Difference between revisions of "Chronomancer - Power Shatter Chrono Roamer"
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| designed for = WvW Roaming | | designed for = WvW Roaming | ||
| focus = strike damage, control | | focus = strike damage, control | ||
− | | rating = | + | | rating = good |
− | | difficulty = | + | | difficulty = 2 |
+ | | xpac = HoT | ||
}} | }} | ||
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| weapon4 = shield | | weapon4 = shield | ||
| healing = Signet of the Ether | | healing = Signet of the Ether | ||
− | | utility1 = | + | | utility1 = Signet of Illusions |
| utility2 = Blink | | utility2 = Blink | ||
− | | utility3 = | + | | utility3 = Signet of Midnight |
| elite = Gravity Well | | elite = Gravity Well | ||
}} | }} | ||
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===Skill Variants=== | ===Skill Variants=== | ||
− | |||
− | |||
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− | |||
'''Weapons''' | '''Weapons''' | ||
− | * ''Torch'' over ''Shield'' - defensive weapon which offers more condition | + | * ''Torch'' over ''Shield'' - defensive weapon which offers more condition cleansing and adds {{Tooltip|Stealth}} access to the build. Of course the stealth could also be used to sneak up on targets and burst them. |
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQcKJRc7KC4jDw8BggGCAWUBZgGDAYMBsxKaAQAAAAAAAAAAAAAAAAAAAAADWgBXADIAAA==] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Domination|top|top| | + | {{Specialization|Domination|top|top|mid}} |
− | {{Specialization| | + | {{Specialization|Inspiration|bot|mid|bot}} |
{{Specialization|Chronomancer|mid|bot|mid}} | {{Specialization|Chronomancer|mid|bot|mid}} | ||
− | |||
− | |||
− | |||
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| weapon3 = Sword | | weapon3 = Sword | ||
| weapon4 = Shield | | weapon4 = Shield | ||
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Vision |
| sigil2 = Superior Sigil of Energy | | sigil2 = Superior Sigil of Energy | ||
| sigil3 = Superior Sigil of Cleansing | | sigil3 = Superior Sigil of Cleansing | ||
| sigil4 = Superior Sigil of Energy | | sigil4 = Superior Sigil of Energy | ||
+ | | amulet = Assassin | ||
+ | | ring1 = Assassin | ||
+ | | ring2 = Assassin | ||
+ | | accessory1 = Assassin | ||
+ | | accessory2 = Assassin | ||
+ | | backpiece = Assassin | ||
| infusion1 = Mighty WvW Infusion | | infusion1 = Mighty WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
| relic = Relic of Fireworks | | relic = Relic of Fireworks | ||
}} | }} | ||
+ | |||
+ | ===Equipment Variants=== | ||
+ | '''Sigils''' | ||
+ | |||
+ | ''Greatsword'' | ||
+ | * {{Sigil|Superior Sigil of Cleansing}} over Vision - better defense against conditions, less consistency on your main burst combo. | ||
+ | |||
+ | '''Runes''' | ||
+ | * {{Rune|Superior Rune of the Deadeye}} - if you're willing to sacrifice some burst damage for higher crit chance. | ||
+ | |||
+ | '''Relics''' | ||
+ | * {{Relic|Relic of Isgarren}} - potentially higher uptime of a slightly better damage boost, but you have less control over this one. | ||
+ | |||
+ | * {{Relic|Relic of the Midnight King}} - adds {{Tooltip|Fury}} access to the build for higher consistency. | ||
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'''General''' | '''General''' | ||
* {{Skill|Signet of the Ether}} offers some nice passive healing but its true strength lies in the active. Being able to reduce the CD on {{Skill|Phantasmal Berserker}} for ranged damage or {{Skill|Echo of Memory}} for added sustain via blocking lets you adapt to various situations on top of getting healed. | * {{Skill|Signet of the Ether}} offers some nice passive healing but its true strength lies in the active. Being able to reduce the CD on {{Skill|Phantasmal Berserker}} for ranged damage or {{Skill|Echo of Memory}} for added sustain via blocking lets you adapt to various situations on top of getting healed. | ||
+ | <!--* {{Skill|Mantra of Distraction}} and its Power Lock can be used both defensively (instantly stopping burst attempts, applying {{Tooltip|Weakness}}) and offensively (denying healing skills, sending them on a 15s CD). | ||
+ | ** Charge up the mantra way before entering a fight. Mounting up doesn't undo it and this way Power Lock will be available at the start of your next fight without having to take precious time to hardcast the mantra first.--> | ||
− | * {{Skill| | + | * {{Skill|Blink}} is great in just about any sitaution from disengaging from a fight to teleporting in for a quick melee burst. |
− | + | <!--* {{Skill|Mirror Images}} is just as good offensively as it is defensively, in fact it's often used to counterpressure enemies who jump you. Being a stun break which also breaks enemy targeting it's useful when you're getting focused by the enemy team and other defensive skills are on CD, and the 2 clones can be shattered immediately for burst damage (or a longer {{Skill|Distortion}} even). Alternatively if you're looking to do a quick burst feel free to use this skill to get your clone count up to 2 instantly, right before using a shatter skill.--> | |
− | * {{Skill| | + | * Every '''Signet''' skill grants {{Skill|Distortion}}. {{Skill|Signet of Midnight}} is your panic button: break stuns, applies {{Tooltip|Stealth}} + {{Skill|Distortion}} and cleanses 5 conditions thanks to {{Trait|Blurred Inscriptions}}. 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 {{Skill|Signet of Midnight}} offensively: this could instantly cleanse {{Tooltip|Weakness}} and {{Tooltip|Blind}} from you while providing a small window of invulnerability which allows you to facetank enemy burst and counterpressure them freely. The brief {{Tooltip|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 {{Skill|Distortion}} or {{Skill|Blink}} ready in case you get focused. | ||
− | * {{Skill| | + | * {{Skill|Signet of Illusions}} 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 {{Skill|Distortion}} is a huge bump to your survivability. |
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− | '' | + | ''Gravity Well combo example:'' |
+ | :# ''Optional:'' Start this combo on Sword/Shield so you can make use of the {{Sigil|Superior Sigil of Vision}} proc later | ||
:# {{Skill|Gravity Well}} | :# {{Skill|Gravity Well}} | ||
:# {{Skill|Continuum Split}} right '''before''' you finish casting Gravity Well (to get the most out of Continuum Split's short duration) | :# {{Skill|Continuum Split}} right '''before''' you finish casting Gravity Well (to get the most out of Continuum Split's short duration) | ||
+ | :# ''Optional:'' swap to GS for sigil proc if you were on Sword/Shield | ||
:# {{Skill|Mirror Blade}} | :# {{Skill|Mirror Blade}} | ||
− | |||
:# {{Skill|Split Second}} | :# {{Skill|Split Second}} | ||
:# {{Skill|Mind Stab}} | :# {{Skill|Mind Stab}} | ||
:# {{Skill|Phantasmal Berserker}} | :# {{Skill|Phantasmal Berserker}} | ||
− | :# Exit CS, repeat from | + | :# Exit CS, repeat from {{Skill|Gravity Well}} |
'''Sustain''' | '''Sustain''' | ||
− | * Survivability is | + | * 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. | * 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. | ||
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* If you absolutely have to, even {{Skill|Continuum Split}} 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 {{Skill|Continuum Shift}} 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. | * If you absolutely have to, even {{Skill|Continuum Split}} 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 {{Skill|Continuum Shift}} 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: |
+ | ** {{Sigil|Superior Sigil of Cleansing}} when swapping to Sword | ||
+ | ** {{Skill|Distortion}}'s damage prevention. | ||
+ | ** {{Skill|Signet of Midnight}} cleanses 5. | ||
+ | ** Phantasms take 1 condition from you when summoned. | ||
* You can speed up the recharge of the shield block with the active of {{Skill|Signet of the Ether}} in case you really need it. | * You can speed up the recharge of the shield block with the active of {{Skill|Signet of the Ether}} 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 {{Skill|Phase Traversal}}, simply drop a {{Skill|Gravity Well}} under your feet and capitalize on the CC with a GS burst combo. Or a Thief just opened on you from {{Tooltip|Stealth}} and you need to react quickly, do a {{Skill|Blurred Frenzy}} + {{Skill| | + | * The best defense is often a good offense. Let's say a Revenant is about to jump you with {{Skill|Phase Traversal}}, simply drop a {{Skill|Gravity Well}} under your feet and capitalize on the CC with a GS burst combo. |
+ | |||
+ | * Or a Thief just opened on you from {{Tooltip|Stealth}} and you need to react quickly, do a {{Skill|Blurred Frenzy}} to mitigate the initial burst followed by a {{Skill|Time Sink}} to prevent them from attacking you after Blurred Frenzy as you're already casting {{Skill|Illusionary Leap}} + {{Skill|Swap}} on them, quickly followed by a GS burst combo. Consider throwing in a {{Skill|Distortion}} or {{Skill|Signet of Midnight}} as you're about to do the GS combo to avoid being interrupted by {{Skill|Steal}}. |
Latest revision as of 18:08, 8 July 2024
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 July 08, 2024 and is up to date for the October 8, 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 access to the build. Of course the stealth could also be used to sneak up on targets and burst them.
Template Code
[&DQcKJRc7KC4jDw8BggGCAWUBZgGDAYMBsxKaAQAAAAAAAAAAAAAAAAAAAAADWgBXADIAAA==]
Specializations
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Assassin
Assassin
Accessory
Assassin
Assassin
Accessory
Assassin
Assassin
Amulet
Assassin
Assassin
Ring
Assassin
Assassin
Ring
Assassin
Assassin
Greatsword
Marauder
Marauder
Sigil
Sigil
Sword
Marauder
Marauder
Shield
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Sigils
Greatsword
- over Vision - better defense against conditions, less consistency on your main burst combo.
Runes
- - if you're willing to sacrifice some burst damage for higher crit chance.
Relics
- - potentially higher uptime of a slightly better damage boost, but you have less control over this one.
- Fury access to the build for higher consistency. - adds
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 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 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 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. . is your panic button: break stuns, applies
- Sometimes you might want to consider using Weakness and Blind from you while providing a small window of invulnerability which allows you to facetank enemy burst and counterpressure them freely. The brief 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.
offensively: this could instantly cleanse
- 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 Might from the bounces. (MB) harder to anticipate and to benefit from the
- 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.
- Stability if you need to interrupt something}. 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
- 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:
- Optional: Start this combo on Sword/Shield so you can make use of the proc later
- right before you finish casting Gravity Well (to get the most out of Continuum Split's short duration)
- Optional: swap to GS for sigil proc if you were on Sword/Shield
- 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 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
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.
Comments
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