Difference between revisions of "Chronomancer - Boon Support Healer"
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| profession = Mesmer | | profession = Mesmer | ||
| specialization = Chronomancer | | specialization = Chronomancer | ||
− | | designed for = Raid | + | | designed for = Raid, Fractal |
| rating = Great | | rating = Great | ||
| focus = Support, Utility | | focus = Support, Utility | ||
− | | xpac = hot | + | | xpac = hot, soto |
+ | | meta = y | ||
| difficulty = 1 | | difficulty = 1 | ||
}} | }} | ||
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Due to the incredible range of utility and active defense that Chrono can bring, it remains a good choice of tank and boon support in raids. | Due to the incredible range of utility and active defense that Chrono can bring, it remains a good choice of tank and boon support in raids. | ||
− | + | With the addition of Mesmer's Rifle with the Secrets of the Obscure expansion, Chrono now has access to a strong healing weapon that this build makes full use of to be a potent healer in both Raids and Fractals. | |
− | |||
Chronomancer provides '''EITHER''' 100% {{tooltip|Quickness}} uptime or 100% {{Tooltip|Alacrity}} uptime as well as {{tooltip|Fury}} and 25 {{tooltip|Might}}. Both variants can dedicate multiple slots for utility skills. | Chronomancer provides '''EITHER''' 100% {{tooltip|Quickness}} uptime or 100% {{Tooltip|Alacrity}} uptime as well as {{tooltip|Fury}} and 25 {{tooltip|Might}}. Both variants can dedicate multiple slots for utility skills. | ||
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| weapon3 = Rifle | | weapon3 = Rifle | ||
| weapon4 = | | weapon4 = | ||
− | | healing = | + | | healing = Mantra of Recovery |
| utility1 = Mantra of Pain | | utility1 = Mantra of Pain | ||
| utility2 = Well of Action | | utility2 = Well of Action | ||
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'''Healing''' | '''Healing''' | ||
* {{skill|Well of Eternity}} is a massive group heal that can be boosted even further if using {{trait|All's Well That Ends Well}}. | * {{skill|Well of Eternity}} is a massive group heal that can be boosted even further if using {{trait|All's Well That Ends Well}}. | ||
− | * {{skill|Mantra of Recovery}} provides more consistent healing, as well as being able to trigger {{trait|Mender's Purity}} frequently. Crucially, as the charges are instant cast it can be used to provide an AoE condi cleanse to counter {{tooltip|Fear}} or {{tooltip|Taunt}}. | + | * {{skill|Mantra of Recovery}} provides more consistent healing, as well as being able to trigger {{trait|Mender's Purity}} and {{trait|Ego Restoration}} frequently. Crucially, as the charges are instant cast it can be used to provide an AoE condi cleanse to counter {{tooltip|Fear}} or {{tooltip|Taunt}}. |
* {{skill|Mirror}} doesn't provide any group healing, but does offer a short projectile reflect, and if running '''Chaos''' with {{trait|Master of Manipulation}} it can also be used to provide AoE {{tooltip|Aegis}}. | * {{skill|Mirror}} doesn't provide any group healing, but does offer a short projectile reflect, and if running '''Chaos''' with {{trait|Master of Manipulation}} it can also be used to provide AoE {{tooltip|Aegis}}. | ||
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'''Utility''' | '''Utility''' | ||
− | {{skill|Well of Action}} provides ~12 average {{tooltip|Might}} to your subgroup. Combined with {{skill|Tides of Time}}, this is sufficient to provide over 20 average {{tooltip|Might}}. {{skill|Mantra of Pain}} is taken as standard to fill in any gaps, but can be swapped out if you have other sources of {{tooltip|Might}} in the group. | + | {{skill|Well of Action}} provides ~12 average {{tooltip|Might}} to your subgroup. Combined with {{skill|Tides of Time}}, this is sufficient to provide over 20 average {{tooltip|Might}}. {{skill|Mantra of Pain}} is taken as standard to fill in any gaps, but can be swapped out if you have other sources of {{tooltip|Might}} in the group. With '''Rifle''', neither of these utilities is vital. |
* CC options: | * CC options: | ||
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==Build-your-own Tower Chrono== | ==Build-your-own Tower Chrono== | ||
− | With the extreme tankiness of this build, with a few modifications it can easily fulfill the role of solo-capturing towers during [[Guide:Raid_Wing_3_-_Stronghold_of_the_Faithful#Siege_the_Stronghold|Siege the Stronghold]]. There is a good amount of flexibility in the traits and skills used, but our default recommendation is: | + | With the extreme tankiness of this build, with a few modifications it can easily fulfill the role of solo-capturing towers during [[Guide:Raid_Wing_3_-_Stronghold_of_the_Faithful#Siege_the_Stronghold|Siege the Stronghold]]. |
− | + | {{Collapse start|Tower Chrono Details}} | |
+ | There is a good amount of flexibility in the traits and skills used, but our default recommendation is as follows: | ||
{{TemplateCode|code = [&DQctOxcqKC1tASMPgwGAAbYBZgFkAY8BmgG8AQAAAAAAAAAAAAAAAAAAAAA=]}} | {{TemplateCode|code = [&DQctOxcqKC1tASMPgwGAAbYBZgFkAY8BmgG8AQAAAAAAAAAAAAAAAAAAAAA=]}} | ||
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'''Inspiration''' | '''Inspiration''' | ||
− | * {{trait|Warden's Feedback}} or {{trait| | + | * {{trait|Warden's Feedback}} or {{trait|Ego Restoration}} - {{trait|Warden's Feedback}} can be useful if you want the extra defense or if the ground team is fast enough that you don't reliably have {{skill|Temporal Curtain}} off cooldown. {{trait|Ego Restoration}} adds more clones to fuel your shatters. |
* {{trait|Illusionary Inspiration}} or {{trait|Blurred Inscriptions}} - {{trait|Blurred Inscriptions}} gives you some distortion if you're using {{skill|Signet of Midnight}}, otherwise {{trait|Illusionary Inspiration}} will provide some extra sustain if you end up fighting on the tower. | * {{trait|Illusionary Inspiration}} or {{trait|Blurred Inscriptions}} - {{trait|Blurred Inscriptions}} gives you some distortion if you're using {{skill|Signet of Midnight}}, otherwise {{trait|Illusionary Inspiration}} will provide some extra sustain if you end up fighting on the tower. | ||
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After the cave, heal yourself up if necessary, then use {{skill|Mass Invisibility}} and immediately jump onto the bouncing mushroom. Once on the tower, quickly use {{skill|Temporal Curtain}} {{to}} {{skill|Into the Void}} near the middle of the tower, then weapon swap and use {{skill|Illusionary Wave}} to knock everyone to the edge (you can also use {{skill|Signet of Midnight}} or {{skill|Decoy}} for extra safety). If successful, this should instantly capture the tower. To deal with the enemies on the tower, you can either jump onto the turret and aim the attacks at them, or hop over the parapet and run along the wall to give yourself some space. | After the cave, heal yourself up if necessary, then use {{skill|Mass Invisibility}} and immediately jump onto the bouncing mushroom. Once on the tower, quickly use {{skill|Temporal Curtain}} {{to}} {{skill|Into the Void}} near the middle of the tower, then weapon swap and use {{skill|Illusionary Wave}} to knock everyone to the edge (you can also use {{skill|Signet of Midnight}} or {{skill|Decoy}} for extra safety). If successful, this should instantly capture the tower. To deal with the enemies on the tower, you can either jump onto the turret and aim the attacks at them, or hop over the parapet and run along the wall to give yourself some space. | ||
+ | Be aware that the capture circle is not perfectly centred, so knocking in some directions will not put the enemies outside of it - in general, trying to hit them between the parapets is advised. | ||
− | For the second tower, once the leyline appears, jump inside and use stealth gliding to keep yourself safe. As you exit the leyline, use {{skill|Signet of Midnight}} or {{skill|Decoy}} to {{tooltip|Stealth}} yourself, and repeat the knocking as before. Depending on your group's speed, you may have {{skill|Mass Invisibility}} available for consecutive towers. Be aware that timing is important with {{skill|Signet of Midnight}} - you cannot stealth immediately after gliding, so pressing it too soon can waste the skill. | + | |
+ | For the second tower, once the leyline appears, jump inside and use stealth gliding to keep yourself safe. As you exit the leyline, use {{skill|Signet of Midnight}} or {{skill|Decoy}} to {{tooltip|Stealth}} yourself, and repeat the knocking as before. Depending on your group's speed, you may have {{skill|Mass Invisibility}} available for consecutive towers, but entering a leyline will remove {{tooltip|Stealth}} from you so you will need to cast it ''after'' you've exited the leyline and used {{skill|Signet of Midnight}} or {{skill|Decoy}}. Be aware that timing is important with {{skill|Signet of Midnight}} - it can be used in midair but you cannot stealth immediately after gliding, so pressing it too soon can waste the skill. | ||
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− | Unless your team is very fast, you should have {{skill|Signet of Midnight}} or {{skill|Decoy}} available for every tower - remember to use shatters while waiting to give yourself {{tooltip|Alacrity}}. You may find it useful to peek at the tower ahead before you take the leyline. In particular you want to look for Cultists and Battle Mages, as the former can summon minions that make it hard to hit all the White Mantle with your CC, and the latter can {{tooltip|Blind}} you. | + | Unless your team is very fast, you should have {{skill|Signet of Midnight}} or {{skill|Decoy}} available for every tower - remember to use shatters while waiting to give yourself {{tooltip|Alacrity}}. You may find it useful to peek at the tower ahead before you take the leyline. In particular you want to look for Cultists and Battle Mages, as the former can summon minions that make it hard to hit all the White Mantle with your CC, and the latter can {{tooltip|Blind}} you. |
− | + | {{Collapse end}} | |
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| infusion1 = Healing +9 Agony Infusion | | infusion1 = Healing +9 Agony Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
− | | relic = Relic of the | + | | relic = Relic of the Flock |
− | | head = | + | | head = |
| shoulders = | | shoulders = | ||
| chest = | | chest = | ||
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| feet = | | feet = | ||
| backpiece = Minstrel | | backpiece = Minstrel | ||
− | | accessory1 = | + | | accessory1 = |
| accessory2 = Minstrel | | accessory2 = Minstrel | ||
| amulet = Minstrel | | amulet = Minstrel | ||
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}} | }} | ||
− | * This setup will hit ~100% boon duration with ''' | + | * This setup will hit ~100% boon duration with +70 Concentration food, but this isn't necessary. |
− | * {{relic|Relic of the | + | |
+ | |||
+ | '''Gear Variants''' | ||
+ | * If toughness isn't desirable, you can run full {{tooltip|Harrier stats}}. In this case, you won't have any need for the {{sigil|Superior Sigil of Concentration}} and can use something like a {{sigil|Superior Sigil of Paralyzation}} instead. | ||
+ | * If you want more toughness, you can use as many {{tooltip|Giver stats}} pieces as desired. | ||
+ | |||
+ | |||
+ | '''Relic Variants''' | ||
+ | * {{relic|Relic of the Monk}} is stronger when using {{skill|Well of Eternity}}. | ||
+ | * {{relic|Relic of Febe}} provides you with the main boon you struggle to provide - {{tooltip|Swiftness}}. | ||
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===Boons=== | ===Boons=== | ||
− | Quickness/Alacrity provision comes from {{trait|Seize the Moment}}/{{trait|Stretched Time}} so frequent clone generation and shattering is key. Open with your offset phantasm, then | + | Quickness/Alacrity provision comes from {{trait|Seize the Moment}}/{{trait|Stretched Time}} so frequent clone generation and shattering is key. Open with your offset phantasm, then your phantasm for some opening clones for {{skill|Continuum Split}}. Within CS spam shatters and use {{skill|Well of Action}}, {{skill|Tides of Time}} and/or {{skill|Time Warp}} to give yourself a large buffer of boons. |
Outside of CS, autoattack on sceptre to generate clones and use {{skill|Split Second}} and {{skill|Rewinder}} as soon as you have three clones. | Outside of CS, autoattack on sceptre to generate clones and use {{skill|Split Second}} and {{skill|Rewinder}} as soon as you have three clones. | ||
− | + | {{skill|Inspiring Imagery}} is almost enough to cap might alone. The rest can be provided by {{skill|Well of Action}}, {{skill|Tides of Time}} and {{skill|Split Second}}. | |
Thanks to {{trait|Illusionary Defense}}, permanent {{tooltip|Protection}} will be "automatic" as long as you are regularly shattering clones. | Thanks to {{trait|Illusionary Defense}}, permanent {{tooltip|Protection}} will be "automatic" as long as you are regularly shattering clones. | ||
− | With {{trait|Metaphysical Rejuvenation}}, your healing skills apply AoE {{tooltip|Regeneration}}. Between this and the combination of {{trait|Illusionary Membrane}} and {{trait|Chaotic Transference}}, {{tooltip|Regeneration}} should also be permanent. More will be generated when on '''Staff'''. | + | With {{trait|Metaphysical Rejuvenation}}, your healing skills apply AoE {{tooltip|Regeneration}}. Between this and the combination of {{trait|Illusionary Membrane}} and {{trait|Chaotic Transference}}, {{tooltip|Regeneration}} should also be permanent. More will be generated when on '''Staff''' and '''Rifle'''. |
If you have {{skill|Time Warp}}, you can use it should you notice {{tooltip|Quickness}} dropping. | If you have {{skill|Time Warp}}, you can use it should you notice {{tooltip|Quickness}} dropping. | ||
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===Healing=== | ===Healing=== | ||
− | You have | + | Your primary healing sources are {{skill|Journey}} and {{skill|Singularity Shot}} (which provides barrier), as well as AoE healing on each shatter via {{trait|Restorative Illusions}}. |
+ | |||
+ | You have three options for sustained healing: | ||
+ | * {{skill|Friendly Fire}} splashes healing in a small AoE around your target. | ||
* {{trait|Illusionary Inspiration}} heals in an AoE every time an illusion is generated. Phantasms will trigger this trait twice (once when they appear, and again then they become clones). | * {{trait|Illusionary Inspiration}} heals in an AoE every time an illusion is generated. Phantasms will trigger this trait twice (once when they appear, and again then they become clones). | ||
− | * {{trait|Restorative Mantras}} provides a moderate AoE heal every time you | + | * {{trait|Restorative Mantras}} provides a moderate AoE heal every time you use a mantra charge. {{skill|Mantra of Pain}} has practically no cooldown after its charges are expended so you can spam it constantly for healing. |
− | + | Rifle autoattacks are the most potent of these options. The other two provide roughly equivalent healing per second to each other, and due to the downtime on {{skill|Mantra of Pain}} from having to expend charges, you can get in a full auto chain on sceptre. However, having to constantly activate {{skill|Mantra of Pain}} will be quite awkward as boons depend on consistent clone generation, so relying on sceptre autos is better in practise, leaving {{skill|Mantra of Pain}} uncharged in case extra healing or {{tooltip|Might}} is required. | |
If playing with {{trait|All's Well That Ends Well}}, you will have regular healing from your wells. You can save {{Skill|Well of Eternity}} for an emergency as it has an inherent heal on the final pulse as well as triggering the trait. | If playing with {{trait|All's Well That Ends Well}}, you will have regular healing from your wells. You can save {{Skill|Well of Eternity}} for an emergency as it has an inherent heal on the final pulse as well as triggering the trait. | ||
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===Crowd Control=== | ===Crowd Control=== | ||
Always have: | Always have: | ||
− | * {{Skill|Time Sink}} - {{tooltip|Daze}}. | + | * {{Skill|Time Sink}} - {{tooltip|Daze}}. You shouldn't need to use this for boons, and so can save it for CC. |
− | * {{Skill| | + | * {{Skill|Phantasmal Sharpshooter}} - {{tooltip|Stun}} |
On off-set: | On off-set: | ||
+ | * {{Skill|Tides of Time}} - {{tooltip|Stun}} (shield only) | ||
* {{Skill|Temporal Curtain}} {{to}} {{Skill|Into the Void}} - {{tooltip|Pull}} (focus only) | * {{Skill|Temporal Curtain}} {{to}} {{Skill|Into the Void}} - {{tooltip|Pull}} (focus only) | ||
* {{Skill|Illusionary Wave}} - {{tooltip|Knockback}} (greatsword only) | * {{Skill|Illusionary Wave}} - {{tooltip|Knockback}} (greatsword only) | ||
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* Use {{Skill|Illusionary Counter}} or {{skill|Echo of Memory}} to block/evade through blue AOEs without having to move. | * Use {{Skill|Illusionary Counter}} or {{skill|Echo of Memory}} to block/evade through blue AOEs without having to move. | ||
* Cast {{skill|Well of Eternity}} just before the Green hits to quickly recover your subgroup's health. | * Cast {{skill|Well of Eternity}} just before the Green hits to quickly recover your subgroup's health. | ||
+ | * The {{tooltip|Barrier}} from {{skill|Singularity Shot}} can help mitigate damage taken from Green hits. | ||
* Save {{Skill|Distortion}} to negate the damage of a Green. | * Save {{Skill|Distortion}} to negate the damage of a Green. | ||
** You can bring {{skill|Signet of Illusions}} to immediately refresh your {{Skill|Distortion}} after a green, allowing you to use it twice per phase. | ** You can bring {{skill|Signet of Illusions}} to immediately refresh your {{Skill|Distortion}} after a green, allowing you to use it twice per phase. |
Latest revision as of 09:16, 10 August 2024
Overview
Due to the incredible range of utility and active defense that Chrono can bring, it remains a good choice of tank and boon support in raids.
With the addition of Mesmer's Rifle with the Secrets of the Obscure expansion, Chrono now has access to a strong healing weapon that this build makes full use of to be a potent healer in both Raids and Fractals.
Chronomancer provides EITHER 100% Quickness uptime or 100% Alacrity uptime as well as Fury and 25 Might. Both variants can dedicate multiple slots for utility skills.
Skill Bar
Weapon Variants
Rifle should be considered mandatory, with Scepter/Shield being a potent defensive set. If desired, Scepter/Shield can be swapped out:
- Staff can provides burst healing and it can also be used to provide some random extra boons via .
- Offhand Focus can be taken if you need to pull adds into the boss.
Skill Variants
Healing
- is a massive group heal that can be boosted even further if using .
- Fear or Taunt. provides more consistent healing, as well as being able to trigger and frequently. Crucially, as the charges are instant cast it can be used to provide an AoE condi cleanse to counter
- Aegis. doesn't provide any group healing, but does offer a short projectile reflect, and if running Chaos with it can also be used to provide AoE
Utility
Might to your subgroup. Combined with , this is sufficient to provide over 20 average Might. is taken as standard to fill in any gaps, but can be swapped out if you have other sources of Might in the group. With Rifle, neither of these utilities is vital.
provides ~12 average- CC options:
- does decent CC and also removes boons.
- is not as strong as but recharges on a much shorter cooldown, which may make it better on encounters that require very frequent CC. When charging the mantra, it also reduces the cooldown on .
- has a long cooldown, but could be taken along with the above if you really want to go overboard on CC.
- Aegis:
- Aegis triggers at the location you activate the skill, not where you end up. if running Chaos with - short cooldown and instant cast, but be aware that the
- Aegis is longer, which may be useful if you have concerns about your timing. can be used less frequently, but the duration of the
- If running Aegis. , any signet will also provide
- provides a long-duration reflect.
- provides Stability to your group.
- if you need a portal.
- allows you to get a second use out of a key skill if you'll need it more often than the cooldown. Often used together with .
Elite
- is not required to maintain quickness, but it provides an easy way to start fights with quickness and can be used to cover up any mistakes in the rotation.
- - your biggest and fastest CC.
- could be taken if you need AoE CC, and the extra healing is a nice bonus.
Template Code
Note: Due to the aforementioned variety, these codes are incomplete. In particular the grandmaster trait in Chronomancer has not been selected.
Specializations
Quickness variant: Use
.Alacrity variant: Use
.
Trait Variants
- can be taken if running Focus and the reflect will be valuable.
- Aegis, but you lose a major source of healing.
- If taking this, you can constantly spam to trigger as your sustained healing instead.
gives you greater access to Distortion and - - if not bringing any wells, you can slightly increase your CC with this.
Build-your-own Tower Chrono
With the extreme tankiness of this build, with a few modifications it can easily fulfill the role of solo-capturing towers during Siege the Stronghold.
There is a good amount of flexibility in the traits and skills used, but our default recommendation is as follows:
Weapons
Offhand Focus and Greatsword are mandatory.
Skills
Healing
- Fear. is the default pick because it provides an instant-cast heal. This is particularly useful as it can save you from
- is a massive heal that can keep you and allies alive on the towers if things go wrong.
- Aegis. This makes it an excellent option for surviving the mushroom cave. reflects projectiles during the cast, and if traited also gives you
Utility
- - Even the most experienced player is not going to manage all towers all the time, so it is required to take portal as a backup.
- or - In the event that you need to use a portal twice in quick succession, ensures that you can do that. can replace it if you are confident, or if you are struggling to survive the mushroom cave.
- Stealth on every tower is important, as some enemies can summon minions or blind you so you need to be able to knock them before they aggro. has the longer duration, but can be activated in midair and has a shorter cooldown. or - Access to
Elite
Nothing can compete with
for reliably soloing towers.
Traits
Chaos
- Stability or - gives you extra time in stealth, which can be very useful if you struggle to activate your skills fast enough. allows you to spam shatters on the tower for
Inspiration
- or - can be useful if you want the extra defense or if the ground team is fast enough that you don't reliably have off cooldown. adds more clones to fuel your shatters.
- or - gives you some distortion if you're using , otherwise will provide some extra sustain if you end up fighting on the tower.
Chronomancer
- Slow enemies on the tower after the first pull, making them less able to interrupt the second. could be worth taking if you're using if you'd rather have more healing. or - will
Mirage?
If available, Mirage (mid-mid-mid) gives you access to a movement skill on mainhand Sword that will make the mushroom cave much faster and safer. It also allows you to dodge during the cast of other skills to make towers more reliable.
Soloing Towers
Place Swiftness. Run through the cave, avoiding the mushrooms and running through as many of the pools as possible. Be sure to use your heal and or to stay alive.
near the start of the mushroom cave to give yourself
After the cave, heal yourself up if necessary, then use and immediately jump onto the bouncing mushroom. Once on the tower, quickly use ⇒ near the middle of the tower, then weapon swap and use to knock everyone to the edge (you can also use or for extra safety). If successful, this should instantly capture the tower. To deal with the enemies on the tower, you can either jump onto the turret and aim the attacks at them, or hop over the parapet and run along the wall to give yourself some space.
Be aware that the capture circle is not perfectly centred, so knocking in some directions will not put the enemies outside of it - in general, trying to hit them between the parapets is advised.
For the second tower, once the leyline appears, jump inside and use stealth gliding to keep yourself safe. As you exit the leyline, use or to Stealth yourself, and repeat the knocking as before. Depending on your group's speed, you may have available for consecutive towers, but entering a leyline will remove Stealth from you so you will need to cast it after you've exited the leyline and used or . Be aware that timing is important with - it can be used in midair but you cannot stealth immediately after gliding, so pressing it too soon can waste the skill.
If at any point you fail to instantly capture the tower, drop a then jump off the tower and glide back to your team. Make sure there isn't a warg about to eat Glenna, then use ⇒ .
Unless your team is very fast, you should have or available for every tower - remember to use shatters while waiting to give yourself Alacrity. You may find it useful to peek at the tower ahead before you take the leyline. In particular you want to look for Cultists and Battle Mages, as the former can summon minions that make it hard to hit all the White Mantle with your CC, and the latter can Blind you.
Equipment
Any combination of Minstrel stats or Harrier stats (or even Giver stats) will provide more than enough concentration to maintain boons. The setup below is merely a suggestion.
Harrier
Harrier
Harrier
Harrier
Minstrel
Harrier
Minstrel
Harrier
Minstrel
Minstrel
Minstrel
Minstrel
Harrier
Harrier
Harrier
x6
x18
- This setup will hit ~100% boon duration with +70 Concentration food, but this isn't necessary.
Gear Variants
- If toughness isn't desirable, you can run full Harrier stats. In this case, you won't have any need for the and can use something like a instead.
- If you want more toughness, you can use as many Giver stats pieces as desired.
Relic Variants
- is stronger when using .
- Swiftness. provides you with the main boon you struggle to provide -
Consumables
Food
- or any Healing Power/Concentration ascended food with the 10% outgoing healing effect.
Utility
Usage
As a healer, you don't really have a fixed rotation beyond using certain skills off cooldown, but consider the following guidelines.
Boons
Quickness/Alacrity provision comes from
/ so frequent clone generation and shattering is key. Open with your offset phantasm, then your phantasm for some opening clones for . Within CS spam shatters and use , and/or to give yourself a large buffer of boons.
Outside of CS, autoattack on sceptre to generate clones and use and as soon as you have three clones.
is almost enough to cap might alone. The rest can be provided by , and .
Thanks to Protection will be "automatic" as long as you are regularly shattering clones.
, permanentWith Regeneration. Between this and the combination of and , Regeneration should also be permanent. More will be generated when on Staff and Rifle.
, your healing skills apply AoEIf you have Quickness dropping.
, you can use it should you notice
Healing
Your primary healing sources are
and (which provides barrier), as well as AoE healing on each shatter via .You have three options for sustained healing:
- splashes healing in a small AoE around your target.
- heals in an AoE every time an illusion is generated. Phantasms will trigger this trait twice (once when they appear, and again then they become clones).
- provides a moderate AoE heal every time you use a mantra charge. has practically no cooldown after its charges are expended so you can spam it constantly for healing.
Rifle autoattacks are the most potent of these options. The other two provide roughly equivalent healing per second to each other, and due to the downtime on from having to expend charges, you can get in a full auto chain on sceptre. However, having to constantly activate will be quite awkward as boons depend on consistent clone generation, so relying on sceptre autos is better in practise, leaving uncharged in case extra healing or Might is required.
If playing with
, you will have regular healing from your wells. You can save for an emergency as it has an inherent heal on the final pulse as well as triggering the trait.
Tanking
You have many options to deal with incoming damage. Aside from your inherent healing you have the following:
- - a two second channeled that blocks an attack and causes you to evade afterwards. Also generates two clones so you are immediately healed via . The cooldown is very short so you can use it liberally even if you're not tanking.
- Protection after use, as well as triggering twice from the phantasm. If you block an attack, it flips to for 10 seconds, allowing you to repeat the skill. - A lengthy channeled block that will provide AoE
- Aegis in an AoE. - Up to four seconds of invulnerability with three clones, allowing you to completely ignore the majority of attacks. Activating it also provides
- Aegis in an AoE and personal Stability, which is enough to prevent a lot of incoming damage. - three pulses of
Continuum Split
Aside from providing an opening buffer of boons, you can use
to get extra uses out of skills, either for the utility or for healing.
Crowd Control
Always have:
On off-set:
Optional utility:
Encounter Specific Tips
Spirit Vale
- Bring for the breakbars.
- You could bring a Greatsword to provide boonrip during the split phase.
- You could bring a Focus and to help with seeker control.
- Use or to block/evade through blue AOEs without having to move.
- Cast just before the Green hits to quickly recover your subgroup's health.
- The Barrier from can help mitigate damage taken from Green hits.
- Save
- You can bring to immediately refresh your after a green, allowing you to use it twice per phase.
to negate the damage of a Green.
For more information, see our Vale Guardian Guide.
- With , and you can quickly move your group through these events.
- Drop ⇒ and open at the rift location. Then to the closest Adrenal Mushroom, and return to your group to repeat for the next rift. at your group's location. When you see a rift appear,
- During the Spirit Run event, you can drop a ⇒ ⇒ to the spirit wall. If your group has enough DPS, you can destroy the wall and finish the event before the final two rifts explode. at the rift immediately after the glide section and
For more information, see our Spirit Woods Guide.
- Bring for the breakbars.
- You can either use a manipulation such as Aegis or Stability for the slams. along with the Chaos variant, or , to provide
- You can bring a Focus to use to pull the adds. The pull works best if you place the curtain just behind his hitbox.
For more information, see our Gorseval Guide.
- Bring as there is only one breakbar which your teammates can easily cover.
- Use Focus and to pull the bandit adds for easier cleaving. You can do this when Sabetha starts her flamewall.
- Be careful of teleporting into flamewalls with . You might have to abort CS early or delay it to avoid this.
- You might need to abort Continuum Split if you have to throw a bomb.
For more information, see our Sabetha Guide.
Salvation Pass
- Bring for the breakbars.
- Use to pull some slublings but always make sure you don't pull your friendly slubling.
- You can use without the pull (or delay the pull) to provide more projectile defense.
- If you are using keep in mind where your group will stand in the next few seconds. When you're about to move don't place it on your current position.
- can be used to destroy the projectiles from the unblockable shake attack by jumping inside the boss when it shakes like a wet dog.
For more information, see our Slothasor Guide.
- Bring for add control.
- Use focus to pull mobs together.
For more information, see our Bandit Trio Guide.
- Bring as failing to CC will result in a squad member's death.
- Be careful with your reflects! You should only use
- Also be careful with as this skill will eat the shards needed to break Bloodstone Shield.
to break Bloodstone Shield. If you reflect his slam attack Matthias will get a damage buff for each projectile you reflected.
For more information, see our Matthias Guide.
Stronghold of the Faithful
- Bring for add control.
- The most popular strat for this encounter is "all up" or "insta cap", where one chronomancer solos the cave, tanks the tower mobs, and uses above for details.
- If your group is fast you might need to your , or ask another mesmer to bring and help you port the 4th tower.
- If your team is okay with you not giving quickness in order to make sure you can reliably solo the skip part, you can bring and .
to taxi the group up to every tower. This lets you effectively have 9 people on both the main path and the towers. If you are filling this role consider running extra toughness to make it easier to survive the tower mobs on your own. See - Use focus to pull mobs together.
For more information, see our Siege the Stronghold Guide.
- Bring for the breakbars.
- Make sure to have Quickness ready for the burn phase.
- You can either use a manipulation such as Aegis or Stability for the Tower Drop. along with the Chaos variant, or , to provide
- Use to help pull the core through the rifts. Coordinate with other players on who is going to pull and when.
For more information, see our Keep Construct Guide.
- If tanking, consider running extra toughness as there is a lot of random damage on this fight and your healer will have their hands full.
- Bring for the breakbars.
- can be useful for condition cleanse and uptime.
- Use your to pull adds into the boss.
- You can use to pull orbs. Make sure to pull the last orb to make sure you're not pulling more than one orb.
- If you're tanking, make sure to keep Xera facing away from your group as her Blurred Frenzy will deal massive damage to your DPS. You can use , or to protect yourself from the attack while staying in place.
For more information, see our Xera Guide.
Bastion of the Penitent
- Bring as there are no breakbars here.
- If doing greens, you should delay your Quickness until everyone is back in the center.
- If skipping greens, you can provide Stability with .
For more information, see our Cairn the Indomitable Guide.
- Bring as there are no breakbars here.
- You should take either Claim or Dispel to get on the special action key.
For more information, see our Mursaat Overseer Guide.
- Bring as Samarog has a huge breakbar and failing to CC will result in a squad member's death.
- Coordinate your CC with your teammates; try not to burn too many big CCs on the same breakbar.
- Use to pull Rigom under Samarog during the split phases.
For more information, see our Samarog Guide.
- Bring as the breakbars are small and easily broken by your teammates.
- You can block the pizza attacks and Mind Crush with
- In order to be able to block all of them, you will need to use along with .
- Note that a player standing in two pizza slices at the same time will still get hit.
or .
- You can use any of your blocks or to block Mind Crush.
For more information, see our Deimos Guide.
Hall of Chains
- If tanking, consider taking extra toughness as the boss's autoattacks hit fairly hard.
- Soulless Horror attacks very frequently, so it's easy to get the clones from .
- Bring as failing to CC will wipe the group and is risky with the Tormented Dead around.
- Take care when using as it will freeze Tormented Dead in place and interrupt knockbacks.
- You can block the AoE attacks for your team with .
- If you're tanking, coordinate the aggro swap with the other tank. Aim to swap aggro as soon as your current stacks expire.
- If you're tanking, move the boss near the wurms at the start so your DPS can cleave them down (with or otherwise).
- Make sure to stand behind Soulless Horror if possible. If you're the tank, keep her facing in the same direction as her attacks deal massive damage to anyone who isn't the tank.
For more information, see our Soulless Horror Guide.
- It could be useful to bring Greatsword and to quickly strip boons from Dhuum.
- can allow you to minimise your time away from the group if doing greens.
- can also be useful if you bait the shackle mechanic by standing as close to Dhuum as you can, then immediately blinking away to break them (this assumes you are not tanking).
For more information, see our Dhuum Guide.
Mythwright Gambit
- Focus is very helpful for pulling in Swords.
- Focus and Swiftness. can be used to ensure the players collecting orbs have
- can CC multiple Shields if placed carefully.
- You can either use a manipulation such as Aegis or Stability for the slams. along with the Chaos variant, or , to provide
- If you really doubt your group, you can use and - drop it just before Thunderclap hits to start reviving people that get downed.
For more information, see our Conjured Amalgamate Guide.
- Both bosses attack very frequently, so it's easy to get the clones from - practically every mechanic can be blocked here.
- If going to Kenut's side,
- It can also be used as a stunbreak if you get CC'd.
might save people from the shockwave attack.
- Greatsword might be useful to have boonrip available in case Kenut steals boons.
- You have a lot of condition cleanses, so be sure to use them frequently.
- If your group is very slow with CC, then or can keep people safe from the projectiles during the breakbar attack.
For more information, see our Largos Assassins Guide.
- Portal is incredibly useful here for quickly moving your group around the arena and even skipping the entire jumping puzzle at the end! See our guide for more details.
- Focus is also very useful as it can pull the Magma Elementals into the group for easier cleaving.
- may be useful to protect agains the Magma Elemental's knock attacks.
- Bring to ensure you can break the legendary creatures before they finish their attacks.
For more information, see our Qadim Guide.
The Key of Ahdashim
- Bring to break Sabir's breakbars as quickly as possible.
- can be used to save some distance in the split phases
- Timed correctly, can be used to ignore the shockwave.
For more information, see our Cardinal Sabir Guide.
- Many groups will stick together in the split phases. By dropping a near the north-west hand as you run around to avoid the sand beam, you can portal your group after killing the south hands and avoid the dangerous run.
- If tanking, make sure to keep a block or for the cone attack.
- Greatsword can be useful for boon removal if no-one else is doing it.
- Focus can be nice for providing Swiftness during the split phase.
For more information, see our Cardinal Adina Guide.
- Greatsword is useful for frequent boonrip during the final phase.
- You can either use a manipulation such as Aegis or Stability for the knockbacks. along with the Chaos variant, or , to provide
- You can destroy the Caustic Chaos shockwaves by standing in front of them with .
- You can help break Distortions with long-range CC such as
- If you can afford the lower healing, in combination with one of the above will be sufficient to break them.
or .
For more information, see our Qadim the Peerless Guide.
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