08/07/2020 Patch Update | Benchmarks ✔ | Builds ✔ | Raid Guides ✔ | Team Compositions ✔ | Gear Optimizer ✔
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General Gameplay Tips

Introduction to Chronomancer
Phantasms and Clones

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 Invulnerable!

Clones will persist for eternity unless they are shattered, die from too much damage or their target is defeated.

Shatter Skills

Shatters are unique to Mesmer, Chronomancer and Mirage. They enable you to destroy your clones with a variety of effects.

When you equip the Chronomancer Trait Line, your shatters become unique to only Chronomancer.

Let's take a look at your shatter skills:

  • deals increasing damage with each clone that is shattered.
  • deals one stack of Confusion for each clone, up to a maximum of three.
  • deals 100 Breakbar 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 Alacrity whenever you shatter. The duration of Alacrity increases for each clone that you shatter.

Wells

Wells are a unique mechanic to the Chronomancer Trait Line. They are delayed utility skills that can provide boons, heal, deal damage and cause Breakbar 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 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.

What is Continuum Split?

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 .

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 .

How to CC Properly!

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 Weapon Swap during and your second weapon set does not have this sigil then it will not trigger.

The Firebrigade Composition!
The Basics

This entirety of this guide has been written with the Firebrigade composition in mind. That is:

Assuming you have the Inspiration Trait line, affects your entire squad, this allows both these other support classes to take much more offensive gear. As Boon Duration does not affect , the only boon that you really need to worry about is Quickness!

There are three builds displayed on the main build page;

Think of these three builds as three different tiers;

You should always try to start with the "Tier 1" build. This assumes that you are in an encounter that:

  • Doesn't require you to tank or has extremely low pressure tanking.
  • Doesn't require you to Pull anything with .
  • Doesn't require you to provide Aegis to your subgroup through .
If all of these boxes are ticked, it means you're safe to play this build. This build is also the easiest and safest when upkeeping Quickness. This is because you have extremely high clone generation capabilities and therefore can shatter more.

The "Tier 2" build is taken when you need to provide some utility through . This build requres you to take some Boon Duration, hence the and .

The "Tier 3" build, the last resort, assumes that you are in an encounter that;

  • Requires you to tank and is extremely helpful to your survival.
  • You need to provide Aegis to your subgroup and the frequency of application from isn't high enough.

As for taking the Inspiration Trait Line, there are a few bosses where this is more or less mandatory;

With both the "Tier 1" and "Tier 2" builds, you should ask your Heal Druid or Alacrity Renegade if they can tank. This is because you will end up with very low uptime if you are forced to tank. If this is the case, then you can consider running .

Double Chronomancer Composition

All the utility suggestions for this guide are focused 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 .

You will also need to take over .

Introduction to Tanking
The Basics

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.

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 Inspiration Trait Line.

If you do not have the Inspiration Trait Line, it will be better if you ask your Heal Druid or Alacrity Renegade to tank!

Vale Guardian, Gorseval, Keep Construct, Xera, Deimos, Broken King, Eater of Souls, Dhuum, Kenut, Nikare, Cardinal Adina and Cardinal Sabir have Toughness based aggro mechanics which causes them to always focus the player with the highest Toughness.

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.

A Few Boss Specific Tips

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:

  • If you're new to Vale Guardian, you should run slightly higher Toughness to be able to tank his auto attacks. Technically, you do have enough blocks from , , and to be able to survive without too much Toughness.
  • Xera can be extremely punishing if you go Down. Make sure you time your blocks well with , , and .
  • Soulless Horror can put a lot of pressure on your Heal Druid, especially when only playing with one healer. Make sure you use your blocks wisely and don't waste them.

How Much Toughness?

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 Inspiration Trait Line.

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

Let's take a look at what has Toughness:

To get 1150 Toughness, you can use the following gear:

  • Two .

Utility Skills & Variations
Utility Skills

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, or squad if you have Inspiration, by three seconds. This skill is not affected by Boon Duration.

grants Quickness to allies when it ends after three seconds. This will be your third source of Quickness, along with and .

removes boons from foes it hits. This attack is unblockable and bounces up to four times. It deals increased damage against foes without boons.

applies Quickness to all 10 squad members.

Utility Skill Variations

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.

grants Alacrity to allies when it ends after three seconds. This will be your second source of Alacrity, along with . Typically, you won't need to run this due to the Firebrigade squad composition.

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

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

Traits & Variations
Traits in the Domination Trait Line

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 Vulnerability on your target.

causes you and your phantasms to deal 15% more damage to foes without boons.

Traits in the Inspiration Trait Line

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 .

Traits in the Chronomancer Trait Line

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

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

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

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

Individual Trait Variations

You can take instead of , you can find these traits in the Inspiration trait line. This will help out at encounters where you need to Pull 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 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.

Gear Variations

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.

Breakbars

So, let's take a look at the CC we have:

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


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000 480

Utility Skills
Weapon Sets
General Chronomancer Tips

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

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.

If you need to Dodge and are tanking Vale Guardian on the edge, Dodge into the wall. If not, then try to side-step slightly to avoid moving Vale Guardian.

Split Phase

Make sure to auto attack the Blue Guardian during the split phases to remove its buff - Blue Pylon Power.

Keep up your rotation even during the split phases to ensure you maintain permanent Quickness.

Gorseval the Multifarious 21,628,200 1,374 250 4,500 420

Utility Skills
Weapon Sets
General Chronomancer Tips

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. Ideally, you can ask the Heal Druid or Alacrity Renegade to tank.

Save your for after the Breakbar Phase, so you can Pull in the adds. The adds will CC your squad members and strip their Aegis and/or Stability if you don't Pull them in quickly.

Make sure to move slighly towards your group when using to provide Stability to avoid the Knockback from Gorseval's stomp attack - .

Spectral Impact

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.

If you have bad luck and Gorseval decides to use instantly, instead of using an auto attack first, then it's just bad luck.

If you have low group DPS, Gorseval will probably use multiple times per phase. This doesn't make that much of a difference as you should always have .

Split Phase

Keep up your rotation even during the split phase.

Breakbar Phase

In order to break Gorseval even faster during , there are a few things you can do:

  • Use .
  • Try to have up three clones when you use .

Sabetha the Saboteur 34,015,256 1,374 48 480

Utility Skills
Weapon Sets
General Chronomancer Tips

Drop when your squad members come back from doing cannons so they can instantly get Quickness.

For your second weapon set, it depends which team composition you are playing. If you are running with a Condition Scourge, then you can take a Greatword instead of your Focus as will take care of the bandit adds. If not, you will have to use to Pull the adds in.

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

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 .


Salvation Pass

Slothasor 18,973,828 1,374 360 4,000 420

Utility Skills
Weapon Sets
General Chronomancer Tips

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.

Inspiration gives you access to to help reflect some of the projectiles from the Slublings and reduce your Cooldown of .

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.

Spore Release

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 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 Slothasor's hitbox during its shake.

Breakbar Phase

After each Breakbar Phase, Slothasor will Fear your squad and in order to save your subgroup you will want to share Aegis through or .

If you are struggling with the Fear after each Breakbar Phase then you can run instead of . This will cleanse the Fear, when used, due to .

The same rules apply at Slothasor as they did for Gorseval in terms of effectively CC'ing him.

  • Take and make sure that you have it on both weapon sets.
  • Use but ideally with three clones up.

Bandit Trio

Utility Skills
Weapon Sets
General Chronomancer Tips

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.

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.

Mortars

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.

Matthias Gabrel 25,953,840 1,374 140 2,500 540

Utility Skills
Weapon Sets
General Chronomancer Tips

If you have a Boon Thief or Boon Daredevil in your squad, you can drop and take .

At 40% when Matthias Gabrel phases, you should wait until the bombs have exploded before placing your to avoid wasting it.

Blood Shards

You will need a form of reflect for when Matthias uses his attack. Use instead of .

Breakbar Phase

The same rules apply at Matthias as they did for Gorseval and Slothasor in terms of effectively CC'ing him.

  • Use but ideally with 3 clones up.
  • You also have access to .
  • .


Stronghold of the Faithful

Escort

Utility Skills
Weapon Sets
General Chronomancer Tips

You can play Chaos - Inspiration here, whatever you prefer. Chaos gives you Stability on shatter from and can save you from random Fear alongside the cleanse from .

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 .

The idea behind this method is that one Power Boon Chronomancer handles the towers and the entire team, aside from the Heal Druid. If everyone takes the , you are able to instantly cap the tower.

Before opening the first , you should use . This way you will have up again for the second tower.

If you have a second Power Boon Chronomancer, or Power Chronomancer, then they can also take . This reduces the downtime when waiting for Cooldowns to to the third and fourth towers.

Keep Construct 55,053,600 687 200 3,500 600

Utility Skills
Weapon Sets
General Chronomancer Tips

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. Ideally, you can ask the Heal Druid or Alacrity Renegade to tank.

You will need to Pull the orb with .

During the Breakbar phase you should use and for CC.

Use to provide Stability for when Keep Construct uses .

Middle Tanking

Make sure the two people that are Fixated both stay on the left side of the boss's hitbox. This will give your team time to cleave down the illusions as they pass through Keep Construct.

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



Side Tanking

Move Keep Construct to the wall and wait for the illusion to glow. Once you know its position, you can move Keep Construct onto its spawn point.

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 .

Xera 22,611,300 1,374 48 2,000 660

Utility Skills
Weapon Sets
General Chronomancer Tips

Xera 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 Xera can be extremely punishing. Taking the Inspiration Trait Line will help you a lot!

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.

Tanking Options

Higher DPS

Lower DPS


Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200 480

Utility Skills
Weapon Sets
General Chronomancer Tips

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

Use to provide Stability 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 22,021,440 1,374 160 460

Utility Skills
Weapon Sets
General Chronomancer Tips

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

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.

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

Samarog 29,493,000 1,374 420 4,500 660

Utility Skills
Weapon Sets
General Chronomancer Tips

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

Use to Pull Rigom underneath Samarog during the split phase.

Split Phase

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.

Breakbar Phase

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

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

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

Deimos 35,981,456 1,374 140 720

Utility Skills
Weapon Sets
General Chronomancer Tips

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

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.


Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000 480

Utility Skills
Weapon Sets
General Chronomancer Tips

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.

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

Take care when using as it can cause the Tormented Dead to be CC'd when the Heal Druid is attempting to Push 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 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 Aegis the AoE attack, , for your team. You have Inspiration which means you can use or to share Aegis.

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??

River of Souls

Killing Enervators

Utility Skills
Weapon Sets

Use to give your squad some Swiftness. It is insanely helpful to have permanent Swiftness while you run from Enervator to Enervator.

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.

Staying With Desmina

Utility Skills
Weapon Sets

Use to give Desmina some Swiftness.

is used to give Desmina a block from Aegis which means you can leave the bombers to explode if you want to.

If you are struggling with providing enough Aegis, you can swap out for . Then you can your .

Use on top of Desmina if she starts to get low. Note: Desmina will not be healed if she is currently targeted by an Enervator.

If your team is struggling to close rifts quickly, feel free to swap out Sword for Scepter.

Statues of Grenth

The Broken King

Utility Skills
Weapon Sets

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 .

Place your ontop of Broken King, slightly towards your squad. This will ensure that most, if not all of your squad, receive Quickness.

Eater of Souls

Utility Skills
Weapon Sets

As with Broken King, there is also a Toughness based aggro mechanic. Take as much Toughness as you need to survive!

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.

Eyes of Judgement and Fate

Utility Skills
Weapon Sets

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.

Note: Traits and Sigils that increase duration of Stun skills will also increase the Stun duration on the Light Orb skill #2. So this applies to .

Note: The Stun of the Light Orb skill #2 can get overwritten by any other Stun, so don't use your on the Eye.

Dhuum 32,000,000 1,374 400 600

Utility Skills
Weapon Sets
General Chronomancer Tips

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

As explained in the "General" section of this guide, it is very important not to turn Dhuum towards your party. Dhuum 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 Torment when Dhuum uses . You avoid the Torment due to .

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.


Mythwright Gambit

Conjured Amalgamate 52,290,000 1,374 1,670 480

Utility Skills
Weapon Sets
General Chronomancer Tips

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

You can provide Stability for , the hand slam, with .

Swords and Shields

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.

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

Swords

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.

Shields

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.

Shields for Thunderclap

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 17,548,336 1,374 120

Utility Skills
Weapon Sets
General Chronomancer Tips

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.

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

You can also do the same for [Sea Swell at Kenut.

Split Phase

Even if you didn't tank Nikare for the first 50%, you will tank Kenut or Nikare 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 Breakbar.

Qadim 19,268,760 1,374 240 780

Utility Skills
Weapon Sets
General Chronomancer Tips

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!

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

Pray to god you have a Condition Renegade or Alacrity Renegade who can provide Alacrity 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 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.

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

General Creature Tips

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.

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

The Hydra's Attack Pattern

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.

The Destroyer's Attack Pattern

Breakbar 2 x into 2 x into 2 x .

For the Destroyer you can just instantly break it.

The Wyvern's Attack Patterns

For the Matriarch: 2 x .

For the Patriarch: 2 x Breakbar .

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 .


The Key of Ahdashim

Cardinal Sabir 29,493,000 1,374 240 15,000 540

Utility Skills
Weapon Sets
General Chronomancer Tips

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

You can 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.

Split Phase

Keep up your rotation during the split phase.

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

Breakbar Phase

In order to break Sabir quickly during the large Breakbar Phase, 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 Breakbar Phase

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

Cardinal Adina 22,611,300 1,374 160 480

Utility Skills
Weapon Sets
General Chronomancer Tips

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 have a Boon Thief or Boon Daredevil in your squad, you can drop and take .

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.

Split Phase

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

Qadim the Peerless 47,188,800 1,374 400 720

Utility Skills
Weapon Sets
General Chronomancer Tips

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 share with or before Qadim the P does his Knockback 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 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.