Introduction to Chronomancer
You have a few skills that summon phantasms:
Phantasms carry out an attack and then will transform into clones. The attack can be completed or interrupted, either will cause the phantasm to become a clone.
Phantasms cannot be shattered and do not count towards your three clone cap.
You have a few skills that summon clones:
- , this skill can be used on targets that are !
- , this skill can also be used on targets that are .
Clones will stay around for six seconds without a target, with a target they will persist until they are shattered or until their target is defeated, or until they take too much damage.
, a trait in the , will cause your phantasms to be resummoned when they would become a clone. They will be for 1.5 seconds before they resume their attack pattern.
Shatters are unique to , and . They enable you to destroy your clones with a variety of effects.
When you equip the , your shatters become unique to only .
Let's take a look at your shatter skills:
- deals increasing damage with each clone that is shattered.
- deals one stack of for each clone, up to a maximum of three. Reduced by three seconds per clone shattered.
- deals 100 damage per clone shattered and applies two seconds of per clone.
- is also a shatter. Check the section below for more information about this skill.
You have a few traits with this build that influence your shatter skills:
- causes your shatters to deal more damage.
- grants you whenever you shatter. The duration of increases for each clone that you shatter.
Wells are a unique mechanic to the . They are delayed utility skills that can provide boons, heal, deal damage and cause damage.
The wells you will come across with this build are:
Ok so, where do we begin? is a unique mechanic that is associated with the . Any skills that are used inside the time frame of will be recharged when you leave via , this does not include ! The same applies to your health, endurance and physical location.
last longer as you use more clones for it. A single clone will grant you three seconds, two clones will grant four and a half seconds and three clones will grant six seconds of .
You can use during the aftercast of skills. For example, has a nasty aftercast. You can use just as the skill channel is about to end.
This also applies for when skills will count as used within the time frame of . The aftercast of the skill must have finished before you leave via .
One final note, you can manually end early by simply using .
Don't waste your if a boss is about to phase as this will completely waste your burst. The same applies for , don't waste it if you know that a is coming up.
In an ideal world, you would be able to start every boss phase with . Sadly, that is not reality and there will be times where this is not the case. This will definitely be the case at and .
In such situations, you have to determine whether it makes sense to use as soon as it comes off or delay it until the next phase. From the second you enter it, takes about 16 seconds to deal the majority of its damage, excluding , and about 22 seconds to deal its full damage.
Rule of thumb: If you aren’t sure whether is going to give you two additional sets of phantasms in that phase, it is usually better to delay it and open the next phase with it instead. If you decided to not use in a phase, simply start on the opposite weapon set you would usually start on and find your way back in the rotation from there.
grants you and your illusions 15% against enemies. Without those modifiers, your Effective Power would decrease by approximately 9% — resulting in a massive loss in damage.
Fortunately, sources of are quite common, even in unorganized groups.
However 's duration cap is ten seconds which mean you need frequent applications of to make sure that the uptime is high.
Slow sources that you will typically come across are:
- provide ~85 - 90% uptime with .
- with .
- with and .
- through , , , , and .
- can use and .
You might have noticed that some people play with a Pistol instead of a Focus on certain bosses. This is because the phantasm randomly targets enemies and certain objects such as , oils at , or invisible objects in the ceilling that the Warden will target on .
For this reason we should consider running Pistol or Greatsword on certain fights.
Mathematically becomes better whenever your lands less than 8.5 hits on average, this can be seen in logs, but the boss guides each have their own weapon recommendation for various siuations.
When it comes to the variant we also have the choice to also run Greatsword on fights that are bothersome to our , the choice here depends on the phase lengths of certain fights.
Pistol will burst higher than Greatsword but deals slightly less sustained damage so for this reason you would for example run IA Greatsword on fights such as , due to there only being one 'phase', if for some reason there are no or other slow providers on .
While on fights such as Pistol's higher burst damage could be more advantageous depending on the Squad's DPS, as the phases are shorter.
From a damage perspective, you always want to shatter with three clones and use spare clones for . However, if there are present during the fight you definitely want to prioritize or even if you need the additional .
Towards the end of a boss phase and during split phases, you always have to consider if it makes sense to spawn a phantasm over performing other actions. After being summoned, every phantasm requires a different amount of time to deal their full damage.
This list below shows the amount of time each phantasm takes to deal their full damage, including :
- ~ 12 seconds.
- ~ 6 seconds.
- ~ 5,5 seconds.
- ~ 4 seconds.
- ~ 3 seconds.
- ~ 8,5 seconds.
Speeding up split phases is objectively as important as dealing damage to the boss, but there is no use in putting a phantasm on if the target will die before it deals its damage. You want to manage your in a way that doesn't leave you with nothing after a split phase is over. The same logic applies if the boss is about to into a or .
is the first part of your auto attack chain, it is also the fastest of the three, feel free to use this as a filler to better line up before weapon swapping.
Be disciplined and only use these as fillers when you really need them, this will take some getting used to but it should be apparent where you might need these once you start stowing attacks.
is the last and by far the strongest part of your auto attack chain. It removes a boon and deals more damage against foes without boons. You generally want to finish every auto attack chain you start, unless that means delaying your other abilities further than you usually would.
is a multi-hitting ability that allows you to attacks. Because of that, it cancels any currently casting ability which can be used to cancel aftercasts. The duration of the is not tied to the animation, meaning that it is not shorter when you have .
This skill can be stowed for a ~ 250ms reduction in cast time, which is a decent DpS increase.
summons a clone. You can re-cast this ability to positions with said clone and the target. You will primarily use this to generate additional clones or for short-ranged teleports.
blocks the next incoming attack, makes you afterward and summon a clone. Its damage is equal to the last part of your auto attack chain, meaning that it can be a DPS increase if timed well. Just beware that blocking an incoming attack will displace you. As long as no attack has been blocked, you can re-cast it to up to five targets in a line.
leaps at your target first and then performs a . You gain when the first attack hits, which is why you usually don’t have to worry about your uptime.
creates a wall that applies to foes who touch it and to allies that pass it. It can be re-cast to up to five foes within a 600 radius.
creates a bubble that absorbs projectiles and throws axes at nearby targets, which apply . It doesn’t focus your target but everything in range that is targetable. This sadly includes on , inactive statues on , as well as Hands and on .
Each axe thrown is a projectile finisher.
is a multi-part skill, first the shoots three bullets that will the target, then shortly after a pistol phantasm will appear and rapidly fire eight bullets in a straight line of fire at the target.
Both parts of the attack are projectile finishers.
shoots a bouncing bullet that will apply to each target hit, the first target is for two and a half seconds, the second for two seconds and the third for five seconds.
Outside of its damage it is important to note that this can trigger and for quick rampup at the start of fights or phases.
It will also trigger , if traited, for uptime which is why this skill is a really good filler when the target is out of range.
= 200 damage.
= 150 damage.
= 100 damage per clone.
= 600 damage.
= 300 for the first tick, 100 for the second and 150 for the third for a total of 550 damage.
= 250 damage.
= 50 damage per second.
Utility Skills & Variations
your phantasm abilities, which is why you are able to consecutively summon phantasms during your . You generally want to use it to cast multiple times.
removes boons from foes it hits. This attack is unblockable and bounces up to four times. It deals increased damage against foes without boons.
holds two charges, and every cast of deals damage and applies .
summons two clones and breaks stun. Beware that this ability will displace you.
is a miniscule DPS increase and, if taken, should only be used for .
can be used over on fights where you can precast clones before upcoming phases. It can also be useful on high pressure encounters to block incoming attacks.
It is a DPS increase, for yourself, on fights where you can guarantee that it gets blocks such as on ,, and .
It is also a DPS increase for other since it will trigger due to the phantasm applying .
is a viable replacement over and easier to use than on fights where you can precast clones.
The well deals damage in four pulses, each applying and to targets inside of it, the last pulse is significantly more powerful than the other three.
This would be recommended over when there are no other in the squad due to it's easy usage.
provides 600 damage immediately upon the cast time finishing, its shorter cast time makes it an appealing choice over .
will be the main utility that you take while playing with . Not only does it provide your entire squad with , but it also inflicts precious on foes inside.
Traits & Variations
causes your illusions to deal 15% more damage.
causes you to deal 10% more damage to foes with less health than you.
causes you to deal 0.5% more damage per stack of on your target.
causes you and your phantasms to deal 15% more damage to foes without boons.
will cause your phantasms to gain when they are summoned. This will provide them with a fairly large DPS increase.
causes your phantasms to cause on critical hits.
reduces the recharge of your Sword skills by 20% and also provides you with a stacking buff that increases your . You can attain a maximum of 10 stacks, with each stack providing + 15 . You gain stacks by hitting with Sword skills.
increases your damage with critical hits by 15%. This damage will be increased by a further 10% if you strike a foe below 50% health or a disabled foe. This trait does not increase your , instead it is a modifier for damage when you critically strike.
is a basic DPS increase for your shatters, assuming the targets are movement-impaired.
As of the current patch, May 11, this trait increases your DPS by about 300-400 DPS on the Golem.
This trait only applies to the first strikes of your which means it's just a 5% damage increase for your main damaging shatter rather than 10%.
grants you whenever you shatter. The duration of increases for each clone that you shatter.
causes you to gain 15% more . This trait also applies to Illusions.
will cause your phantasms to be resummoned when they would become a clone, dealing 25% less damage. This is a fairly large DPS increase as your phantasms will use their skills again. Each phantasm can only be resummoned once.
inflicts three seconds of whenever you disable an enemy, you do not need to 'interrupt' an attack with this any of the listed disables will work. This will most likely the trait you will be running if you play the variant as 15% is way more valuable than 10%* damage increase on your shatters.
If you are playing the build without then you will want to run the following gear:
- Full Berserker's Armor, Weapons and Trinkets, except for an Assassin's Backpiece.
- and .
- and .
- 18 x .
While if you are playing without then you will want the following gear:
- Full Berserker's Armor and Weapons.
- Assassin's Trinkets except for two Berserker's Rings.
- 18 x .
If you want to be cheap, you can take without changing any gear, this applies to both build variants.