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. This can become difficult when tanking bosses like Dhuum and Gorseval 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 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 .
will also grant you one second 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 pistol with to ensure you don’t miss out on the additional CC.
To Clarify - If you Weapon Swap during and your second weapon set does not have this sigil then it will not trigger.
This entirety of this guide has been written with the Firebrigade composition in mind. That is:
Using this composition allows for all those involved to run much more offensively. For example, the Alacrity Renegade would normally have to run at least 78% Boon Duration to upkeep Alacrity and the Condition Quickness Firebrand would have to run .
Due to affecting your entire squad, this allows both these other support classes to take much more offensive gear.
There are some niche situations when you will not need to take a Condition Quickness Firebrand or Power Quickness Firebrand. In these situations you will need to adapt by taking . This will, more or less, provide permanent Quickness to your entire squad.
All the utility suggestions for this guide are focus on meta team compositions. This involves running Firebrigade at almost all encounters.
If you decide you want to play with double Power Boon Chronomancers, then you should take the following utilities:
Basically, you are dropping in favour of . This is because you have no other source of Alacrity, other than .
Playing with double Power Boon Chronomancer also allows you to drop . This permits you to take or in order to provide more CC.
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.
Vale Guardian, Gorseval, Keep Construct, Xera, Deimos, Broken King, Eater of Souls, Dhuum, Kenut, Nikare and Cardinal Sabir 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.
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 Power Boon 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. Only do this when it is unavoidable, like during Deimos when moving out of .
A prime example of not turning to your party is during Dhuum, 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:
You can replace Berserker's gear with Cavalier's gear to allow for higher Toughness.
If you still need more Toughness you can swap out Diviner's gear for Commander's gear.
Let's take a look at what has Toughness:
is a personal DPS increase, since it allows you to recast a . This means that on bosses without group pressure is the best choice.
applies Quickness to all 10 squad members.
is the strongest group heal Power Boon Chronomancer can offer. This utility choice might be useful on encounters with high group pressure.
offers up to two instant area condition removals thanks to the trait . This is useful for cleansing the Fear at Slothasor or for the Torment at Dhuum as it can be cast while being CC'd. If is used, slot in the trait , to cause an area heal whenever you recharge your mantra.
will cause your phantasms to gain Fury when they are summoned. This will provide them with a fairly large DPS increase.
causes your phantasms to cause Bleeding on critical hits.
reduces the recharge of your Sword skills by 20% and also provides you with a stacking buff that increases your Ferocity. You can attain a maximum of 10 stacks, with each stack providing + 15 Ferocity. 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 Critical Damage, instead it is a modifier for critical hits.
will provide Aegis 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 Aegis to your subgroup due to .
is a basic DPS increase for your shatters, assuming the targets are movement-impaired.
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.
This is mainly due to the trait . This trait reduces the Cooldown of your shatter skills, including .
Either way, your traits should look like this:
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 Inspiration trait line. This trait can be taken at encounters with multiple projectiles. This might come in handy at Slothasor but make sure you never have this trait at Matthias nor Cairn.
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 but make sure to also take !. Making this swap will impact your personal DPS.
If you are struggling with boon uptime with this build, you can swap out for and for .
will definitely need to be taken at encounters where you are lumbered with taking . This is because you will most likely have to replace with and therefore have reduced Quickness output. Taking , while impacting your personal DPS, will offset the loss of Quickness.
Shield is used to provide Alacrity to all squad members and to provide CC. Both the CC and Alacrity 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 pulling in adds during certain encounters with and provides the second highest DPS out of the offhands available.
So, let's take a look at the CC we have:
Vale Guardian has a Toughness based aggro mechanic, so make sure you have enough Toughness! Take as much Toughness as you need to avoid ever going Down. Downing at Vale Guardian can be extremely punishing.
If you are confident in your uptimes, you can drop and take . This is easily achievable on Vale Guardian.
Use a mixture of , , and to avoid being teleported by .
You should save your or to avoid taking damage from ; this will help relieve some of the pressure from your Heal Druid.
In between , make sure to block or Vale Guardian's auto attacks.
Gorseval has a Toughness based aggro mechanic, so make sure you have enough Toughness! Gorseval exerts extremely low pressure on you which means you only need to take enough Toughness to be above everyone else in your squad.
If you have high group DPS, you will only get one per phase. Except for the first phase, where Gorseval will always use twice. Gorseval will use it either immediately, or after one auto attack and then again after the Breakbar Phase.
You can use and to provide Aegis to your subgroup for every . For the first phase, you will need to use inside your .
If you have bad luck and Gorseval decides to use instantly, instead of using an auto attack first, then it's just bad luck.
Keep up your rotation even during the split phase, but make sure that you always have ready for the Breakbar Phase.
In order to break Gorseval even faster during , there are a few things you can do:
Drop when your squad members come back from doing cannons so they can instantly get Quickness.
For your second offhand weapon it depends which team composition you are playing. If you are running with a Condition Scourge, then you can take Sword offhand as will take care of the bandit adds. If not, you will have to use to Pull the adds in.
As Power Boon Chronomancer, you can take all of the mechanics. The closest person to Sabetha will get them and you lose the least from taking them. You can also use them to generate extra clones through .
Save your to Pull in the Slublings. Poor Slubling control is one of the most common reasons for groups to wipe. Slublings 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 pulling Slublings, as you will also pull in a party member if they are transformed at the time.
The poisoned ground around Slothasor triggers a block and you can summon clones by triggering your block on and then swapping out Sword for Shield or Focus, do this before you initiate the fight. The advantage of this is that when the boss triggers, you will have three clones up for your first and therefore it lasts longer which allows you to get in more skills within its timeframe.
Once Slothasor reaches 50% health, it will use a new attack called . This attack will happen every 45 seconds after it reaches 50%.
Slothasor will shake two rounds of projectiles that inflict an insane amount of conditions and physical damage onto your squad, if hit.
You can use or for the first wave of projectiles and finish up with for the second wave.
destroys the projectiles before they are released. To destroy them, you must be jumping inside Slothasor's hitbox during its shake. The reason why you use for the second wave, is that you can use it while jumping as it is an instant cast skill!
Use to help control the bandit adds by Pulling them together and to help CC them, thereby mitigating damage and potential CC skills they might use.
is taken here to provide some condition cleanse to help with the constant Fear application.
If your subgroup starts by clearing the brigde then you can place your ontop of the middle bandit and Pull all three bandits together.
Take it upon yourself to throw Beehives at Berg, as the rest of your group will probably just tunnel vision DPS.
Check out This Video that will show you how to deal with the triple mortar spawn. You will need to start to move out towards the mortar spawns at 5:20, 4:20 and 3:20. The spawns at 5:20 and 4:20 are single spawns with the one at 3:20 being the triple spawn shown in the video.
For the single mortar spawns, will do the trick. For the triple spawn at 3:20 you can use on the two mortars in a line and use on the third. As shown in the video, you can also use within your and use this for all three mobs. If you use for all the mortars, then feel free to take as your elite to help with Quickness uptime.
When returning from the mortars at 4:20, the triple bandit spawn on the bridge will have respawned. You can use to Pull them together again and burst them down with the help of a DPS class.
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 .
Take as much Toughness as you need to survive. Dying is not an option!
Try to only use a single to get through the mushroom cave and save your for .
Before opening the first , you should use . This way you will have up again for the second tower.
Keep Construct has a Toughness based aggro mechanic, so make sure you have enough Toughness! Keep Construct exerts extremely low pressure on you which means you only need to take enough Toughness to be above everyone else in your squad.
You will need to Pull the orb with and to help CC with .
During the Breakbar phase you should use and for CC.
As for pulling the orb out, you should go to the west circle. Either, you do the first Pull with or the second. For the first Pull, place your on the edge of the green circle or just behind it for the second Pull. Either way, someone else will need to Push or Pull the orb for the time that you don't do it!
Check out the image below to see exactly where you need to place your
After the first illusion is dead you should move Keep Construct slightly towards the second illusion.
If you get , the expanding red circles, and you are the tank, you need to stay put and not move out like the rest of your squad. It is the responsibility of the rest of your team, except the party member that is Fixated, to move away.
You should help by Pulling the orb through rifts with .
As explained in "General" section of the Power Boon Chronomancer guide, it is very important to not move Xera or to turn her unless absolutely necessary. This is because Xera uses a broken version of called . This skill will melt your DPS classes if Xera is facing them.
Use to Pull 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 Power Boon Chronomancer or Power Chronomancer, coordinate with them and decide who will Pull each group. Take to help with Cooldown.
You can use your to help Pull the orb on the first island. Decide with your subgroup as to which orb you will Pull. Make sure that this is the last orb that is Pulled through a rift, otherwise you may Pull other orbs.
Assuming Xera 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 Druid but will also mean that you don't have to Dodge.
will not last for the full duration of , unless you don't have Quickness. You can use to block instead.
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 . 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.
This is a perfect DPS golem for you to practise your rotation on. Take as little Boon Duration as you see fit without dropping boons. If you have a Boon Thief or Boon Daredevil in your squad, you can drop and take to help with Alacrity uptime or take for the additional DPS.
As a Power Boon Chronomancer, you will almost definitely have to take Claim. When using Claim and there are incoming Jade Knights, ensure that you delay using it so that the tiles are first claimed by the Jade Knights and then you can reclaim them.
During the split phases, ensure that you keep up your rotation.
Once you have killed Guldhem and Rigom at the 33% phase, Samarog will use which is an Knockdown and will probably one shot your DPS classes. Feel free to share Aegis with to stop your DPS classes from getting destroyed.
Make sure that you have on your offhand weapons. On every Breakbar you should have at least:
The reason we recommend is to apply Alacrity to Saul whenever possible. Typically, he will be standing outside your squad stack and so no one will steal the Alacrity from . You want Saul to have good uptimes of Alacrity so he can use Unnatural Signet 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 Aegis available or block to prevent being one shot by . or work perfectly for this.
You will need to drop your immediately when Deimos first appears. Use it outside of your before you start your rotation. Getting Quickness up immediately is important. You can then use again during the final 10% for immediate Quickness.
Typically, the first will happen during your opening rotation. This means that you can happily use inside your . If people in your team get Knocked Back, 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 Aegis for them.
If you are confident in yourself and your group, you can run Condition Boon Chronomancer instead. This choice will be best used by experienced Power Boon Chronomancers, as it’s playstyle, while rewarding, is very difficult.
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 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??
Take at River. This will easily keep up Quickness for your group that rushes ahead.
After you and your team have killed the second Enervator you should begin to skip ahead. Drop your slightly ahead of this Enervator and use to double across to the third Enervator. You can open your which allows your team to skip the difficult part of river with multiple walls.
If you are struggling with providing enough Aegis, you can swap out for . Then you can your .
If your team is struggling to close rifts quickly, feel free to swap out Sword for Scepter.
Broken King has a Toughness based aggro mechanic, so make sure you have enough Toughness! Take as much Toughness as you need to avoid ever going Down. Downing at Broken King can be extremely punishing.
Keep removing his boons by using . If you are still struggling with boon removal, then take instead of .
As the tank it is your duty to move The Eater of Souls towards the glowing platforms and keep him there. Meanwhile, your team should be killing the spiders. They should then pick up the yellow orbs that spawn after the spiders die and throw them onto the glowing platform where the boss is standing.
While four party members are picking up the souls in the air, you may need to CC the boss. This is why we recommend . If you are sending up five people, with one person to sacrifice themselves into the Breakbar, then you can take .
When your team has collected 18 Souls you can kill the Eater and the fight will be over.
Take to easily keep up Quickness.
Yourself and two squad members should start at the top, by the orbs. By doing this, you can immediately thrown down three orbs. This, in most cases, should be enough to burn through the first eye. Whoever stays up to continue throwing orbs should mark the eye.
As soon as the first orb has been picked up, you can place your . Don't place it before any orbs have been picked up or it will despawn.
Once the Northern Eye is at ~10%, you will need to use and then open your . Collect as many orbs as possible and begin to throw them towards the Southern Eye.
Remember to open your on the top, before you drop down. Once the Southern Eye has been defeated, you can open your and get your team back up to the top
You will need to grab another orb and head North to kill the Eye that you left at ~10%. You have a time window of 30 seconds after you kill the first Eye in which to kill the second one.
It is very helpful to mark the Eye on the Northern side. The normal key combo for that is ALT+SHIFT+1-9. You need to be Commander or Lieutenant in order to do this.
Dhuum has a Toughness based aggro mechanic, so make sure you coordinate with the other Power Boon Chronomancer to make sure you know who is tanking. Also take into consideration that your kiter may have extra Toughness. As the tank, you will take less damage from Dhuum's attacks which means you don't need excessively high Toughness to tank him.
After each boon strip, , you will have your back up. Make sure you apply your boons as quickly as possible.
In the rare occasion that you decide to drop for , you can still use to boon strip.
You can swap out for to provide more group support. Use this just after the boon strip from to immediately remove Torment. Slot in the trait , to cause an area heal whenever you recharge your Mantra.
You can provide Aegis for , the hand slam, with or .
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 Power Boon Chronomancer. 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.
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.
If you are confident in yourself and your group you can run Condition Boon Chronomancer instead. This choice will be best used by experienced Power Boon Chronomancers, as it’s playstyle, while rewarding, is very difficult.
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 going Down. Downing at Twin Largos can be extremely punishing.
During the first two islands there is a Toughness based aggro mechanic. One Power Boon Chronomancer will tank here. When you split at 50%, there is also Toughness based aggro. Each Power Boon Chronomancer will tank their respective bosses.
To properly make use of Illusions, you need to end your manually after and , then quickly throw another to double catch them and get twice the Cooldown reduction. You then stay on Shield until your next before you swap to Sword offhand.
You can use , or to block . This mechanic will only spawn at Nikare.
You can also do the same for [Sea Swell 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.
Qadim doesn't have a Toughness based aggro mechanic, instead it is proximity based. This is the same for Qadim and his creatures. You won't really be able to tank Qadim, but you definitely will be able to tank the creatures. Make sure you are the closest!
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 Power Boon Chronomancer to decide which Pyre you go to. One of you needs to go to the Protection one and the other to the Retaliation one. This is because you might be the only way to remove boons!
Before you run to the Pyre both Power Boon Chronomancers will need to drop just in front of Qadim. Once the Protection and Retaliation Pyres are about to die you can open them. This will allow your squad to instantly portal back to Qadim and begin DPS.
Underneath each creature there is an AoE which spawns that will teleport you to Qadim if you stand in it. You will get the yellow warning around your screen when it spawns, if you have this option enabled.
2 x 2 x Breakbar 2 x .
You need to break the Hydra as quickly as possible or will cause a lot of damage to your squad.
Breakbar 2 x into 2 x into 2 x .
For the Destroyer you can just instantly break it.
For the Matriarch: 2 x .
Make sure to face the Patriarch away from the Matriarch 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 Matriarch, make sure you face it away from the squad when she uses .
Sabir has a Toughness based aggro mechanic, so make sure you have enough Toughness! Sabir exerts extremely low pressure on you which means you only need to take enough Toughness to be above everyone else in your squad.
You can provide yourself with with or to avoid . You can also use to avoid .
From 60% - 0% you should tank Sabir in a clockwise rotation. This means that you should follow the movement of the tornado of death.
Break the Wisps as fast as possible, they will die extremely quickly once broken.
Don't waste your CC when it's the coordinate Breakbar Phase. Only use the Special Action Key to break it.
Adina has a Toughness based aggro mechanic, so make sure you have enough Toughness! Adina exerts extremely low pressure on you which means you only need to take enough Toughness to be above everyone else in your squad.
If you fail to destroy a Pillar during the main phase, you can turn Adina so she faces the Pillar with her AoE attack. This AoE attack will destroy any Pillars inside its range.
Qadim the P has no Toughness based aggro mechanic, instead it is proximity based. Take as much Toughness as you need to survive. Technically, you don't need a lot of Toughness 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 also stack multiple on top of each other by walking into an existing AoE with a block up after Qadim the P'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.