You have a few weapon 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 weapon skills that summon clones:
Clones will persist for eternity unless they are shattered, die from too much damage or their target is defeated.
Let's take a look at your shatter skills:
You have a few traits with this build that influence your shatter skills:
The wells you will come across with this build are:
Make sure you place your wells within range of your team. 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 Chronomancer Trait Line. 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 . When you are playing Condition Boon Chronomancer you can use to get two clones up instantly. This will make your last longer and be a lot less stressful.
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 .
Use to block incoming attacks, this will also summon two clones when you successfully block an attack. This can be really useful on certain encounters as it allows you to use with two clones instead of one.
The most important thing to note is that you should try to Dodge 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.
is a personal DPS increase, since it allows you to recast a . This means that on bosses without group pressure is the best choice.
will extend the boons that your subgroup has by three seconds. This skill is not affected by Boon Duration.
is used to enable you to use multiple times. You use followed by , which will go on a one second Cooldown, and then you can use again.
is the strongest group heal Condition Boon Chronomancer can offer. This utility choice might be useful on encounters with high group pressure.
has a much lower cooldown than . This skill does pulsing Breakbar damage and finishes by doing direct damage to five enemies that are inside its AoE.
causes your to apply more Confusion.
causes your Torch skills to gain a 20% reduced cooldown and increased Burning.
causes all of your shatters to apply Torment.
allows you to shatter more by reducing their recharge by 15%.
reduces the recharge on your Scepter skills by 20% and increases your attack speed on Scepter by 20%. This means you can spam more frequently and generate clones faster with your auto attack chain. The increased attack speed does not stack with Quickness.
causes you and your phantasms to cause Bleeding whenever you hit with a Pistol skill. It also causes your Pistol skills to rechage by 25% whenever you interrupt an enemy.
causes your phantasms to cause Bleeding on critical hits.
causes you to Blind five enemies whenever you use . This synergizes well with .
is a basic DPS increase for your shatters, assuming the targets are movement-impaired.
causes you to gain improved benefits from Alacrity but with a reduced duration.
If you have a Condition Renegade in your squad, who is feeling generous, you can ask them to take .
This would allow you to drop Shield and take Torch instead. This is because you will no longer need the Alacrity generation from .
So, let's take a look at the CC we have:
At 40% when Matthias Gabrel phases, you should wait until the bombs have exploded before placing your to avoid wasting it.
You will need a form of reflect for when Matthias uses his attack. Typically, you will want a Condition Mirage to take to deal with this. If you do not have a Condition Mirage, you can take instead of .
Be slightly careful when using during his attack as it can eat some of the projectiles meaning that they will not be reflected by .
This is what you need to do to contribute to the Breakbar Phase:
You can instantly get two clones at the start of this encounter by using to block .
You will need to take a . Typically, you will take the second one that spawns at 7:17. One of the healers usually takes the first one at 7:37.
If you don't have access to Stability, for whatever reason, you can run instead of . This will allow you to skip .
If you are going to run to , make sure you delay your or cast it inside the green AoE.
You can use to block an attack at the start of the fight so you can use with two clones.
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 agro whenever your current stacks run out. Be sure to move Soulless Horror towards the wurms at the start of the fight, so your Condition Scourge can use .
Avoid moving through Soulless Horror, 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 keep Soulless Horror near the centre of the platform, this will make it easier for your Heal Druid 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.
By staying in the middle, it will also cause the big walls not to spawn or will it??
Twin Largos has a Toughness based aggro mechanic, so make sure you have enough Toughness! Take as much Toughness as you need to avoid ever doing Down. Downing at Twin Largos can be extremely punishing.
During the first two islands there is a Toughness based aggro mechanic. One Condition Boon Chronomancer will tank here. When you split at 50%, there is also Toughness based aggro. Each Condition Boon Chronomancer will tank their respective bosses.
You can trigger at the start of the encounter to allow you to use with two clones instead of one.
You can also do the same for at Kenut.
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 Breakbar.