Chronomancer - Power Shatter Chrono Roamer
This is a test build. You may comment and rate it.
Focused on: Strike damage and Control
Designed for: WvW Roaming
Difficulty:
Hard
This build was last updated on October 06, 2023.
Overview
A burst focused Power Chronomancer build for WvW roaming. High damage, low survivability.
Skill Bar
Greatsword
Sword/Shield
Utility
Skill Variants
Utility
- over - allows you to be more reckless with your CD management and spam shatters more. Take on Domination.
- Stealth to the build. over - adds a source of
Weapons
- Torch over Shield - defensive weapon which offers more condition removal 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
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Specializations
Specialization Variants
Inspiration over Illusions - improves survivability (especially against condition/cele builds) in exchange for less damage.
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Greatsword
Marauder
Marauder
Sigil
Sigil
Sword
Marauder
Marauder
Shield
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Sigils
Greatsword
- over Cleansing - makes your burst combo more devastating especially when playing with Inspiration which has lower crit chance on the F1 shatter.
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.
- 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.
and its Power Lock can be used both defensively (instantly stopping burst attempts, applying
- is great in just about any sitaution from disengaging from a fight to teleporting in for a quick melee burst.
- 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 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.
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.
Extended burst combo example:
- right before you finish casting Gravity Well (to get the most out of Continuum Split's short duration)
- Exit CS, repeat from step one
Sustain
- Survivability is rather low, the best you can do is not get hit.
- 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.
- Facing condition specs requires a great deal of attention as your condition management is limited to and 's damage prevention.
- 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 Stealth and you need to react quickly, do a + + combo for instant counterpressure while also evading their attacks. , simply drop a under your feet and capitalize on the CC with a GS burst combo. Or a Thief just opened on you from
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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