Difference between revisions of "Chronomancer - Boon Support Power DPS"
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Revision as of 15:59, 14 April 2022
Overview
This iteration of Support Chrono is a boon support that provides 100% Quickness uptime for its party while dealing high personal DPS. This massively increases the group's damage output due to faster cast times. In addition, it can cheese certain raid mechanics using , , and .
This iteration of Support Chrono is currently the most commonly used option and is paired with a Renegade or Mirage that provides alacrity. If for some reason you don't have another player providing alacrity, you should use Chronomancer - Utility Boon Support instead.
Skill Bar
Weapon Variants
Greatsword is mandatory but offhand Sword can be replaced if utility is required:
- Focus provides the best pull in the game, which can be massively beneficial on the right encounters.
- Pistol offers more CC.
Skill Variants
Utility
None of the utility skills is absolutely required: Quickness, but is unreliable on bosses where the group has to move a lot, you may wish to bring additional boon duration if you swap it out; is your highest DPS utility option, so it can be replaced if you need additional utility or your boon uptime is too low; provides extra clones to fuel , and makes your opening Continuum Split very easy, but experienced players might get more mileage out of other options.
adds a lot of- is a good all-rounder that provides a small amount of extra DPS, an extra clone to fuel , and can keep bosses boon-free for .
- provides a long-duration reflect.
- is very helpful in padding uptimes of all boons in your subgroup, and is a good alternative to .
- provides aegis to your subgroup, useful for fights like Deimos CM.
- provides Stability to your group.
- for encounters that require heavy CC, and for recharging Time Sink.
- 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
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.
- should be used if an encounter requires heavy CC.
- bigger and faster CC than but on a longer cooldown, which may be more suitable for some encounters.
Template Code
Specializations
Trait Variants
- If you have DPS Chronomancers in the group, they want the highest Slow uptime possible. can provide a lot if you use your CC proactively.
- If you have high Slow uptime, you can use and (see variant below) for a massive damage boost. Make sure you can still maintain Quickness though!
Inspiration Variant
Sometimes utility is more important than damage. The inspiration traitline can be very powerful on encounters where you specifically need Aegis, such as Deimos, or the distortion from can be used to cheese certain mechanics, such as Slothasor's shake. Replaces Dueling.
- If the feedback from might cause problems (such as as 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.
- When running Inspiration, is very powerful and its short cooldown makes it convenient for dealing with mechanics. If you are struggling with the timing, then is instant-cast and still has a relatively low cooldown.
Equipment
There are many variations of gear for Chronomancer and some of them can be difficult to acquire, however they all share a common goal in their stat choices which is to reach enough boon duration to maintain sufficient boons for their group. The required boon duration will depend on the skill of you and your group, as well as whether you're running with builds such as Build:Firebrand_-_Quickness_Support_Power_DPS and Build:Renegade_-_Boon_Support_Power_DPS. The version listed here will in theory work for all fights but if you find that your quickness uptime has gaps, don't be afraid to replace Berserker equipment with Diviner gear for additional boon generation.
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Assassin
Assassin
Berserker
Berserker
Assassin
Berserker
Berserker
Berserker
x6
x18
The Quickness. If you are confident in your ability to maintain Quickness without it, you could use:
gives a good amount of extra boon duration without sacrificing much damage (your illusions aren't affected ). This enables you to vary utility skills without worrying too much about dropping- for more damage
- Daze or Stun other than , as these always deal a minimum of 100 breakbar damage to a target, so increasing 's from 0.5s to 0.65s has no effect. for extra CC. Note that you will need a source of
Danger Time Variant
If you have other sources of slow in the group (such as other chronomancers, or condition renegades), then you can switch to Quickness. With the exception of the this matches the Chronomancer - Power DPS gear.
for a significant damage boost. This lowers your boon uptime, it is still very possible to maintain permanentBerserker
Berserker
Berserker
Berserker
Assassin
Berserker
Berserker
Assassin
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
Consumables
-
- is a convenient way of gaining more boon duration, though swapping in Diviner stats gear is more efficient.
Usage
This build generates most of its quickness through shatters thanks to
, therefore it is important to maximize value from each shatter cast but you should also make sure not to waste clones by summoning extras and overriding an existing one.
Opener
Start on Sword/X
- Offhand Phantasm
- (optional) - if you are not using Mirror Images
- Weapon Swap
- - enter during the cast of this skill
- - use again as soon as you can, before Continuum Split ends
- - make sure not to cancel the cast of
- Use your F1-3 shatters, starting with , as soon as you hit 3 clones
- manually if Continuum Split has not already run out
- as soon as you hit 3 clones
- Weapon Swap
- Go to whichever loop below that matches your offhand weapon
Offhand Sword Loop
- - this will be skipped on the first loop
- - this will be skipped on the first loop
- Autoattack until Blurred Frenzy is available
- as soon as you hit 3 clones
- - make sure to finish the final sword auto chain
- Weapon Swap
- Go to greatsword loop
Offhand Focus or Pistol Loop
- Offhand Phantasm
- Autoattack until Blurred Frenzy is available
- as soon as you hit 3 clones
- - make sure to finish the final sword auto chain
- Weapon Swap as soon as it is available
- Go to greatsword loop
Greatsword Loop
- Autoattack until Mirror Blade is available
- as soon as you hit 3 clones
- Autoattack until Mind Stab is available
- - if not using offhand sword
- - if not using offhand sword
- Weapon Swap
- Return to offhand weapon loop
Rotation example with offhand sword
Rotation example with offhand focus
Continuum Split
- Your should come off cooldown while you're on Greatsword. When you swap to Greatsword and is nearly off cooldown, avoid casting to ensure you can use it within the CS, and make sure you will have 3 clones available. Otherwise you can just repeat from step 6 in the opener.
Tips
- Use off cooldown. Remember to aim it where your group will be in three seconds.
- Try to only use while you have 10 stacks of .
- You can use → to pull adds onto the boss if needed.
- As previously mentioned, is not necessary to maintain quickness so feel free to use it outside if needed. After this, it can be cast at any point to cover any quickness gaps that may occur due to fight mechanics or player error.
- and can be used to avoid incoming damage with less of a DPS loss than dodging.
Clone Sources
- Each of your Phantasm skills will create a clone (or two, in the case of after a short delay, once the phantasm has completed its attack. Keeping track of your phantasms is important to ensure you don't waste any clones.
- creates a clone on your target.
- creates a clone on your target, but only if you take damage to trigger the counter.
- creates a clone on your target when the projectile hits.
Shatter Usage
- is your primary shatter and does by far the most damage - if you have multiple shatters available this should be your first pick. Use whenever you have 3 clones. It's ok to delay this a little bit if you're only at 2 clones.
- should only be cast if you know you'll have 3 clones available again by the time comes off cooldown.
- should be saved for emergencies to provide CC or cover quickness gaps.
- 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 (indicated in the rotation).
- Use to quickly generate 2 additional clones for a 3-clone shatter.
Ratings
Comments
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