Power Quickness Chronomancer

provides permanent to a group of five players. This build is extremely versatile, shines because of high damage to and access to unique abilities like as well as .

You will generally choose between four variants, beginning with the easiest one: with Shield This variant has access to unmatched utility and excels in unorganised groups. It extends boons on ten players through and , and is essentially invincible due to a plethora of Blocks, Distortion and Evades.

with Focus You should play this variant whenever you need access to Temporal Curtain, or if you don't need a Shield. You'll deal more damage but more importantly, the sequence ability of Temporal Curtain, Into the Void, is the most powerful Pull in the game and perfect for controlling adds.

with Sword This variation deals competitive damage and is recommended for advanced groups who don't need to rely on the utility from . Make sure to replace the Shield with a Greatsword.

with Focus Play this variation if you need access to Into the Void but don't need Inspiration. Replace the Shield with a Greatsword and replace the Sword with a Focus.

Updated videos will be available once we finalised the guides.


Build Updated
Jun 12, 2021
Skill Floor
3 / 5
Skill Ceiling
5 / 5
Boon Reliance
2 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Assassin's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Offhand
Berserker's
Item Stat
Backpiece
Assassin's
Accessory
Assassin's
Accessory
Assassin's
Amulet
Assassin's
Ring
Assassin's
Ring
Assassin's
Food & Utility
Food
Utility
Infusions
Infusion x18

Don't use on and !
Rotation Log
Build Template

Outside of , your rotation revolves around a single ability per weapon set — on Sword and on Shield — while casting every ability according to a priority list.

You always want to swap back to Shield once you've cast three times outside of .

On your Shield set, cast once and swap back to your Sword set as soon as possible.

Priority List:

The order of abilities inside of technically does not matter, however, you want to prioritse for an additional Clone for . Make sure to cast all of your shatters, as they generate .

Always prioritise for damage and for .

Only use spare Clones for .

Always finish your auto attack chains, without delaying your rotation, as the majority of the damage is loaded into the final part. As a rule of thumb, if you already performed 2/3 of your auto attack chain, you might as well finish it.

Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Assassin's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Assassin's
Accessory
Assassin's
Accessory
Assassin's
Amulet
Assassin's
Ring
Assassin's
Ring
Assassin's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
during the cast of (Not in your first loop) (Not in your first loop)

Cast every shatter inside of , as they generate

Cast off cooldown

Cast off cooldown with three clones

Prioritise for

Only use spare Clones for

Always finish your auto attack chains

Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Assassin's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Assassin's
Accessory
Assassin's
Accessory
Assassin's
Amulet
Assassin's
Ring
Assassin's
Ring
Assassin's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
during the cast of

Cast every shatter inside of , as they generate

Cast off cooldown

Cast off cooldown with three clones

Prioritise for

Only use spare Clones for

Always finish your auto attack chains

Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Assassin's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Offhand
Berserker's
Item Stat
Backpiece
Assassin's
Accessory
Assassin's
Accessory
Assassin's
Amulet
Assassin's
Ring
Assassin's
Ring
Assassin's
Food & Utility
Food
Utility
Infusions
Infusion x18

Don't use on and !
Rotation Log
Build Template

Utility Skills & Variations

is a DPS increase and indirectly generates Quickness, since it recharges your Phantasms — which then turn into Clones you can shatter and trigger .

is also a DPS increase and also indirectly generates Quickness for the above-mentioned reasons.

grants to allies when it ends after three seconds. This will be your second source of along with . Always prioritise this ability because only then you will be able to use it five times until your next Continuum Split.

will extend the boons of your entire squad by three seconds and the only reason why Inspiration is so powerful. At the same time it grants you Distortion and shares Aegis with your party members, making it one of the strongest abilities in the game. This skill is not affected by .

Mantra of Pain is simply a DPS increase. It's lack of cast time makes it easy to use and it also applies Vulnerability.

applies to all 10 squad members and is an easy way to instantly apply it at the start of an encounter.

is the strongest group heal you have to offer because of its strong base values. It also synergises extremely well with Healing Prism and All's Well that Ends Well. However, removing Signet of the Ether will decrease your clone and therefore Quickness generation, possibily forcing you to increase your Boon Duration.

offers up to two instant area condition removals thanks to the trait . This is useful for cleansing the at or for the at as it can be cast while being CC'd. If is used, slot in the trait , to cause an area heal whenever you activate your mantra.

However, removing Signet of the Ether will significantly decrease your clone and therefore Quickness generation, forcing you to increase your Boon Duration.

is your largest skill. This will do 600 damage and will also grant you due to .

has a much lower than . This skill does a pulsing total of 550 damage and finishes by doing direct damage to five enemies that are inside its AoE.

Traits & Variations

causes your phantasms 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 provide to your subgroup whenever you gain .

will remove conditions from you whenever you use a shatter skill.

increases the effects of your Signets and, most importantly, causes to extend boons to 10 people. It also causes your Signets to apply to you. This will cause you to provide to your subgroup due to .

is a basic DPS increase for your shatters, assuming the targets are movement-impaired.

grants you whenever you shatter. The duration of increases for each clone that you shatter.

causes you to gain 15% more and 10% more . This trait also applies to Illusions.

grants nearby allies when you use a shatter skill. It grants a base duration of 1.5 seconds of per clone shattered.

You can take instead of , you can find these traits in the . This will help out at encounters where you need to multiple mobs or you want the extra projectile relfection.

If is used, take , to cause an area heal whenever you recharge your Mantra. This has a way bigger impact than the alternatives if you use any Mantras.

You can run instead of , you can find these traits in the . This trait can be taken at encounters with multiple projectiles. This might come in handy at but make sure you never have this trait at nor .

can be taken instead of , you can find these traits in the . This trait will help carry your team through some additional healing but make sure to also take !. Making this swap will impact your personal DPS.

Shield is used to provide to all squad members and to provide CC. Both the CC and come from . Shield also gives you two blocks: one from and a second one from . You need to trigger a block when using in order to gain access to .

Sword has the highest DPS of all the offhands. It offers some survivability and damage with the block on , which can also help as a small CC if you double use it without triggering the block.

Focus is used for in adds during certain encounters with and provides the second highest DPS out of the offhands available.

This is a work in progress and will be released soon.

Introduction to Chronomancer

You have a few weapon skills that summon phantasms: and

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 weapon skills that summon clones: , this skill can be used on targets that are !

While in combat, Clones will persist until they are shattered, die from too much damage or their target is defeated. Once they entered combat, Clones will check on a ten second intervall whether they or you are still in combat. If not, then they will despawn. They will also despawn after six seconds, when they have not entered combat yet.

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. deals 100 damage per clone shattered. 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 you to lose conditions and heal yourself whenever you use a shatter skill. 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:

Make sure you place your wells within range of your team. This can become difficult when tanking bosses like and due to their large hitbox size. Make sure that you cover both yourself and your team when placing your wells.

If you know your squad is about to move, you can place wells on the location where your squad will move to.

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 .

If you have a Sword offhand equipped, you can double press to gain access to . In order to CC with this skill you can't activate the block.

works with and . The effects of only work if your current weapon set has this sigil. This means you’ll want to get a shield, focus and sword with to ensure you don’t miss out on the additional CC. Replace your with .

To Clarify - If you during and your second weapon set does not have this sigil then it will not trigger.

Introduction to Tanking

The most important thing to note is that you should try to or move as little as possible when not necessary so the boss stays in place. This will help keep the boss within any AoEs that your team currently has down.

In almost all situations, you can simply run a in order to tank. You should only really be tanking if you are playing with the .

If you do not have the , it will be better if you ask your or to tank!

, , , , , , Eater of Souls, , , , and have based aggro mechanics which causes them to always focus the player with the highest .

You don't ever need to take a large amount of but just make sure that you have the most out of your squad members during these encounters.

When tanking, don’t turn to your party and move the boss only when absolutely required. Only do this when it is unavoidable, like during when moving out of .

A prime example of not turning to your party is during , turning this boss towards your party will most likely cause your light classes to be one shot by his .

Here are a few tips and tricks for individual bosses: If you're new to , you should run slightly higher to be able to tank his auto attacks. Technically, you do have enough blocks from , , and to be able to survive without too much . can be extremely punishing if you go . Make sure you time your blocks well with , , and . can put a lot of pressure on your , especially when only playing with one healer. Make sure you use your blocks wisely and don't waste them.

In almost all situations, you can simply run a in order to tank. You should only really be tanking if you are playing with the .

Certain classes have traits that give them . You need to be aware of these, especially if you plan on running low builds.

Let's take a look at what has : can have , make sure to check with them. has 1150 . has 1380 .

To get 1150 , you can use the following gear: Two .

Breakbars

= 200* damage.

= 150 damage.

= 100* damage per tick, two ticks max.

= 100 damage per illusion.

= 600* damage.

= 300 damage for the first tick, 100 for the second and 150 for the third.

The skills marked with an asterisk (*) will do 30% more damage if you are running .