Chronomancer - S/S/S Phantasm


Feedback is one of the essential skills and makes Mesmer for what it is, it deserves to be main slotted, not put as an afterthought. Especially if you are running Assassin's gear. Everything else is great. The preceding unsigned comment was added by Ananeos (talk • contribs) .

Remember to sign your comments. I disagree, projectiles aren't always prevalent and is therefore situational. Foxman525 (Elementalist Icon Color.png /u/ Necromancer Icon Color.png) 11:42, 11 November 2015 (UTC)
Chrono plays with alacrity well and shield phantasms or with quickness wells and tw. Thus you should only add the other group support skills like stability, reflect and condi removal if there isn't someone else to provide that. Check the DnT by nike and the rT guide by sanderiona for more info Fredor (talk) 11:57, 11 November 2015 (UTC)
I wan't invalidating the usefulness of Feedback; my argument was that it does not have to be slotted within the main skill bar. Secondly, we have to contribute damage just like anyone else, and this is not a full on support build; to say that support type only skills should be slotted, that would be incorrect in my opinion. Furthermore, there are those hybrid skills such as Well of Calamity and Well of Action that would fit more often than feedback. Feedback is situational. Foxman525 (Elementalist Icon Color.png /u/ Necromancer Icon Color.png) 12:28, 11 November 2015 (UTC)
Me neither. I said that the current focus of the mesmer is offensive support with alacrity and quickness and defensive support only if needed. Fredor (talk) 13:07, 11 November 2015 (UTC)


I love this build very much since I like playing support builds. Although, I think that this build needs some polishing. For one, it has a clear main description of the build, but the traits and where your damage is coming from is all over the place (

Mental Anguish Mental Anguish
Trait VIII.pngMental Anguish
Shatter skills deal 15% more damage. This bonus damage is doubled on foes that are not activating skills


Compounding Power Compounding Power
Trait I.pngCompounding Power
Deal 3% increased damage and gain 50 condition damage for each illusion you control. Fixed a bug which caused this trait to be non-functional while downed

don't combine well). Secondly, I think you have way too many options available to the reader, they don't need to know what a Mesmer can do; they just need to know the main skills that sync well with the build's main goals. (The mantras, for example, are completely unnecessary to list, but listing the optional weapon choices is okay since Mesmers need to be versatile and comply to the situation at hand.)

Liking the build so much, I started to make my own very similar build on my user page; take a look for some inspiration or to compare it: Foxman525. Lastly, I did some quick testing in the Mists, and boon duration or anything concerning boons do not apply to Alacrity; and here, the wiki page confirms it <>. I don't know why Anet is treating Alacrity as an effect; it just does not make sense since they changed Quickness to a boon a while ago. Anyways, taking

Signet of Inspiration Signet of Inspiration
Signet of Inspiration
Signet Passive: Grants swiftness and an additional random boon every ten seconds.
Signet Active: Copy all of your boons to nearby allies.
Aegis.pngAegis (10s): Block the next incoming attack.
Fury.pngFury (5s): 20% Critical Chance
Might.pngMight (20s): 35 Power, 35 Condition Damage
Protection.pngProtection (3s): -33% Incoming Damage
Regeneration.pngRegen (5s): 650 Heal
Retaliation.pngRetaliation (5s): Reflect incoming damage back to its source.
Swiftness.pngAlways receive - Swiftness (5s): 33% Movement Speed
Vigor.pngVigor (5s): 100% Endurance Regeneration
Book.pngNumber of Targets: 5
Range.pngRange: 600


Illusionary Inspiration Illusionary Inspiration
Trait VIII.pngIllusionary Inspiration
Phantasms grant 3 seconds regeneration to allies near them every 3 seconds. If you have any boons when you summon a phantasm you cast Signet of Inspiration. This trait benefits from the recharge bonus provided by Blurred Inscriptions

would be unfortunately useless. Foxman525 (Elementalist Icon Color.png /u/ Necromancer Icon Color.png) 11:42, 11 November 2015 (UTC)


I love this build so much I practically use it almost 100% of the time. Only one thing bugs me: why didn't you put Dueling as one of the possible trait lines? Considering that Sword is the main weapon used for damage, it stands to reason to use dueling as a trait line for DPS with sword since it buffs both your sword(and with that your survivability as well with Sword 2 having lower cooldown) and Phantasms should you choose to pick their respective traits while in general also buffing your overall DPS with a bit of Fury(thanks to the minors). Only problem with that line is the last Major traits that can be selected, which out of the 3 one depends on if you take a certain Utility type, the 2nd is rather DPS centric but being Condition dependent makes it a poor choice for burst builds while the 3rd being defensive centric still makes it a poor choice being that it spawns a clone which overwrites our phantasms and therefore reduces your overall damage and possibly utility. Even then the Dueling trait line is a solid choice should you want to go full DPS. Buismor (talk) 00:52, 25 November 2015 (UTC)

Dueling probably isn't an option since Domination is better for DPS; furthermore, in a dungeon setting the mesmer needs to have utility, so Dueling has no where to fit in this build for this situation. Dueling would be better for open world I think. Anyways, there's another Chrono build out that is more damage focused in the dungeon testing section; why don't you take a look at that? Foxman525 (Elementalist Icon Color.png /u/ Necromancer Icon Color.png) 04:25, 27 November 2015 (UTC)
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