Difference between revisions of "Chronomancer - Boon Support Power DPS"
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Of these, the only one that increases your damage is {{skill|Phantasmal Lancer}}, so this will be the skill we want to enhance. | Of these, the only one that increases your damage is {{skill|Phantasmal Lancer}}, so this will be the skill we want to enhance. | ||
+ | |||
+ | |||
+ | The example rotation below does not use {{skill|Signet of the Ether}} outside of the opener. Both weapon sets are very close in damage so delaying the swap can end up being a DPS loss. That said, the extra clone generation will be helpful regardless and you can adapt the rotation as needed (using signet on '''Spear''' will be lower damage, but better boon generation). | ||
+ | |||
+ | |||
+ | <big>'''Opening Continuum Split'''</big> | ||
+ | |||
+ | Begin on '''Dagger/Sword'''. | ||
+ | # {{Skill|Unstable Bladestorm}} | ||
+ | # {{Skill|Phantasmal Swordsman}} | ||
+ | # {{Skill|Bladecall}} | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | # {{skill|Mind the Gap}} | ||
+ | # {{skill|Mental Collapse}}, and {{Skill|Continuum Split}} during the cast | ||
+ | # {{skill|Mind the Gap}} | ||
+ | # {{skill|Phantasmal Lancer}} | ||
+ | # {{Skill|Well of Calamity}} | ||
+ | # {{skill|Power Spike}} - you can cast this any time in {{Skill|Continuum Split}}, but during the relatively long casttime of {{Skill|Well of Calamity}} is simplest | ||
+ | # {{skill|Well of Action}} or {{skill|Well of Senility}} | ||
+ | # {{Skill|Split Second}} once you hit two clones, you can also use other shatters afterwards but you need to be fast as you want to exit {{Skill|Continuum Split}} with two clones | ||
+ | # {{skill|Gravity Well}} | ||
+ | # {{skill|Imaginary Inversion}} and Continuum Split ends | ||
+ | # {{skill|Mind the Gap}} | ||
+ | # {{Skill|Split Second}} once you hit three clones | ||
+ | # {{skill|Phantasmal Lancer}} | ||
+ | # {{skill|Mental Collapse}} | ||
+ | # {{skill|Power Spike}} | ||
+ | # {{skill|Mind the Gap}} | ||
+ | # {{skill|Signet of the Ether}} | ||
+ | # {{skill|Phantasmal Lancer}} | ||
+ | # {{skill|Rewinder}} once you hit three clones | ||
+ | # {{Skill|Well of Calamity}} | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | |||
+ | |||
+ | <big>'''Dagger/Sword Loop'''</big> | ||
+ | # {{Skill|Bladecall}} | ||
+ | # {{Skill|Phantasmal Swordsman}} | ||
+ | # {{Skill|Unstable Bladestorm}} | ||
+ | # {{Skill|Flying Cutter}} and {{Skill|Bladecall}} whenever it comes off cooldown | ||
+ | # {{Skill|Phantasmal Swordsman}} | ||
+ | # {{Skill|Unstable Bladestorm}} | ||
+ | # {{Skill|Bladecall}} | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | |||
+ | |||
+ | <big>'''Spear Loop'''</big> | ||
+ | |||
+ | The opener doesn't leave us with {{tooltip|Clarity}}, so the first time back on spear, you want to open with {{skill|Mind the Gap}}. On subsequent loops, the aim is to trigger {{tooltip|Clarity}} as you leave '''Spear''', and have it still available when you switch back. In this case, start with {{skill|Phantasmal Lancer}} instead. | ||
+ | # {{skill|Phantasmal Lancer}} - consumes ''Clarity'' to summon an extra phantasm | ||
+ | # {{skill|Mind the Gap}} - applies ''Clarity'' if you hit with the outer edge | ||
+ | # {{skill|Mental Collapse}} - this recharges '''Mind the Gap''' | ||
+ | # {{skill|Mind the Gap}} | ||
+ | # {{skill|Imaginary Inversion}} - this is only used once per loop, so can be delayed to evade attacks | ||
+ | # Autoattack and use {{skill|Mind the Gap}} as soon as you can, don't worry about finishing attack chains | ||
+ | # {{skill|Psycut}} {{to}} {{skill|Psystrike}} {{to}} {{skill|Mind Pierce}} until '''Phantasmal Lancer''' is ready | ||
+ | # {{skill|Phantasmal Lancer}} | ||
+ | # {{skill|Mind the Gap}} | ||
+ | # {{tooltip|Weapon Swap}} | ||
+ | # Return to start of '''Dagger Loop''' | ||
+ | |||
+ | |||
+ | * Use your wells off cooldown, but avoid delaying weapon skills. | ||
+ | * Use {{skill|Mind Spike}} whenever it reaches maximum charges. You can use the last charge just before a boss is about to phase and recharge it during downtime. | ||
+ | * Use a shatter whenever you reach three clones | ||
+ | ** Try to use {{skill|Split Second}} off cooldown, so save clones for it if necessary | ||
+ | ** Save {{skill|Time Sink}} or {{skill|Distortion}} for cc or defense. | ||
Revision as of 22:31, 8 September 2024
Overview
Power Quickness chronomancer provides either permanent Quickness from or permanent Alacrity from to its subgroup while dealing good DPS. Both variants play the same way, with the major boon you provide changing with the grandmaster trait you select.
This build can also easily tank. If the aggro is toughness based, simply equip some toughness. The amount needed will depend on the encounter and you and your squad's performance and skill. Nevertheless, it is often better for a healer to tank.
As with all mesmer builds, it has access to plentiful utility should it be required, such as
, , or .
Skill Bar
Weapon Variants
- Sword is the best mainhand weapon for players that don't own Secrets of the Obscure.
- Greatsword is the best replacement for Spear for players that don't own Janthir Whilds. This also makes the build fully ranged (assuming Dagger mainhand), which could have niche use.
- Spear/Greatsword are mandatory but offhand Sword can be replaced by a Shield for tanking and extra boons, or Focus if you need to pull adds into the boss.
Skill Variants
Utility
For maximum DPS, you can run
and replace with . The default build has been chosen to allow access both to a free utility slot (swapping out ) and the extra boons from .You can easily replace
or , depending on whether boons or DPS is more important. Even can be swapped out if needed, though it the highest DPS of the three utilities.- does decent CC and removes boons if that is needed. Also part of the highest DPS build as mentioned above.
- provides a long-duration reflect.
- provides aegis to your subgroup, useful for fights like Deimos CM.
- provides Stability to your group.
- for encounters that require heavy CC.
- offers more CC than but on a longer cooldown, which may be more suitable for some encounters.
- 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
- should be used for maximum DPS, and provides a hefty amount of CC.
- bigger and faster CC than but no damage.
Template Code
Note that the Grandmaster trait has not been selected
Specializations
Trait Variants
- Use when running Greatsword.
- - provides some extra soft CC on shatter at a minor DPS loss.
Specialization Variants
Sometimes, utility is more important than damage. The Inspiration traitline massively lowers your damage but is very rarely taken for the Aegis of if would not be enough, or if the cooldown of is too long to deal with some mechanic so you complement it with , for example if tanking Vale Guardian. Replaces Dueling.
- If the feedback from might cause problems (such as in Cairn), then you can swap it out for or depending on whether healing or condition cleansing is more useful.
- If using a focus, then is very nice, assuming the reflects won't be an issue.
- For you can consider to help your subgroup with boon uptime, or for its instant cast.
Equipment
Assassin
Assassin
Assassin
Assassin
Assassin
Assassin
Berserker
Berserker
Berserker
Assassin
Berserker
Assassin
Berserker
Berserker
Berserker
x6
x18
- is the highest DPS option, but requires you to regularly use CC skills in your rotation, which you may prefer to save for break bars. You should bring if using.
- You don't need any boon duration to maintain large amounts of Quickness or Alacrity. On the rare case you struggle with uptime, replace with
- This setup has 2400 precision before food, requiring food to reach 100% critical chance.
Consumables
Food
- or ascended alternatives
Utility
-
- for a cheaper alternative
Usage
Spear rotation
The most important skill to understand on Spear is
. This skill is a spin attack that deals extra damage to enemies that are on the outer edge of its radius. This radius roughly corresponds to maximum melee range, so you can reliably hit with it, but you may need to stand further back than usual and annoy some boon supports.In addition to the extra damage, hitting your target with the outer edge applies a buff called Clarity. Your next use of one of your Spear skills 2-5 will consume the buff and gain an enhanced effect:
- Might grants you
- heals for more
- summons an extra phantasm
- stuns your target
Of these, the only one that increases your damage is
, so this will be the skill we want to enhance.
The example rotation below does not use outside of the opener. Both weapon sets are very close in damage so delaying the swap can end up being a DPS loss. That said, the extra clone generation will be helpful regardless and you can adapt the rotation as needed (using signet on Spear will be lower damage, but better boon generation).
Opening Continuum Split
Begin on Dagger/Sword.
- Weapon Swap
- , and during the cast
- - you can cast this any time in , but during the relatively long casttime of is simplest
- or
- once you hit two clones, you can also use other shatters afterwards but you need to be fast as you want to exit with two clones
- and Continuum Split ends
- once you hit three clones
- once you hit three clones
- Weapon Swap
Dagger/Sword Loop
- and whenever it comes off cooldown
- Weapon Swap
Spear Loop
The opener doesn't leave us with Clarity, so the first time back on spear, you want to open with . On subsequent loops, the aim is to trigger Clarity as you leave Spear, and have it still available when you switch back. In this case, start with instead.
- - consumes Clarity to summon an extra phantasm
- - applies Clarity if you hit with the outer edge
- - this recharges Mind the Gap
- - this is only used once per loop, so can be delayed to evade attacks
- Autoattack and use as soon as you can, don't worry about finishing attack chains
- ⇒ ⇒ until Phantasmal Lancer is ready
- Weapon Swap
- Return to start of Dagger Loop
- Use your wells off cooldown, but avoid delaying weapon skills.
- Use whenever it reaches maximum charges. You can use the last charge just before a boss is about to phase and recharge it during downtime.
- Use a shatter whenever you reach three clones
- Try to use off cooldown, so save clones for it if necessary
- Save or for cc or defense.
Greatsword/Dagger Rotation
Opening Continuum Split
Start on Dagger
- Weapon Swap
- , and during the cast
- and
- and
- and Continuum Split ends
- Weapon Swap
Dagger Loop
- + Shatter
- Autoattack and use when it comes off cooldown, Shatter when you reach 3 clones
- Autoattack until Bladecall is available again
- Weapon Swap
Greatsword Loop
- and Shatter (can delay the shatter until after Mirror Blade if you're not at 3 clones)
- Autoattack, use when it comes off cooldown, and Shatter when you reach 3 clones
- just before Mind Stab comes off cooldown, to trigger the Fireworks relic (if using)
- Weapon Swap
- Return to start of loop
- Fill the gaps with auto attacks.
- Use , , and off cooldown.
- With Might to your subgroup. , use the last charge just before the end of a phase and recharge it near the start of the next one to provide some
- Use a shatter whenever you reach three clones
- Try to use off cooldown, so save clones for it if necessary
- Save or for cc or defense.
- Every third dagger autoattack triggers a Cutter Burst, so try to do this before swapping to greatsword
Second Continuum Split
When
is almost off cooldown, skip the at the end of the greatsword section and when you swap to dagger, do:- , and during the cast
- Quickness and for free
- Weapon Swap
- From this point, you now use
- Everything else about the loop remains the same.
at the end of the Dagger Loop rather than the greatsword loop.
Greatsword/Sword Rotation
Opening Continuum Split
Start on Greatsword
- Weapon Swap
- - optional, if you're feeling less confident about your speed and want more time in Continuum Split
- , and during the cast
- and plus
- and Continuum Split ends
- Autoattack until Blurred Frenzy is off cooldown
- Weapon Swap
Greatsword Loop
The loop is very simple. In the greatsword set, you will use
3 times thanks to . You use at the start and end of the sword loop.If you need a full breakdown, this is the full loop:
- when you have 3 clones
- Autoattack, use when it comes off cooldown, and use when you reach 3 clones
- Weapon Swap
Sword Loop
- Autoattack (making sure to finish your auto chains), and use when you have 3 clones
- Weapon Swap
- Return to start of loop
- Fill the gaps with auto attacks.
- Use , , and off cooldown.
- With Might to your subgroup. , use the last charge just before the end of a phase and recharge it near the start of the next one to provide some
- Use a shatter whenever you reach three clones
- Try to use off cooldown, so save clones for it if necessary
- Save or for cc or defense.
Second Continuum Split
When
is almost off cooldown, prepare 3 clones to use it on greatsword. You want to use twice thanks to and all your wells:- Weapon Swap to greatsword
- if not at 3 clones
- , and during the cast
- and
- Quickness and for free
- Use all remaining weapon and utility skills then Weapon Swap
- From this point, you now use
- Everything else about the loop remains the same.
at the end of the Greatsword Loop rather than the beginning.
Notes
- Sword is the default offhand weapon because it deals the most damage. But Focus is still very good with ⇒ to pull adds onto the boss.
- (mainhand Sword), (offhand Sword), and (Spear) can be used to avoid incoming damage with less of a DPS loss than dodging.
Clone Sources
The following skills summons clones:
- (mainhand Dagger) summons a clone next to you.
- (mainhand Sword) summons a clone on your target.
- summons a clone on your target if you successfully block.
- summons a clone on your target when the projectile hits.
The following skills summon phantasms than later become clones:
- (Sword)
- Clarity) (Spear) - two phantasms are summoned if empowered with
- (Focus)
- (Greatsword) - two phantamss are summoned with
Shatter Usage
- is your primary shatter and does by far the most damage. As you practice this build, you will always have 3 clones ready for it, so you're going to be using if off cooldown.
- should only be cast in the greatsword set shortly after , because the greatsword loop rotation generates enough clones to have 3 ready for the next Split Second.
- should be saved for emergencies to provide CC. If using it can also be used to improve the relic's uptime.
- Neither of your shatters line up perfectly in your loop, so they will drift, but you should be using at least once on each weapon set.
Crowd Control
- - daze.
- - stun (shield only)
- ⇒ - pull (focus only)
- ⇒ Counterblade - daze.
- - Knockback.
If you need more CC remember you can take
, or , or .
Encounter Specific Tips
Spirit Vale
- If tanking, consider taking extra toughness as the boss's autoattacks hit fairly hard.
- Bring for the breakbars.
- Maintain a sword clone in the split phase to help with boon removal.
- If using Focus, can help with seeker control.
- Save to evade through blue AOEs while keeping up DPS.
- 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 in high preasure situations.
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 use Stability for the slams. , to provide
- You can use and to immobilize Charged Souls.
- If using Focus, 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 Heal Chrono page 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 the - 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 use Stability for the Tower Drop. 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.
- You can use to evade through red AOEs while keeping up DPS.
- If doing greens, you should delay your Quickness until everyone is back in the center.
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 Inspiration and
- Note that a player standing in two pizza slices at the same time will still get hit.
.
- If tanking, save to dodge the pizza attack while staying in place.
- 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.
- 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.
- 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.
- Use 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 use Stability for the slams. to provide
For more information, see our Conjured Amalgamate Guide.
- 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.
- Use and to quickly strip boons in case Kenut steals them.
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,
- So can ⇒ , but it's less reliable and can get you killed in the last phase if your clone ends up in the wrong place.
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.
For more information, see our Cardinal Adina Guide.
- You can either use Stability for the knockbacks. 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 or .
For more information, see our Qadim the Peerless Guide.
Ratings
Comments
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