Chronomancer - Water Cleric



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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Designed for:

Overview

A Support/Healing Build. Very durable if your team zergs WELL.

Skill Bar

StaffHealingUtilityElite
Sword/Shield

Specializations




Equipment

Staff.png
I.png
Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
Superior Sigil of Purity
10Recharge.png
Superior Sigil of Purity.pngSuperior Sigil of Purity
60% Chance on Hit: Remove a Condition. (Cooldown: 10s)
I.png
Staff.png
II.png
Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
Superior Sigil of Purity
10Recharge.png
Superior Sigil of Purity.pngSuperior Sigil of Purity
60% Chance on Hit: Remove a Condition. (Cooldown: 10s)
II.png
Superior Rune of the Water
Superior Rune of the Water.pngSuperior Rune of the Water
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): 25% chance when struck to remove a condition. (Cooldown: 30s) (5): +100 Healing Power (6): +15% Boon Duration; When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
Cleric Amulet
Cleric Amulet.pngCleric Amulet
+900 Power +900 Toughness +1200 Healing Power

Variants

Rune

  • Superior Rune of Dwayna Superior Rune of Dwayna
    Superior Rune of Dwayna.pngSuperior Rune of Dwayna
    (1): +25 Healing Power (2): +10% Regeneration Duration (3): +50 Healing Power (4): 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45s) (5): +100 Healing Power (6): +20% Regen Duration; When you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10s)
    Empowers the regen from phantasms and the distortion shatter ability.
  • Superior Rune of the Monk Superior Rune of the Monk
    Superior Rune of the Monk.pngSuperior Rune of the Monk
    (1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): +10% outgoing heal effectiveness to allies, +1% outgoing heal effectiveness for 3 seconds whenever granting a boon to an ally (max 10)
    If your team needs more healing than boon duration or condition clear.

Usage

  • Drop all wells except gravity and calamity on you and the ally/s you are supporting whenever they come off cooldown.
  • Well of Eternity Well of Eternity
    ¼Activation.png
    20Recharge.png
    Well of Eternity
    Well. Creates a well that rewinds time, removing conditions from allies. When it expires, the well heals all allies in the area.
    Heal.pngInitial Self Heal: 3,230
    Heal.pngEnd Heal: 3,870
    Book.pngConditions Removed: 1
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 3s
    Radius.pngRadius: 240
    Combo.pngCombo Field: Light
    Range.pngRange: 900
    serves two very important functions. First, Without any illusions the initial pulse should heal you for 3,642 health and your allies for 4450. The first pulse will also remove two conditions from you and all nearby allies before it even starts pulsing.
  • If allies are stomping drop
    Well of Precognition Well of Precognition
    ¼Activation.png
    45Recharge.png
    Well of Precognition
    Well. Creates a well that gives allies the ability to see the future and allows them to evade all incoming attacks. When the well ends, allies within the well regain endurance.
    Distortion.pngDistortion (1s): Evade all attacks.
    Stability.pngStability (1s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Book.pngEndurance Gained: 30
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 3s
    Radius.pngRadius: 240
    Stun-Break.pngBreaks Stun
    Combo.pngCombo Field: Ethereal
    Range.pngRange: 900
    on them and use
    Tides of Time Tides of Time
    ½Activation.png
    40Recharge.png
    Tides of Time
    Launch a wave of temporal energy that damages and stops enemies it passes through and buffs allies. The wave then returns to you. Touching the returning wave reduces the recharge of this skill.
    Damage.pngDamage: 264
    Quickness.pngQuickness (1½s): Skills and actions are 50% faster.
    Stun.pngStun: 1s
    Book.pngBlocks Missiles
    Book.pngRecharge Reduced: 10s
    Combo.pngCombo Field: Ethereal
    Range.pngRange: 600
    . Well of Precognition will stop enemies from interrupting the stomp and Tides of Time will give them quickness.
  • Gravity Well Gravity Well
    1Activation.png
    90Recharge.png
    Gravity Well
    Well. Create a powerful well that warps space in an area, knocking down, floating, and pulling foes caught in its event horizon. When it expires, foes still inside the well take heavy damage.
    Damage.pngPulse Damage: 160
    Damage.pngFinal Damage: 798
    Radius.pngPull: 240
    Float.pngFloat: 1s
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 3s
    Radius.pngRadius: 240
    Combo.pngCombo Field: Dark
    Range.pngRange: 900
    is to interrupt the enemy team, especially if they are clumped up.
    Well of Calamity Well of Calamity
    ¾Activation.png
    20Recharge.png
    Well of Calamity
    Well. Creates a well that rends time, damaging, weakening and crippling foes in the area. When the final pulse of Well of Calamity triggers, it deals massive damage to foes in the area.
    Damage.pngPulse Damage: 133
    Damage.pngFinal Damage: 798
    Cripple.pngCrippled (2s): -50% Movement Speed.
    Weakness.pngWeakness(2s): -50% Endurance Regeneration, 50% Fumble (Unrestricted)
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 3s
    Radius.pngRadius: 360
    Combo.pngCombo Field: Ethereal
    Range.pngRange: 900
    is to weaken any one standing in the back of team fights and to cut off retreats.
  • When you use
    Echo of Memory Echo of Memory
    Activation.png
    30Recharge.png
    Echo of Memory
    Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants alacrity to allies. If an attack is blocked, Déjà Vu is usable for a short time.
    Damage.pngDamage: 347
    Alacrity.pngAlacrity (2s): Skills recharge 66% faster.
    Slow.pngSlow (2s): Skills and actions are slower.
    Duration.pngDuration: 10s
    Radius.pngRadius: 240
    Range.pngRange: 900
    you want to temporarily move to the front lines of your team so you can trigger Deja Vu. DO NOT USE WELL OF PRECOGNITION IF YOU USE ECHO OF MEMORY! With this build you want as many of the phantasms from Echo of Memory out as possible. With this build they have 20% extra health and spawn with 7 1/4 seconds of retaliation, and have a constant regen aura that heals 906 health for 3 1/2 seconds.
  • Always place
    Well of Recall Well of Recall
    1Activation.png
    40Recharge.png
    Well of Recall
    Well. Creates a well that steals memories from foes, damaging and chilling them. When it expires it restores memories to allies, speeding their skill recharge.
    Damage.pngDamage: 186
    Alacrity.pngAlacrity: Skills recharge 66% faster.
    Chill.pngChilled (1s): -66% Skill Recharge Rate, -66% Movement Speed
    Book.pngNumber of Targets: 5
    Book.pngPulses: 3
    Duration.pngDuration: 3s
    Radius.pngRadius: 240
    Combo.pngCombo Field: Ethereal
    Range.pngRange: 900
    on yourself and use your shatters for stability and cooldown reduction. Your allies Don't need the alacrity as much as you do. Your other wells will help them enough if they jump around a lot or refuse to stay close to you.
  • Your ultimate combo for this class requires you to have all three phantasms out. Pop Continuum Split and immediately drop Gravity well on as many enemies as possible along with Well of Calamity. If you have time drop Well of Eternity and Well of Precognition on your allies. When Continuum Split ends Repeat the Gravity and Calamity combo, then drop eternity where you dropped gravity so all allies who rush to burst down the severely weakened enemies have a puddle of condition removal and healing to stand on. Wait till at least two enemies are downed and use the unstoppable stomp combo.

Counters

High burst damage builds if they manage to get the drop on you.

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