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General Gameplay Tips

Introduction to Chronomancer
Phantasms and Clones

You have a few 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 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.

, a trait in the Chronomancer Trait Line, will cause your phantasms to be resummoned when they would become a clone. They will be Dazed for 1.5 seconds before they resume their attack pattern.

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 increased damage to foes with Slow.
  • deals one stack of Confusion for each clone, up to a maximum of three. Reduced Recharge by five seconds per clone shattered.
  • deals 100 Breakbar damage per clone shattered and applies two seconds of Slow per clone.
  • 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 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:

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 .

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 .

How to use Continuum Split Properly

Don't waste your if a boss is about to phase as this will completely waste your burst. The same applies for , don't waste it if you know that a Breakbar is coming up.

In an ideal world, you would be able to start every boss phase with . Sadly, that is not reality and there will be times where this is not the case. This will definitely be the case at Vale Guardian and Gorseval.

In such situations, you have to determine whether it makes sense to use as soon as it comes off Cooldown or delay it until the next phase. From the second you enter it, takes about 16 seconds to deal the majority of its damage, excluding , and about 22 seconds to deal its full damage.

Rule of thumb: If you aren’t sure whether is going to give you two additional sets of phantasms in that phase, it is usually better to delay it and open the next phase with it instead. If you decided to not use in a phase, simply start on the opposite weapon set you would usually start on and find your way back in the rotation from there.

These two rotation openers show how to start when you don't have ready:

Slow and Danger Time

grants you and your illusions 15% Critical Chance and 10% Critical Damage against Slowed enemies. Without those modifiers, your Effective Power would decrease by approximately 16% — resulting in a massive loss in damage.

Luckily, sources of Slow are quite common, even in unorganized groups:

For those of you who still aren’t convinced that should be the default choice: This table indicates the DPS of at different uptimes of Slow. You’ll notice that both traits break even at around 10% uptime, which can easily be achieved by a single Chronomancer casting in every .

Obviously, all these sources and their uptimes will vary from group to group. If you have reason to believe that Slow uptime will be low, it is generally advised to replace with . Watch this video to see how to incorporate it into your .

General Chronomancer Tips

From a damage perspective, you always want to shatter with three clones and use spare clones for . However, if there are Breakbars present during the fight you definitely want to prioritize or even if you need the additional Slow.

Towards the end of a boss phase and during split phases, you always have to consider if it makes sense to spawn a phantasm over performing other actions. After being summoned, every phantasm requires a different amount of time to deal their full damage.

This list below shows the amount of time each phantasm takes to deal their full damage, including :

  • = 12 seconds.
  • = 6 seconds.
  • = 4 seconds.
  • = 3 seconds.

Speeding up split phases is objectively as important as dealing damage to the boss, but there is no use in putting a phantasm on Cooldown if the target will die before it deals its damage. You want to manage your Cooldowns in a way that doesn't leave you with nothing after a split phase is over. The same logic applies if the boss is about to into a Breakbar Phase or Invulnerable.

You can bring a lot of utility with this build:

  • for boon removal.
  • for pulling in mods.
  • for projectile absorption.
  • , , and for Breakbars.

Weapon Skills
Weapon Skills and what they do

is the last and by far the strongest part of your auto attack chain. It removes a boon and deals more damage against foes without boons. You generally want to finish every auto attack chain you start, unless that means delaying your other abilities further than you usually would.

is a multi-hitting ability that allows you to Evade attacks. Because of that, it cancels any currently casting ability which can be used to cancel aftercasts. The duration of the Evade is not tied to the animation, meaning that it is not shorter when you have Quickness.

summons a clone. You can re-cast this ability to positions with said clone and Immobilize the target. You will primarily use this to generate additional clones or for short-ranged teleports.

blocks the next incoming attack, makes you Evade afterward and summon a clone. Its damage is equal to the last part of your auto attack chain, meaning that it can be a DPS increase if timed well. Just beware that blocking an incoming attack will displace you. As long as no attack has been blocked, you can re-cast it to Daze up to five targets in a line.

leaps at your target first and then performs a . You gain Might when the first attack hits, which is why you usually don’t have to worry about your Might uptime.

creates a wall that applies Cripple to foes who touch it and Swiftness to allies that pass it. It can be re-cast to Pull up to five foes within a 600 radius.

creates a bubble that absorbs projectiles and throws axes at nearby targets, which apply Vulnerability. It doesn’t focus your target but everything in range that is targetable. This sadly includes Seekers on Vale Guardian, inactive statues on Keep Construct, as well as Hands and on Deimos.

creates a clone at its first target and then bounces between allies and enemies, applying Might to allies and Vulnerability to enemies.

deals minor damage while also applying Cripple. It cancels any currently casting ability, except for your heal, which can be used to cancel aftercasts. In general, it is only worth casting over greatsword auto attacks.

throws an illusionary greatsword at your enemy, removing boons, and then summons a phantasm.

will generally only be casted for Breakbars. Be careful not to Knockback adds that you want to cleave.

Utility Skills & Variations
Utility Skills

Recharges your phantasm abilities, which is why you are able to consecutively summon phantasms during your . You generally want to use it to cast multiple times.

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

grants you Might when it is fully charged. It holds two charges, and every cast of deals damage and applies Vulnerability. Only cast when you have two charges available, unless you are able to fully charge it afterward.

summons two clones and breaks stun. Beware that this ability will displace you.

pulses damage, Cripple, and Weakness to foes in the area. The final pulse deals increased damage.

is a miniscule DPS increase and, if taken, should only be used for Breakbars.

Utility Skill Variations

can be used instead of on encounters where the boss has boons. It can also be useful on high pressure encounters to block incoming attacks.

has a longer Cooldown that , but provides more CC over a shorter duration.

will be the main utility that you take. Not only does it provide your entire squad with Quickness, but it also inflicts the boss with Slow.

Traits & Variations
Traits in the Domination Trait Line

causes your illusions to deal 15% more damage. This is taken when playing with Focus.

causes to bounce additional times and for to summon an additional Berserker. This is taken when playing with Greatsword.

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 Dueling Trait Line

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.

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.

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.

Gear Variations

The only noteworthy gear variation is when you are playing without . You will want to run the following gear:

  • Full Berserker's Armor, Weapons and Trinkets, except for an Assassin's Backpiece.
  • .
  • and .
  • and .
  • 18 x .

If you want to be cheap, you can take .

Breakbars


Spirit Vale

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

Utility Skills
Weapon Sets
General Chronomancer Tips

When you are tanking Vale Guardian in the middle, your opening rotation should be this:

  • Pre-cast and swap back to Focus while the skill is casting
This allows you to use inside and right after .

When you are tanking Vale Guardian at the edge of the arena, your opening rotation should be this:

  • Pre-cast and swap back to Focus while the skill is casting
  • Auto attack while Vale Guardian reaches the outside of the arena. This will help stack up
This allows you to use inside and right after .

You can use to avoid being teleported by .

If some of the Seekers are causing you problems, you can use to Pull them away. The same applies in the split phase.

Your probably won't be up at the start of each phase, so just start the phase on Sword if that's the case. If it's ready, you can start on Focus.

Split Phase

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

You can also use to remove Blue Pylon Power.

Help with the Blue Guardian's and Green Guardian's Breakbar with , and .

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

Utility Skills
Weapon Sets
General Chronomancer Tips

You can use this as your opener for Gorseval:

  • Pre-cast and swap back to Focus while the skill is casting
This allows you to use inside and right after .

As you are taking to help with the Breakbar Phase, you can ask your Power Boon Chronomancer to take .

We recommend as it should be off Cooldown for every Breakbar Phase. If your squad is fast, and isn't off Cooldown each phase, you may as well take . You should also take if your squad is slow.

If you have trust issues with , and happen to be on your Sword set, you can use to block it or .

If you get Knocked Down, you can use as a Stun Break.

Take care during the Breakbar Phase as hit very fast and you can easily get Downed.

Your probably won't be up at the start of each phase, so just start the phase on Sword if that's the case. If it's ready, you can start on Focus.

Split Phase

Don't delay your rotation during the split phase. The faster you kill all the Charged Souls, the faster you're back at Gorseval.

You should always be slightly ahead of your group to allow your phantasms time to deal damage.

Breakbar Phase

Make sure you CC with:

  • with three clones.
  • .
  • .
  • .

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

Utility Skills
Weapon Sets
General Chronomancer Tips

Slow uptime can be very low at Sabetha, you can ask your Power Boon Chronomancer to take .

Don't waste your , or burst, if Sabetha is about to go Invulnerable.

If timing permits, you can use the gained from to ignore Sabetha's Flamewall.

Don't skill save for the Champions. The faster they die, the faster Sabetha returns.

You can stay close to Sabetha to bait out the mechanic. Use to block it and then use to get back to Sabetha quickly.

Don't forget you can use to help control the bandit mobs.


Salvation Pass

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

Utility Skills
Weapon Sets
General Chronomancer Tips

As you are taking to help with the Breakbar Phase, you can ask your Power Boon Chronomancer to take .

The poisoned ground around Slothasor triggers a block and you can summon clones by triggering your block on or . The advantage of this is that when the boss triggers, you will have three clones up for your first . This allows you to cast and inside and right after .

You can use as a Stun Break if you get Feared or Knocked Down.

If you have to run out from the squad to drop , you can use to get back to Slothasor.

Use your to help the Power Boon Chronomancer Pull in the Slublings.

Breakbar Phase

Make sure you CC with:

  • with three clones.
  • .
  • .
  • .

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

We recommend playing Condition Mirage at this encounter. Check out our Condition Mirage Guide to see what we recommend.

Stronghold of the Faithful

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

Utility Skills
Weapon Sets
General Chronomancer Tips

You can use this as your opener for Keep Construct:

  • Pre-cast and swap back to Focus while the skill is casting
This allows you to use inside and right after .

Don't waste your during the burn phase, save it for the main phases. Only use it during the burn phase if your squad has extremely low DPS.

As you aren't using during the burn phase, you should start the phase on Sword.

If you have trust issues with , and happen to be on your Sword set, you can use to block it or .

If you do get Knocked Down, you can use as a Stun Break.

You can help break Keep Construct with , and .

You can help to Pull the orb with .

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

Utility Skills
Weapon Sets
General Chronomancer Tips

You can help with Pulling orbs during the pre-event with .

The first phase is mainly just rotation practise, but remember to contribute to the Breakbar with , and .

You can use to help control the mob spawns.


Bastion of the Penitent

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

We recommend playing Condition Mirage at this encounter. Check out our Condition Mirage Guide to see what we recommend.

Mursaat Overseer 22,021,440 1,374 160 460

Utility Skills
Weapon Sets
General Chronomancer Tips

As with Slothasor, you can summon clones by triggering your block on or . The advantage of this is that when the boss triggers, you will have three clones up for your first . This allows you to cast and inside and right after .

This is literally DPS practise. Just focus on getting that perfect rotation.

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

Utility Skills
Weapon Sets
General Chronomancer Tips

As you are taking to help with the Breakbar Phase, you can ask your Power Boon Chronomancer to take .

You can use to avoid the Knockback from and the Stun from Guldhem.

If you do get Knocked Back, you can use as a Stun Break.

Delay your rotation if Samarog is about to go into his Breakbar Phase. Any phantasms you summon will do no damage during this phase. Instead, contribute to the Breakbar and skill save so you can open up with a nice burst.

Use to help control Rigom during the split phase.

Breakbar Phase

Make sure you CC with:

  • with three clones.
  • .
  • .
  • .

Deimos 35,981,456 1,374 140 720

Utility Skills
Weapon Sets
General Chronomancer Tips

Start killing the statues on Sword and swap back to Focus before getting ported back to Deimos.

As explained in the "Phantasms and Clones" section, can be used on Invulnerable targets. This means you can cast this while Deimos is still landing on the platform!

If you have trust issues, you can use to block . You can also use .

Don't waste any Phantasms just as you are about to teleport for the split phase. The range is too far and they will instantly die! The same applies for when you are killing Saul and are about to teleport back to Deimos.

Other than waiting just before the teleport, you can continue your normal rotation during the split phases. The faster Saul gets to 50%, the faster you're back at Deimos.

The longer Saul stays alive, the higher the chance of your squad wiping. If he doesn't move into cleave range, make sure to focus him.

Help with breaking Saul so he doesn't steal your boons or teleport you. If he does manage to steal your boons, you can use to remove them.


Hall of Chains

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

We recommend playing Condition Mirage at this encounter. Check out our Condition Mirage Guide to see what we recommend.

Dhuum 32,000,000 1,374 400 600

Utility Skills
Weapon Sets
General Chronomancer Tips

After the , you can continue to cast Phantasms with your back to Dhuum. Keep running away from the center of the arena and continue to cast. The only skill you won't be able to use, from your utilities, will be .

If you get , you can block one tick of it with . Use to get back to Dhuum.

You can use and to block . If you do get hit, you can Stun Break yourself with .


Mythwright Gambit

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

Utility Skills
Weapon Sets
General Chronomancer Tips

Slow uptime can be very low at Conjured Amalgamate, you can ask your Power Boon Chronomancer to take .

Save your burst for until the Hand has stacks of the Sword debuff, except for . There's no point in immediately using it and you should save it for the main phase.

During the burn phase, do not stand on the very edge of the platform in front of Conjured Amalgamate. If you use Phantasms here, they may mysteriously vanish into the ether. Step back a few phases and do your rotation, you will still be in range of wells and other buff so there's no need to worry.

You might not have up for the start of the second burn phase. If this is the case, you should delay it until the third burn phase.

You can block with or , if you don't trust your Power Boon Chronomancer.

If you do get Knocked Down, you can use as a Stun Break.

Use to Pull Swords or to break Shields.

Twin Largos 17,548,336 1,374 120

We recommend playing Condition Mirage at this encounter. Check out our Condition Mirage Guide to see what we recommend.

Qadim 19,268,760 1,374 240 780

Utility Skills
Weapon Sets
General Chronomancer Tips

Slow uptime can be very low at Qadim, you can ask your Power Boon Chronomancer to take .

is recommended here due to most squads skipping the Stability Pyre. This means that Qadim will still have Stability during the burn phase and your will do less damage.

If your squad is going to kill all three Pyres, then you can take .

You can use to help control the Greater Magma Elementals. Use this to Pull them away from the Lava Elementals.

For all of the creatures, you should help with CC. Make sure you CC with:

  • with three clones.
  • or .

You can use to Evade the damage from . If you aren't standing underneath the impact area, you can use to block .


The Key of Ahdashim

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

Utility Skills
Weapon Sets
General Chronomancer Tips

uptime can be low at this encounter. It might be favourable to play with instead, especially if you don't have . You shouldn't have as you would like to hope that the Heal Druid is playing with Marksmanship instead of Skirmishing.

You should have up for every phase, unless your squad has very high DPS.

You can jump over by using . Step away from Sabir before using as this will give you more time to avoid .

To avoid teleporting into the Tornado of Death, make sure the distance between you and Sabir is exactly the range of or slightly further.

Split Phase

Using to help CC the Wisps during the split phase. The faster they are broken, the faster they die!

Keep up with your rotation, especially on the earlier platforms. Don't use if you are nearly the next main phase.

Breakbar Phase

Make sure you CC with:

  • with three clones.
  • .
  • .
  • Special Action Key.

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

Utility Skills
Weapon Sets
General Chronomancer Tips

It's actually worthwhile to start dismounted so you can use on Adina and then as soon as the Pillar dies.

Avoid having to take a Pillar, you have barely any ranged DPS. If you are, for some reason, forced to do a Pillar then Dodge out at the last moment. You can then use . This will allow you to get back to Adina quickly.

Split Phase

You can block the Knockback from the Hands during the split phase with or Evade it with . The same applies to the shockwave that occurs at the start of each split phase.

Keep up your rotation during the split phase but delay your on the final two hands. For the first split phase, you shouldn't use .

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

Utility Skills
Weapon Sets
General Chronomancer Tips

Slow uptime can be very low at Qadim the P, you can ask your Power Boon Chronomancer to take .

You can use as the Pylon first turns hostile to generate a clone and then for a second one. This allows you to use on the Pylon's Breakbar with at least two clones.

Once the Pylons are broken, you can use to block . This will allow you to instantly generate one clone, assuming you had Qadim the P targeted. This will give you an additional clone for your .

Depending on your group DPS, you probably won't have up for every phase. Save it if it comes off Cooldown half way through a burn phase.

Don't forget to Dodge or use to block after Qadim the P rushes off to destroy Pylons at 40%, 30% and 20%.

is a ranged skill and you can use it to help break the Anomalies. The Heal Druid will definitely appreciate the help!