Power Quickness Chronomancer

, as the name implies, provides permanent to a group of five players and is a staple in all advanced groups — mainly because of its versatility that really shines in the hands of an experienced Chronomancer.

You have access to powerful abilites like , , , and as well as high damage to Defiance Bars — greatly improving the raid quality of your group.

Given the sheer amount of variations, this is not the easiest build to master and even harder to summarise in a simple guide. Depending on the circumstances, there are countless changes you could consider and you will often find multiple solutions to any given problem.

Never follow these suggestions blindly, but rather try to understand them and be flexible enough to adapt to whatever your group needs.


Build Updated
Sep 15, 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
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Assassin's
Accessory
Assassin's
Amulet
Berserker's
Ring
Assassin's
Ring
Berserker'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
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Assassin's
Accessory
Assassin's
Amulet
Berserker's
Ring
Assassin's
Ring
Berserker'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

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 .

For the sake of simplicity and my own sanity, I made a few assumptions when writing this guide so we don't end up with dozens of variations: You are the only Chronomancer in the squad; you are expected to take care of most mechanics as long as your kit allows it, and you are only tanking encounters where your kit would give you a meaningful advantage.

There is this misconception that Power Quickness Chronomancers automatically have to be the designated tanks for every encounter.

This might have been true a couple of years ago when they didn't deal any meaningful damage, but a lot has changed since then.

In reality, anyone who can keep the boss in place is perfectly able to tank the majority of bosses, and it is time that this community realises that — you just need enough Toughness to keep the aggro and given that only Soulbeasts naturally have Toughess, that shouldn't be difficult at all.

Heal Druids and Alacrity Renegades are perfect candidates for the job and luckily present on almost every encounter. Alternatively, many groups use a second Healer which also shouldn't have any problems functioning as a tank.

Before your grab your torches and pitchforks: We are not saying that all Power Quickness Chronomancers should suddenly refuse to tank altogether. But we believe it is in everyone's best interest to accept that other classes can do the same job equally well.

Please note that, Power Quickness Chronomancer is an extremely versatile class. An incalculable amount of factors determine what build variants you should even consider and there is no single best solution to any given problem. All I can do is provide you with suggestions that I would follow, when joining a group of people I have never played with before.

Never follow these suggestions blindly, but rather try to understand them and be flexible enough to adapt to whatever your group needs. After all, if you ask three Chronomancers what they would suggest for encounter X, you would get three different answers.

This is one of the few encounters where your arsenal of defensive abilities actually comes in very handy. Chronomancer is probably the easiest class to survive on, while keeping Vale Guardian perfectly still and without requiring the constant attention of your healers.

has a based aggro mechanic, so make sure your is higher than anyone else's!

Your elite choice here doesn't really matter, I default to Time Warp to apply more Quickness in P2 as Continuum Split shouldn't be back by then. Feel free to use something else.

Getting teleported by is the last thing you want to do as tank.

Luckily, is the perfect ability to deal with this. When running Improved Alacrity, it will be available for every . Simply count to two in a calm manner once those pesky blue circles appear and then cast .

Alternatively, you can use and its sequence ability . While that is certainly not a DPS increase, it is still better than being dead.

is also an option, but can be pretty tricky to time properly when Vale Guardian is punching you at the same time.

When tanking on the edge, you can also easily into the wall. If not and you have none of the above mentioned abilities available, then try to side-step slightly without moving .

Always save your to gain Distortion and avoid taking damage from . This interaction is the only reason why Chronomancers have such an easy time tanking Vale Guardian, and you have enough Boon Duration to safely delay .

Always watch your surroundings to spot the green circles, and cast slightly before it fills.

Alternatively, you can cast Signet of Ether instead if it aligns or if you accidentally casted already beore.

Make sure to remove from , otherwise no one will be able to damage it. For that, you can either cast Mind Spike or Phantasmal Disenchanter.

Technically you also could trigger Vicious Expression with either Tides of Time, Counter Blade or Time Sink, but you generally want to save those abilities to damage Defiance Bars.

Considering that most groups still pull and Green Guardian together: Save your Defiance Bar Damage for Green Guardian as most of your buddies will unload everything onto — and considering that you are actually reading a guide, we already know that you are smarter than that.

Keep up your rotation to maintain permanent , but in a way that you start the next main phase without any ability on cooldown. What you can and cannot cast depends on how fast your group is. On one hand you want to maintain Quickness during the split phases, but you also have to make sure that you are able to apply Quickness when the next main phase starts.

Other than that, you ideally want to finish every split phase on shield, to cast Tides of Times at the start of every main phase and then immediately swap to sword.

Gorseval hits like a wet noodle and is a prime example of why anyone should be able to tank. If your groups demands that you tank anyway, just enter the hitbox as far as you can without turning the boss, and yell at your group to stay in range of Seize the Moment and Well of Action.

Gorseval has a based aggro mechanic, so make sure your is higher than anyone else's!

, if not dealt with correctly, will turn the sweetest people you know into angry gremlins that will come for you online. Cast Mantra of Concentration just before it hits to provide Stability and to prevent hate whispers.

Repeat after me: Dealing quickly with Defiance Bars is more important than my personal damage.

Run Gravity Well if your group is slow and you can therefore cast it for all three Defiance Bars during the fight. If not, then run Signet of Humility with Superior Sigil of Paralyzation instead of Superior Sigil of Force.

Always have three clones to instantly cast Time Sink and cast Illusionary Wave if you are on greatsword.

You can also cast Swap for a small amount of Immobilize.

If your group is extremely stubborn and refuses to help in any way shape or form, then you can also replace Phantasmal Disenchanter with Signet of Domination. At which point you really want to run Superior Sigil of Paralyzation as well.

Gorseval spawns these nuisances after every and they are the only reason why we even run a focus.

If left alone, the Enraged Spirits will kick people in the face and after reading the card on Spectral Impact, you know what your fellow players will do to you after that.

Simply prepare Temporal Curtain and cast Into the Void to pull them in, and then they should die within seconds.

Should they survive long enough, they will gain a buff that makes them immune to all damage. Make sure to cast either Mind Spike or Phantasmal Disenchanter to remove it.

Keep up your rotation to maintain permanent , but in a way that you start the next main phase without any ability on cooldown. What you can and cannot cast depends on how fast your group is. On one hand you want to maintain Quickness during the split phases, but you also have to make sure that you are able to apply Quickness when the next main phase starts.

Should the Angered and Enraged Spirits still be alive, roaming around and causing havoc, either deal with them yourself or pull them to your group until they get the message.

As , you can take all of the mechanics. The closest person to will get them and you can continue your rotation while bringing them out.

Cast Swap to teleport back to the group afterwards.

These adds will spawn every 30 seconds at xx:30 and xx:00 on the timer. Make sure you them in quickly as they can cause into 's Flamewall.

Place your portal, jump up to the cannon, immediately open your portal, destroy the cannon and take the portal back.

Pay attention to the Flamewall so it doesn't burn you to crisps.

Usually I'm an advocate of "dealing more damage results in fewer lethal mechanics". However, given that to this date Slothasor is the bane of most groups, it is in everyone's best interest that you sacrifice your personal damage to avoid wiping over and over.

If you have the resources, you should consider getting a set of Superior Rune of the Mesmer. This will greatly increase the Defiance Bar Damage of Counter Blade and Mantra of Distraction.

Run to reduce the recharge of your focus abilities and to reflect projectiles from Slublings.

gives you access to an additional charge of Split Second and therefore an additional source of Quickness. This will partially make up for not running Phantasmal Disenchanter.

reduces the recharge of shatter abilities and therefore enables you to apply Quickness more frequently. More importantly, you can cast key abilities like Time Sink and Continuum Split more frequently.

might seem like a weird choice at first, but it proves to be very useful on this fight. It allows Time Sink to hit up to five targets, meaning that even if there are Slublings on Slothasor, Time Sink will still deal Defiance Bar Damage to Slothasor. It also increases the duration of Continuum Split, which makes up for the lack of clone generation on this variant. Finally, it causes Distortion to reflect projectiles and therefore protect your squad from Slublings.

Save your to in the . Poor control is one of the most common reasons for groups to wipe. spawn every 30 seconds at xx:00 and xx:30, with the first wave spawning at 6:30 left on the timer.

Be careful when , as you will also pull in a party member if they are transformed at the time.

Once reaches 50% health, it will use a new attack called . This attack will happen every 45 seconds after it reaches 50%.

will shake two rounds of projectiles that inflict an insane amount of conditions and physical damage, and quickly annihilate your entire squad.

Save and to destroy them due to the fact you gain whenever you use a signet.

destroys the projectiles before they are released. To destroy them, you must be jumping inside 's hitbox center while he is shaking.

Run Gravity Well if your group is slow and you can therefore cast it for at least three Defiance Bars during the fight. If not, then run Signet of Humility.

Always have three clones to instantly cast Time Sink as well as Illusionary Counter and Mantra of Distraction.

You can also cast Swap for a small amount of Immobilize.

After each , will your squad. Let the Renegade or a Firebrand provide Stability, because you cannot solve everyone's problems.

You technically can share with or , but that might cause problems when they are not recharged for the next Spore Release.

If you really need to provide Aegis and therefore don't have enough Distortion for Spore Release, then you can replace Mantra of Distraction with Signet of Domination.

I'll be honest. While playing Power Quickness Chronomancer is perfectly viable here, I always play Power Boon Daredevil on this encounter.

I wouldn't know which of the multiple variants performs better here, so just take what you have learned so far and apply it to whatever your group specifically needs.

Should you play Power Quickness Chronomancer here, you should probably run Feedback. Either replace Phantasmal Disenchanter on Inspiration or Mantra of Pain on Dueling.

exerts extremely low pressure which means you ideally ask the or to tank. Should they refuse, you just need to take enough to be above everyone else in the squad.

Cast to provide for .

During the phase, always cast Gravity Well, Illusionary Wave, and with three clones.

# Xera

has a based aggro mechanic, so make sure you have enough ! Take as much as you need to avoid ever going . at can be extremely punishing. Taking the will help you a lot!

As explained in "General" section of the guide, it is very important to not move or to turn her unless absolutely necessary. This is because uses a broken version of called . This skill will melt your DPS classes if is facing them.

Use to in the adds. This will massively help your group as the adds can deal significant damage if they are not dealt with. If you have a second or , coordinate with them and decide who will each group. Take to help with .

You can use your to help the orb on the first island. Decide with your subgroup as to which orb you will . Make sure that this is the last orb that is through a rift, otherwise you may other orbs.

Assuming is only facing the tank, you can time your so you use it at the same time as her . This will not only alleviate some of the pressure on your but will also mean that you don't have to .

will not last for the full duration of , unless you don't have . You can use to block instead.

# Cairn

As you are not running the , try to get someone else to take .

Use to provide to your subgroup to allow you to skip .

If you are going to run to , make sure you delay your shatters until you are back with your subgroup.

# Mursaat Overseer

This is a perfect DPS golem for you to practise your rotation on. If you have a in your squad, you can drop and take .

As a , you will almost definitely have to take . When using and there are incoming , ensure that you delay using it so that the tiles are first claimed by the and then you can reclaim them.

As with , you can precast some clones by using while standing on the orange tiles. You can summon 3 clones, which means once you begin you can immediately use .

# Samarog

You should run - at this encounter. This is due to the trait that will reduce the on your and !

Use to Rigom underneath during the split phase.

During the split phases, ensure that you keep up your rotation.

Once you have killed Guldhem and Rigom at the 33% phase, will use which is an and will probably one shot your DPS classes. Feel free to share with to stop your DPS classes from getting destroyed.

Make sure that you have on your offhand weapons. On every you should have at least:

Breaking quickly during his mechanic is very important, not only will it save your party member but also is immune to damage during this period.

If you are the one , you can precast to do some damage to your own !

# Deimos

has a based aggro mechanic, so make sure you have enough !

The reason we recommend is to apply to Saul whenever possible. Typically, he will be standing outside your squad stack and so no one will steal the from . You want Saul to have good uptimes of so he can use more frequently.

As tank, to avoid wasting skills while your team is ported, you can use and to block . You will also need to have an available or block to prevent being one shot by . or work perfectly for this.

You will need to drop your immediately when first appears. Use it outside of your before you start your rotation. Getting up immediately is important. You can then use again during the final 10% for immediate .

Typically, the first will happen during your opening rotation. This means that you can happily use inside your . If people in your team get , remember that it's very important to flame them as they were probably standing in two of the pizza slices.

For later uses of , you can use or to provide for them.

# Soulless Horror

If you are confident in yourself and your group, you can run instead. This choice will be best used by experienced , as it’s playstyle, while rewarding, is very difficult.

This fight can create a lot of pressure on your , so feel free to take as much as you need to survive. There are no based aggro mechanics in this encounter.

Take care when using as it can cause the Tormented Dead to be CC'd when the is attempting to them away.

At the beginning of the encounter, you should first swap the aggro when the current tank reaches three stacks. After this point, you should swap aggro whenever your current stacks run out. Be sure to move towards the wurms at the start of the fight, so your can use .

Avoid moving through , as her attacks hit very hard on the rest of your party. For example, her attack deals less damage to the tanks but will hit for a lot on your DPS classes.

Try to the AoE attack, , for your team. You have which means you can use or to share .

Try to keep near the centre of the platform, this will make it easier for your to push the Tormented Dead out and away from the centre. This will keep it clean of the explosions from the Tormented Dead, , and make it easier for your squad to move around.

# Dhuum

has a based aggro mechanic, so make sure you have enough ! exerts extremely low pressure on you which means you only need to take enough to be above everyone else in your squad.

As explained in the "General" section of this guide, it is very important not to turn towards your party. will happily one shot DPS classes with his auto attack.

After each boon strip, , you will have your back up. Make sure you apply your boons as quickly as possible.

You can use to avoid getting when uses . You avoid the due to .

You can swap out for to provide more group support. Use this just after the boon strip from to immediately remove . Slot in the trait , to cause an area heal whenever you recharge your Mantra.

# Conjured Amalgamate

Delay your as much as possible to in the Swords. If you use it too early, you will definitely miss some of them.

You can provide for , the hand slam, with .

Coordinate with your squad as to you who is collecting Swords and who is collecting Shield. You will have to do one of those as . The Orbs, for the Swords and Shields, always spawn in the same pattern. Collect up to 10 stacks of either, once you have 10 you will need to get someone else in your squad to collect more. You can only collect one type!

If an Orb is not collected and reaches Conjured Amalgamate it will buff him. If it gains a Sword Orb it will gain a damage buff, it if gains a Shield Orb it will gain a Shield. The Shield that he gains will have to be removed by one of your squad members through using a Sword.

Avoid running into Shields, that don't have their broken, as they will apply .

If you have collected Swords at the start of the phase, try to keep 10 stacks of the debuff on Conjured Amalgamate at all times.

This means that you shouldn't spam the Sword as you can't go above 10 stacks. This means that your entire squad shouldn't spam their Swords. Save it until you see the stacks start to drop.

If you have collected Shields at the start of the phase, you will need to use them to protect your squad from when the wall approaches. Make sure your squad is stacked ontop of you when you use this.

During the second phase the first wall will despawn at the end of the platform. Once it's despawned, a second wall will appear. If you have very low squad DPS you will need to use the Shield to protect you squad where the first wall despawns. If you have average high DPS you can just use the Shield in the middle of the platform as you will phase Conjured Amalgate before the second wall reaches you.

In phase two if one of your squad members has collected more Shields than you, this means you will be the secondary Shield.

Your squad member will use the Shield to protect your squad from the wall and you will save yours to protect your squad from . This mechanic will occur after the DPS phase and it is when Conjured Amalgamate claps his hands.

# Twin Largos

If you are confident in yourself and your group you can run instead. This choice will be best used by experienced , as it’s playstyle, while rewarding, is very difficult.

has a based aggro mechanic, so make sure you have enough ! Take as much as you need to avoid ever going . at can be extremely punishing.

During the first two islands there is a based aggro mechanic. One will tank here. When you split at 50%, there is also based aggro. Each will tank their respective bosses.

You can use , or to block . This mechanic will only spawn at .

You can also do the same for at .

Even if you didn't tank for the first 50%, you will tank or sub 50%. It just depends which island you go to at the 50% phase change.

With decent DPS you will get one CC bar per island sub 50%. The islands will swap at 25%, this means you will always get two CC bars.

Always ensure that you can use , and per .

# Qadim

doesn't have a based aggro mechanic, instead it is proximity based. This is the same for and his creatures. You won't really be able to tank , but you definitely will be able to tank the creatures. Make sure you are the closest!

You don't need any additional , assuming you can time your blocks, and correctly. Feel free to take as much as you need to feel comfortable.

Pray to god you have a or who can provide through and .

Important - Check with your squad to see if you are actually using the strategy or not! If you aren't going to be doing this then you should take instead!

You will need to coordinate with the other to decide which Pyre you go to. One of you needs to go to the one and the other to the one. This is because you might be the only way to remove boons!

Before you run to the Pyre both will need to drop just in front of . Once the and Pyres are about to die you can open them. This will allow your squad to instantly portal back to and begin DPS.

Make sure to save your and for the . The is always after . His attack pattern is always Lines into .

Underneath each creature there is an AoE which spawns that will teleport you to if you stand in it. You will get the yellow warning around your screen when it spawns, if you have this option enabled.

You will always tank the , and one of the . Make sure you communicate with your squad so you know which you are tanking.

2 x 2 x 2 x .

You need to break the Hydra as quickly as possible or will cause a lot of damage to your squad.

2 x into 2 x into 2 x .

For the Destroyer you can just instantly break it.

For the : 2 x .

For the : 2 x .

Make sure to face the away from the to ensure that doesn't hit the rest of your squad. The burning should not hit the tank nor the platforms that your squad need to use to get to you.

The same applies to the , make sure you face it away from the squad when she uses .

# Adina

has a based aggro mechanic, so make sure you have enough ! exerts extremely low pressure on you which means you only need to take enough to be above everyone else in your squad.

If you have a in your squad, you can drop and take .

If you fail to destroy a Pillar during the main phase, you can turn so she faces the Pillar with her AoE attack. This AoE attack will destroy any Pillars inside its range.

Keep up your rotation during the split phase to make sure you maintain . Killing the hands as fast as possible will massively reduce pressure on your squad.

# Sabir

has a based aggro mechanic, so make sure you have enough ! exerts relatively low pressure on you which means you only need to take enough to be above everyone else in your squad.

You can use to avoid .

From 60% - 0% you should tank in a clockwise rotation. This means that you should follow the movement of the tornado of death.

Keep up your rotation during the split phase.

Break the as fast as possible, they will die extremely quickly once broken.

In order to break quickly during the large , there are a few things you can do: Take and make sure you have it on both offhands. This sigil will proc on and the Special Action Key. Try to have up 3 clones when you use . You should also use for every .

Don't waste your CC when it's the coordinate . Only use the Special Action Key to break it.

# Qadim The Peerless

has no based aggro mechanic, instead it is proximity based. Take as much as you need to survive. Technically, you don't need a lot of if you know the attack pattern well and can manage your blocks.

You can prestack clones before the fight on Pylons with , and all other clone generating skills and utilities.

Help to CC the Pylons during the main phases with , and . Breaking the Pylons quickly will help speed up your kills, take a to help with this.

You can share with or before does his attack during the 40%, 30%, and 20% phases.

You can also stack multiple on top of each other by walking into an existing AoE with a block up after 's third auto attack.

During the final 20% phase, you should constantly auto attack to remove any boons. Keep up as many clones as possible to keep stripping all the boons.

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

You don't want to replace this ability, as it greatly contributes to your damage and Quickness generation.

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.

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.

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 . 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.