS) in the F5 slot, a new shatter skill. CS only last a couple of seconds, extended by the clones shattered by its activation. Once it ends, your cooldowns and HP will reset back to what they were the moment you've entered Continuum Split. CS is usually used right before costly burst combos as it allows you to do an entire rotation and then repeat it once Continuum Split ends and your CDs reset.
  • While your HP reverts back after CS (just like your CDs), any conditions or boons applied to you while CS was active is still going to be on you and your active Wells won't disappear either.
  • Your regular shatter skills are replaced by new Chronomancer ones. These are very similar to old shatters in terms of functionality - for example the F1 still hits the hardest and F3 still Daze Dazes.


General

  • offers some nice passive healing but its true strength lies in the active. Being able to reduce the CD on for ranged damage or for added sustain via blocking lets you adapt to various situations on top of getting healed.
  • is great in just about any sitaution from disengaging from a fight to teleporting in for a quick melee burst.
  • Every Signet skill grants . is your panic button: break stuns, applies Stealth Stealth + and cleanses 5 conditions thanks to . SoM is the only mass condition cleanse in the build, keep that in mind when facing condition specs. Correcting mistakes or recovering from bursts becomes harder while this is on CD.
  • Sometimes you might want to consider using offensively: this could instantly cleanse Weakness Weakness and Blind Blind from you while providing a small window of invulnerability which allows you to facetank enemy burst and counterpressure them freely. The brief Stealth Stealth could even make it harder for enemies to avoid your attacks.
    • It's a risky move unless you can secure a kill or have a backup or ready in case you get focused.
  • is taken for its active. With this skill you to be a bit more reckless with your CD management and spam your shatter more which allows you to keep the pressure up longer. As far as defense goes being able to reset is a huge bump to your survivability.


Damage

  • The following burst combo is the backbone of the entire build:
  • This is best used in melee range in order to make (MB) harder to anticipate and to benefit from the Might Might from the bounces.
  • The first bounce of MB creates a clone, you should use (for maximum damage) or (if Split Second is on CD) to shatter it for burst damage.
  • Follow up with as soon as you can.
  • This combo can be extended and improved by many other skills in the build, including:
    • Rooting people with Sword/Shield's or before the combo is highly recommended as it makes the combo harder to avoid even if they see it coming. works well too.
    • before the combo could soften up targets, force a dodge, or just in general provide 2 extra clones for shatters once the Phantasms expire.
    • between Mirror Blade and before you shatter instantly adds 2 extra clones for higher burst.
    • Using right before the combo lets you repeat your burst in case the target survived the first one.
    • could be used to interrupt the enemy if they're trying to heal, or knock away teammates who are coming in to rez them.
  • Sword/Shield is more of a defensive set, but it does have decent clone generation and some CC to set up shatters if you want to.
  • is your filler shatter. The damage isn't great but it's better than nothing, and the boonrip from could soften up targets for your main burst (or just get rid of Stability Stability if you need to interrupt something}.
  • is an ammo skill with 2 charges. With the help of you could do 2 back-to-back shatter combos as it immediately grants you 2 clones which you can shatter using the 2nd Split Second.


Gravity Well combo example:

  1. Optional: Start this combo on Sword/Shield so you can make use of the proc later
  2. right before you finish casting Gravity Well (to get the most out of Continuum Split's short duration)
  3. Optional: swap to GS for sigil proc if you were on Sword/Shield
  4. Exit CS, repeat from


Sustain

  • Survivability is somewhat low, the best you can do is not get hit. Luckily the build has plenty of ways to avoid damage, from blocks to Distortion.
  • Keep your distance between burst combos as much as possible, but getting into melee range is inevitable as that's where your combos are the deadliest.
  • Use , and to survive pressure. CC can buy you a couple of seconds too and works wonders against less mobile enemies.
  • If you absolutely have to, even could be used defensively. It reverts your HP back once it ends, 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 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.
  • The build has several tools for dealing with conditions:
    • when swapping to Sword
    • 's damage prevention.
    • cleanses 5.
    • Phantasms take 1 condition from you when summoned.
  • You can speed up the recharge of the shield block with the active of in case you really need it.
  • The best defense is often a good offense. Let's say a Revenant is about to jump you with , simply drop a under your feet and capitalize on the CC with a GS burst combo.
  • Or a Thief just opened on you from Stealth Stealth and you need to react quickly, do a to mitigate the initial burst followed by a to prevent them from attacking you after Blurred Frenzy as you're already casting + on them, quickly followed by a GS burst combo. Consider throwing in a or as you're about to do the GS combo to avoid being interrupted by .


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • May 2023
Works fine and the damage is amazing, but allows for no misplays and doesn't hold up too well in outnumbered situations or against thieves. People who are looking for a challenging but fun oneshot build to play should like it at least.

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