Already gave my reasoning in the comments below. Unrefined copy of a long gone build.
few notes. healing power doest scale that much good with mesmer. the shatter only give around 300. the healing skills only the second is nice with 1.5k i think more healing.
regarding block - good player will strop attacking thus can negate your clone proc. retaliation is nice but its only on your phantasm so after 2 hit which give around 230 each they die.
staff is much better choice with chaos armor which put weakness and cripple and give more boons . and if blast from ally skills its aoe chaos armor.
the phantasm skills taking important space. you have defender with trait. disenchanter take so much time so null field is much better on the point for the whole group.
check my version to bunker mesmer in this tutorial and game play https://www.youtube.com/watch?v=w39Zev4A6A4
Scepter and especially Torch are near-useless for the purpose of bunkering. Chaos and Chrono trait selections are mediocre. Cleric amulet and Water rune do not complement or benefit the build's play style (block/evade -> double shatter). Elite skill and ALL utilities are non-optimal (no Portal, no Blink, no Moa). Sacrifices too much to reach for higher Alacrity and boon duration.
In short: a blatantly inferior version of Chronophantasma Shatter, which offers similar defense and better mobility with HUGELY increased offensive potential.
Survivability, durability, and good synergy permit a Mesmer using this build to stay alive, harass cap points, and provide respectable support through heals and boons/conditional removal. The bread and butter is playing defensively through blocks, healing well (x2), and utilizing phantoms to their full potential with retaliation damage supplementing your own. Most Mesmer builds lean on condition for damage output, but this build layers damage output from a variety of sources, which makes it unique in the Mesmer PvP line-up. Tip: be sure you permit your phantoms to stick around; don't be so quick to burn through them unless you're under a lot of pressure or heavy AOE is present. And, always shatter with 3 clones/phantoms up for best performance.
It just don't work. Chronomancer in this meta isn't a bunker.
At first, when I tested this build out, I thought instantly of two negatives: there is no good movement, and there is no great offense. Boy was I wrong! The loss of mobility is negligible, and the offense is there. Through shatters, conditions, and teammates, there is plenty of offense. Did I mention how this is one of the few Mesmer/Chronomancer builds that allows you to not bend to the will of a class with a higher damage output? Your teammates are also supported with well of eternity. Also, stability for safe stomps. Through and through a very well thought out build that should be considered for the current metagame.
While it lacks mobility, I deeply enjoy this build and it's ability to hold a point and just not die. Good damage, great healing with Well of Eternity, fairly safe stomps with on demand Stability, and lots of damage mitigation, overall a great tank build for damage and survival.
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