Chronomancer - Grayklay Epic Mesmer Build

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Designed for:

 

Skill Bar

Sword/SwordHealingUtilityElite
X/Focus

Weapon Variants

x/Pistol
Phantasmal Duelist
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Phantasmal Duelist
Phantasm. Create an illusion that unloads its pistols on your foe.
Damage.png8Damage: 744
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200
Magic Bullet
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25Recharge.png
Magic Bullet
Hit up to four foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded, and the forth is confused.
Damage.pngDamage: 71
Confusion.pngConfusion (5s): 50 damage on skill use, 50 damage
Blind.pngBlindness (5s): Next outgoing attack misses.
Daze.pngDaze (2s): Unable to use skills.
Stun.pngStun (2s): Unable to use skills or move.
Book.pngNumber of Bounces: 3
Combo.pngCombo Finisher: Physical Projectile
Range.pngRange: 1,200

Use the pistol for the CC and the strong ranged DPS phantasm.

x/Shield
Echo of Memory
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Echo of Memory
Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants alacrity to allies. If an attack is blocked, Déjà Vu is usable for a short time.
Damage.pngDamage: 347
Alacrity.pngAlacrity (2s): Skills recharge 66% faster.
Slow.pngSlow (2s): Skills and actions are slower.
Duration.pngDuration: 10s
Radius.pngRadius: 240
Range.pngRange: 900
Tides of Time
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Tides of Time
Launch a wave of temporal energy that damages and stops enemies it passes through and buffs allies. The wave then returns to you. Touching the returning wave reduces the recharge of this skill.
Damage.pngDamage: 264
Quickness.pngQuickness (1½s): Skills and actions are 50% faster.
Stun.pngStun: 1s
Book.pngBlocks Missiles
Book.pngRecharge Reduced: 10s
Combo.pngCombo Field: Ethereal
Range.pngRange: 600

Since the shield phantasm does very low damage, only use this if you are sure that the alacrity it provides for your group will make up for your personal damage loss.

Slot Changes

Healing

  • for group heal and more alacrity.
  • for short fights when casting phantasm is a waste of time. It's a personal DPS boost with the trait .

Elite

  • for skipping something.

Utility Skills

  • provides a lot of alacrity for your group. Loses a bit of its effectiveness if your party contains revenants or thieves as their class mechanic does not allow them a DPS increase with alacrity.
  • is like a small that will increase your group DPS and provides 2 seconds of alacrity with the trait.
  • is a 3 second blur for your whole group you can use if your group has trouble surviving. Provides 2 seconds of alacrity with the trait.
  • if reflect is needed. Consider traiting the Inspiration traitline to provide more reflect if necessary.
  • group condition cleanse and boon stripping. Suited for boon heavy or condition heavy encounters (i.e. dredges).
  • to immediately recharge the next utility skill you use. You should use this skill to double one of your wells. Very useful for double or double . You need to use then use the skill you want to use twice. For you need to use just before opening the . It is also useful for a double if your party lacks reflect uptime.
  • to increase mobility and ease skipping.
  • to allow creative use of mechanics. See the Portal section below for further details.
  • spreads the boons you have to rest of your party and as such helps achieve a desired amount of Fury, Might and Quickness. However, if your team can not achieve a medium amount of might on its own (<5 Might), you should reconsider the cost of the utility slot. Also you can just take to have the signet active when you cast a phantasm.
  • Good damage output and low recharge. It's a 3% personal DPS boost for 10 seconds with the trait for each mantra charge you use.
  • group stability and an extra stunbreak. It's a 3% personal DPS boost for 10 seconds with the trait for each mantra charge you use.
  • group condition cleanse suited best for short fights. It's a 3% personal DPS boost for 10 seconds with the trait for each mantra charge you use.
  • for damage heavy encounters such as level 50 fractals. It's usually not used though as it takes the place of one of your phantasms.
  • paired with for an on demand Distortion for tough encounters. Usually not needed as Mesmer has many way to avoid taking damage. When using the Reflect Variant, you get an AoE Distortion when using this skill, which can replace a Guardian's Aegis.
  • use only when your group struggles with breaking Breakbars.

Specializations

DPS Main Build



Variant

  • Use in short fights or while using a shield. Only use this with full berserker gear.
  • Use if you want to shatter more often.

Dueling Variant

Substitute Illusions with Dueling in short fights or replace Illusions with Dominitation if you need vigor or fury.



Reflect Variant

Substitute Illusions, Dueling or Domination with Inspiration if you need more reflect.


Variant

  • Use for an additional reflect while resurrecting allies.

Equipment

Assassin stat icon.png
Assassin stat icon.png
Assassin stat icon.png
Assassin stat icon.png
Assassin stat icon.png
Assassin stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
PvE weapon swap.png
Berserker stat icon.png
Berserker stat icon.png
6x
Superior Rune of the Chronomancer
16x
Precise Infusion

Consumables

Variants

Stats
  • If you want to play with trait you should only wear Berserker stat icon.png Berserker's gear or you will reach more than 100% critical chance with fury.
Rune
  • to maximize you personal damge and when the fight is very short or you have no wells or equipped. Especially recommended for high-level fractals, when you have to use you utility skills for reflect, condition removal etc. and dungeons where the fights are so short, that you don't need to increase your quickness uptime.
Sigils
  • for even more quickness uptime, especially in raids.
  • for more reflect damage.
  • for The Ruined City of Arah.
  • for Caudecus's Manor and Cliffside.
  • for Honor of the Waves.
  • in night time dungeons.
Note: It may benefit you to keep a separate weapon for each variant in your inventory as swapping sigils over time can become expensive.
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