Chronomancer - Utility Boon Support
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Focused on: Boon support, Utility and Direct damage
Designed for: Raids
Note: this build has not yet been updated for the 28th July 2022 patch that introduced significant changes to how chronomancers share boons. The information in this guide does not apply to the current version of the game.
This version of Support Chrono is a boon support that provides 100% Quickness and Alacrity uptime for its party. This massively increases the group's damage and healing output due to faster cast times and lower cooldowns. In addition, it can increase group wide boon uptime through , and cheese certain raid mechanics using , , and .
This iteration of Support Chrono has been largely superseded by other sources of Alacrity. A higher-DPS version that provides only Quickness is now the common choice, which can be found here: Chronomancer - Power Boon Support.
This build is more pug-friendly as it doesn't require your group to stack within 240 units of you for , and it assists players outside your subgroup with 10-target . also means that you generate twice as much Protection for your subgroup with .
Sword/Shield is mandatory but Focus can be replaced if there's nothing to pull with .
- Sword provides higher damage and a personal block.
- Pistol provides 250 extra breakbar damage from (325 with ). This is useful if you have really bad CC or if you need to CC a lot (e.g. Samarog).
- sacrifices a small amount of personal DPS to provide group healing and condition cleanse. In high pressure fights can maintain uptime for your DPS which makes it easily better than .
Utility If you need a utility skill you can swap out :
- gives you more Alacrity.
- Note that you are a poor primary source of Alacrity as you can only provide it to five targets at once, and to maintain it solo requires at least 90% boon duration, , and (using Mimic on the well).
- helps with reflects.
- provides Aegis to your subgroup, useful for fights like Deimos CM.
- is a selfish DPS option (only if you're using )
- If you're not using , bring for damage.
- should be used if an encounter requires heavy CC.
- if you're using a focus offhand.
- if your group needs some extra minor healing.
- in case Slow uptime is already permanent.
You take illusions to decrease the cooldown of . This doesn't particularly help phase boon uptime, as your cooldowns already fit fairly neatly, but it can be very useful when it makes the difference between starting a new phase with available or not. also extends the length of , making it a good choice for newer Chronomancers.
Chaos is most valuable on event-style encounters such as Escort, where an easy source of Stability is useful, or lowering the cooldowns of or . It could also be used as a quick way to gain extra boon duration if you feel you are lacking and can't quickly regear.
There are many variations of gear for Chronomancer and some of them can be difficult to acquire, however they all share a common goal in their stat choices which is to reach enough boon duration to maintain sufficient boons for their group. The required boon duration will depend on the skill of you and your group, as well as whether you're running with builds such as Build:Firebrand_-_Quickness_Support_Power_DPS and Build:Renegade_-_Boon_Support_Power_DPS.
Remember to get a sword, focus, and shield offhand.
The suggested gear here provides you with enough boon duration to comfortably sustain boons on your group, while allowing you to vary runes, sigils and consumables as necessary.
You can use dT's gear optimizer to decide what combination of gear will be best for you to use.
- With , this build will reach exactly 100% boon duration.
- can be used for 60 extra breakbar damage from , or . Note that Stuns and Dazes always deal a minimum of 100 breakbar damage, so this sigil has no effect on .
- is the highest damage sigil option.
- can be used for a DPS boost if your group doesn't need the boons from . deals practically the same damage, but the 6th bonus can be lost (especially if you're tanking).
- is the highest DPS rune set available, but pointless if you're tanking.
Due to the amount of active defence Chrono has, it won't always need a specific rune set for tanking, but there are some powerful options:
- adds a good amount of bonus healing every time you block an attack. Against some multi-hit boss abilities, this can even proc multiple times off a single shield block.
- or both provide 15% boon duration and 175 toughness, while applying a small amount of supplementary Protection to nearby allies.
- are cheap and can save you from getting downed once every 90 seconds, making them a good starter option.
Sometimes all you really need to do in an encounter is survive and provide boons. In such a case you can bring tanky gear such as Minstrel stats or Giver stats:
- This set is designed to hit 100% boon duration with +100 concentration food and .
- You can swap the runes out for one of the Tanking Runes above, or a more heal-focused set such as .
- As you won't be doing any damage, you should run and a more support-focused traitline such as Illusions (or Chaos) in place of Domination.
Tanking and Toughness
If you're the tank in an encounter with toughness-based aggro, you will need to add toughness so that you have the highest toughness in your squad. Do a toughness check before pulling the boss and adjust your gear accordingly.
Here are some important toughness thresholds that you may need to take into account when gearing:
- 1000: the baseline toughness of all builds
- 1150: Soulbeasts with
- 1380: Minimum toughness of a Soulbeast Hand Kiter at Deimos
If you only need a small amount of toughness, you can add one toughness infusion, replace one Berserker stats piece with Knight stats, or use /. If someone has an absurd amount of toughness consider running the Minstrel stats variant or similar. To beat 1150 toughness, you can swap your amulet for a toughness-major stat combo (make sure that your boon duration doesn't go too low).
- or ascended versions
- if you don't need extra boon duration
The main role of Support Chronomancer is to provide permanent Quickness to your group. You can provide these boons directly with the following skills:
The final part of Chronomancer's boon-sharing arsenal is , which extends the duration of boons that have been previously applied to whomever it hits (it will not apply boons that the player didn't already have). This is used to bridge the gap between boon applications from your other skills, and if you're using it will affect all 10 players in your squad. In some cases you may need to copy for extra boons.
When all your boon sharing skills are on cooldown, just deal DPS with , phantasms, and autoattack chains until your skills are available again.
Example Rotation Videos
- Coordinate with other boon support classes in your group (most likely another chrono or a renegade/firebrand pair) to ensure there aren't any gaps in boon coverage - remember that if traited your will affect everyone in the squad!
- Remember to press to proc , as well as for the extra free damage.
- Proper well placement is crucial for boon uptime. Make sure you throw your wells where your teammates will be standing, not under your own feet. As a general rule of thumb, you should throw wells at the back of the boss, as this is where the DPS are usually stacking in melee range.
- and only provide boons when they expire, 3 seconds after the initial cast. Make sure to keep this in mind if your squad is moving around during the fight.
- This is especially important to keep in mind when starting a fight or a new phase after boons have expired - don't waste your before boons have been applied to people!
- When possible you should use to increase your boon uptime. See "Continuum Split" below.
- You can delay if you need to Aegis a specific mechanic. This may cause you to briefly drop boons, but it's better than wiping because you didn't do your job.
- is a very powerful skill for boon uptime. While in , you can cast any of your boon-sharing skills "for free" without expending a cooldown. Use to double up on boonsharing whenever possible.
- It's worth delaying skills by a few seconds if is coming off cooldown.
- You should save your clones if you're going to soon so that you can get a longer . is helpful for generating clones here.
- Remember that also makes you teleport to your original location when it ends. Be wary of your positioning when using it. Abort it if it's going to kill you on the return teleport (e.g. teleporting you into spikes on Mursaat Overseer).
- Another use of is to get a shorter cooldown on and . Because these skills have a longer cooldown than , you should only cast these skills inside if possible. This effectively reduces their cooldown to the cooldown of .
- Always activate as late as possible in the cast animation of whatever skill you want to . This is because skills only go on cooldown when their cast animation ends, allowing you to fit more skills inside your .
- If you use as your final skill then immediately cast it again upon exiting , you can catch both walls as they return and reduce the cooldown by 20 seconds instead of 10.
- Unless you will be entering soon you can shatter your clones with for extra damage. is worth using to generate a clone for shattering if you don't have 3 already.
- If possible, use to mitigate damage instead of dodging.
- -> can be used on mechanics such as Gorseval's Charged Souls or Deimos' Prides to immobilize them in emergencies.
- Use to pull up to 5 enemies and allow your team to cleave them down at the same time.
- You have boon strip on the third skill of your AA chain . You can increase your boon stripping abilities by maintaining sword clones rather than shattering them, which use the sword AA including the boonstrip.
- If you don't need healing make sure to use to cast extra phantasms for more damage.
- Easily accessible CCs:
- (1-2 hits)
- (1-4 hits)
- Other CCs:
- is a weak CC and is better used for pulling mobs into the boss.
- if running sword.
- if running pistol.
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