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. You can always take more Toughness if you feel the need for it. Taking additional Toughness is always better than being forced to Dodge and therefore moving the boss.
Twin Largos have Toughness based aggro mechanics which causes them to always focus the player with the highest Toughness. This doesn’t mean that you should always have as much Toughness as possible, just that you need to have slightly more than your other squad members.
As explained earlier, you don't ever need to take a large amount of Toughness but just make sure that you have the most out of your squad members during these encounters. Most importantly, you need to take enough Toughness to survive. A dead Condition Chronomancer is useless, so take as much as you need.
When tanking, don’t turn to your party and move the boss only when absolutely required.
Let's take a look at what has Toughness:
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 . The same applies to your health, endurance and physical location.
has a base time of 1.5 seconds and can be extended per clone. This means you can have a maximum of six seconds with all clones present at the time that you enter . When you are playing Condition Chronomancer you can use to get two clones up instantly. This will make your last longer and be a lot less stressful.
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 .
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.
When you use a shatter skill, you also count as a clone. That means that if you are close to your target and you use a shatter skill, it will trigger four times.
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.
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 the strongest group heal Condition 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.
causes you to take 5% reduced incoming damage for five seconds whenever you summon a phantasm. This buff can stack up to five times and will result in a significant improvement in your survivability.
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.
will cause your phantasms to be resummoned when they would become a clone. This is a fairly large DPS increase as your phantasms will use their skills again. Each phantasm can only be resummoned once.
can be taken instead of . You can find these traits in the Chronomancer Trait Line. This trait will help carry your team through some additional healing. Making this swap will impact your personal DPS.
The "Regular Variant" of Condition Chronomancer can be easily used at Matthias, and Twin Largos. You have very little Toughness with this build. Make sure you have the most Toughness at Twin Largos as there is Toughness based aggro.
Swapping your weapons is not really an option with this build. You are restricted to using Shield and Torch exclusively. If you are forced to swap weapons, then it might be worthwhile to play the Power variant, Support Chronomancer, instead.
So, let's take a look at the CC we have:
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 3 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??
The downfall with playing Illusions is that you are unable to provide Aegis to your subgroup. If your subgroup is tanking a lot of mechanics then feel free to swap to Chaos - Inspiration to help give some damage mitigation.
You don't need high Toughness for this encounter, just take enough to make you feel comfortable.
During the first two islands there is a Toughness based aggro mechanic. One Condition Chronomancer will tank here. When you split at 50%, there is also Toughness based aggro. Each Condition Chronomancer will tank their respective bosses.
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.