Chronomancer - Support Chronomancer
Overview
Support Chronomancer WvW build focusing on revival, utility and crowd control.
Skill Bar
Sword/Focus
X/Shield
Utility
Heal Variants
- if you take
- Both swaps strongly recommended at smaller numbers.
Utility Variants
- extremely powerful AoE boonrips but inconsistent at range, typically used over
- Enables an extra use of or .
- if in need of
Stability and personal stunbreak
- Your utilities are extremely powerful, only take this if you can't live without it
Template Code
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Specializations
Variants
- useful to give self
Quickness if landing is difficult
- for variant
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Sword
Minstrel
Minstrel
Focus
Minstrel
Minstrel
Sigil
Sigil
Sword
Minstrel
Minstrel
Shield
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
Minstrel can be replaced by
Wanderer or
Celestial
- Your equipment in general has minimal impact on this builds performance, but concentration is helpful for
Alacrity uptime
- Your equipment in general has minimal impact on this builds performance, but concentration is helpful for
- ⇒ slightly more boon rip at the cost of survivability
Consumables
Usage
Priorities
- High
- Moderate
- CC
- Boon rip
- Low
- Supporting allies
Surviving
- This build has high passive defense
- This build has low mobility skill access, staying very close to your tag and group is critical
- Target isolated players to reposition with /, the clone will die before can be used if it is summoned into damage
- Be ready to Dodge as soon as you press
- Target isolated players to reposition with /, the clone will die before can be used if it is summoned into damage
- This builds has moderate active defenses
- will not activate if you are not hit during the cast time of
- will reset the cooldown of but not if is active
- will not activate if you are not hit during the cast time of
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Detailed Explanations
Illusion of Life
- Focus on reviving allies who are far away with , don't waste the skill on players that can be hand rezzed.
- Normally should be saved for , but resetting is also an acceptable use
Veil
- Save your for the commanders call
- If you aren't using voice communication, use it as your group pushes into melee, avoid wasting it for a range spike
- Place your as close to the front of your group as possible without letting the line spawn on top of any allies
CC
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
- Your CC skills also remove boons with and
- Use when casting to reset the cooldown
- Use while out of the way of enemy damage and pushes so you aren't brought back in an awkward spot or have your split ended early by damage
- While inside the split, use as many skills as possible such as and Shatter skills as the cooldowns reset
- You can cast as another skill cast is finishing instead of before the cast to give yourself slightly more time in split
- Use to pull targets into other CC and spikes, including your own
- is particularly important when revenants range spike with
- Use as your group pushes into the enemy or when trying to catch an enemy that is lagging behind
- Do not put yourself out of position trying to use it
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Boon rip
- Your shatters (, and ) proc
- Since your shatters are melee range, use them when crossing through enemies
- Don't go out of your way to hit enemies with shatters if it would put you out of position
- While proccing with is valuable, using it on targets with
Stability to proc is still ok
- Since your shatters are melee range, use them when crossing through enemies
- Target enemies on the edges of the group with , the phantasm is fragile
- Land just before an allies spike when possible. Try to place it so one edge is on the enemy group and the other edge is in the direction they are moving
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Supporting allies
- Cast where your group will be when it finishes ticking
- If possible, hit allies as well as enemies with , but prioritize enemies
Settings
- Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targetted
- Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support
- Also under General Options / User Interface turn on Thick party health bars and Thick squad health bars
- Under Squad Options check View as a grid. This will allow you to keep track of your allies' health, enabling better decision-making and skill management
Ratings

Super super fun and very versatility build!!!! high boonrip and CC, medium cleanse.. u can bring a lot of tools like portals, wells to improve sieges, mimic + continuum split, illusion of life. But i recommend drop chaos and use illusion 1-2-2 and run sword/focus+shield. If u are driver, better run staff instead shield and use inspiration 1-2-2 instead illusion.
In short, you can do a lot for your group

I enjoy this build, and feel that the Mesmer has a role again within the large scale Meta game for the first time since boon share Chrono. There are some minor tweaks with regard to utility, largely dependent upon squad needs, but the gear choices and trait recommendations make perfect sense to swap from boon rip to off healer/clear/boon support very easily. You wont provide the same level of clears as Support Scrapper or Aura share Tempest, but the hard and soft CC, particularly with regard to boon rip, is effective and can truly turn the Tides of Time!

Top boonrip + FB/sup spb level cleanse + CC. Omega comfy

With Scrappers filling the stealth option, the Chronomancer can focus on control and boonrip. CC's from Gravity Well, Tides of Time, and Chaos Storm with Sigil of Absorption give this build very strong boon rip capability, with of course, strong CC options. Additional boonrips from shatters with the trait Shattered Concentration really increase the boon rip numbers for this class. Pulls with Temporal Curtain are also very strong. With Illusion of Life is very strong for friendly down control, and Null field gives good condi cleanse and additional boon rip, especially when used at the melee clash and with Spellbreaker Winds. I would only bring 1 Chronomancer per 15 players for the utility, but the control it gives makes up for the loss of one DPS slot. Given that the healing and cleanse capability of this build is so low for a full support option, I cannot give it a 5, but I think it is worth a solid 4.

A excellent build capable of outputting the most boonrips in a group, especially in 15s and lower man content. The ability to revive allies with Illusion of Life can carry fights, and you have some of the best crowd control in the game.
Comments
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