The most important thing to note is that you should try to Dodge or move as little as possible when not necessary so the boss stays in place. This will help keep the boss within any AoEs that your team currently has down. You can always take more Toughness if you feel the need for it. Taking additional Toughness is always better than being forced to Dodge and therefore moving the boss.
Vale Guardian, Gorseval, Keep Construct, Xera, Deimos, Broken King, Eater of Souls, Dhuum, Kenut and Nikare have Toughness based aggro mechanics which causes them to always focus the player with the highest Toughness. This doesn’t mean that you should always have as much Toughness as possible, just that you need to have slightly more than your other squad members.
As explained earlier, you don't ever need to take a large amount of Toughness but just make sure that you have the most out of your squad members during these encounters. Most importantly, you need to take enough Toughness to survive. A dead Support 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 .
You can replace Berserker's gear with Knight's gear to allow for higher Toughness. You should have if you go for this change.
You can replace Berserker's gear with Cavalier's gear to allow for higher Toughness. You should have if you go for this change.
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:
Ok so, where do we begin? is a unique mechanic that is associated with the Chronomancer Trait Line. Any skills that are used inside the time frame of will be recharged when you leave via . The same applies to your health, endurance and physical location.
has a base time of 1.5 seconds and can be extended per clone. This means you can have a maximum of six seconds with all clones present at the time that you enter .
You can use during the aftercast of skills. For example, has a nasty aftercast. You can use just as the skill channel is about to end.
This also applies for when skills will count as used within the time frame of . The aftercast of the skill must have finished before you leave via .
One final note, you can manually end early by simply using .
You have a few weapon skills that summon phantasms:
Phantasms carry out an attack and then will transform into clones. The attack can be completed or interrupted, either will cause the phantasm to become a clone.
Phantasms cannot be shattered and do not count towards your three clone cap.
You have a few weapon skills that summon clones:
Clones will persist for eternity unless they are shattered, die from too much damage or their target is defeated.
When you use a shatter skill, you also count as a clone. That means that if you are close to your target and you use a shatter skill, it will trigger four times.
Let's take a look at your shatter skills:
You have a few traits with this build that influence your shatter skills:
The wells you will come across with this build are:
Make sure you place your wells within range of your team. 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.
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 Support 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.
is used to enable you to use multiple times. You use followed by , which will go on a one second Cooldown, and then you can use again.
can be used on encounters where is not required. This utility choice will be best used by experienced Support Chronomancers on encounters without split phases where you can take .
will provide Aegis to your subgroup whenever you gain .
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 .
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.
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.
is a basic DPS increase for your shatters, assuming the targets are movement-impaired.
causes you to gain improved benefits from Alacrity but with a reduced duration.
will cause your phantasms to be resummoned when they would become a clone. This is a fairly large DPS increase as your phantasms will use their skills again. Each phantasm can only be resummoned once.
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. Making this swap will impact your personal DPS.
can be taken instead of , you can find these traits in the Chronomancer Trait Line. This trait will be a large personal DPS increase IF you have a high enough Slow uptime. Under which circumstances is this trait worth it?
This will result in you having the following skill bar:
You can still run the normal amount of Boon Duration with this.
You don't need to run when running with this composition!
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.
Pistol can be taken for 100 additional Breakbar damage compared to Sword due to , and is only second to Shield in the amount of CC it provides. However, damage wise it is even weaker than Focus and should only be a last resort option.
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.
So, let's take a look at the CC we have:
You should play Dueling - Inspiration since your Heal Druid will help you survive. You should take Sword and Shield as your offhand weapons. This is because you can use and to avoid being teleported by . You can also use or to avoid being teleported.
You can also save your to avoid taking damage from ; this will help relieve some of the pressure from your Heal Druid.
In between the green explosions, make sure to block or Vale Guardian's auto attacks and . If you need to Dodge and are doing wall, Dodge into the wall. If not, then try to side-step slightly to avoid moving Vale Guardian.
You should play Dueling - Inspiration with offhand Sword for the additional personal DPS and take Shield for the CC it provides via . Seeing as you aren't tanking, you can happily move out of the AoEs to avoid getting ported.
Both builds can use to avoid the hit from the green circles when they explode. This will help alleviate some of the pressure from your Healing Druid. With some lucky timing, you might be able to get inside your .
Take so you can quickly break the Blue Guardian during the split phases.
One of you should to skip the second capture point after you kill the first wall. From the first wall, you need to double towards the second wall. This will put you past the trigger point, allowing your team to skip this capture point via .
The second should be used after you have glided across the gap. Once you land after gliding, your team will need to capture this first point. One Support Chronomancer can then skip ahead using to twice towards the final wall.
This allows you to your team to the final wall. Ensure that one Support Chronomancer drops a at this wall, as you are slightly in a race against time to kill it before the capture circles explode.
You should play Domination - Inspiration here with Focus and Shield offhands. 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.
Gorseval has a Toughness based aggro mechanic, so make sure you coordinate with the other Support Chronomancer to make sure you know who is tanking. You do not need high Toughness in order to tank Gorseval, all you need is more than anyone else to make sure that you have the aggro.
In order to break Gorseval even faster during , there are a few things you can do:
Regardless of or whether you have or not, you should use , on every Breakbar.
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 to provide Aegis to your subgroup for every . For the first phase, you will need to use inside your . If you have bad RNG and Gorseval decides to use instantly, instead of using an auto attack first, then it's just bad luck. The reason shares Aegis is due to in the Inspiration trait line.
If you have Low group DPS, Gorseval will probably use multiple times per phase. This means using will not be enough.
Keep up your rotation even during the split phase, but make sure that you always have ready for the Breakbar Phase.
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 both Support Chronomancers can take Sword offhand as will take care of the bandit adds.
Slothasor has no Toughness aggro mechanic. On this boss you will play Domination - Inspiration as you will require the extra CC value from . Inspiration allows you to share Aegis after each Breakbar Phase to negate the Fear.
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.
You can use while jumping inside Slothasor's hitbox to destroy the projectiles from .
Be careful when pulling Slublings, as you will also pull in a party member if they are transformed at the time.
Realistically you can play any support build here.
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 wells 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, The last resort is to take with Focus offhand instead of Sword. This is a risky option, as you may reflect with your giving Matthias the Blood Fueled buff which significantly increases his damage.
Be slightly careful when using during his attack as it can eat some of the projectiles meaning that they will not be reflected by .
Both and are required if you are playing the Tower Support Chronomancer.
The idea behind this method is that one Support Chronomancer handles the towers and the entire team, aside from the Druid. If everyone takes the , you are able to instantly cap the tower. This method is safer and faster than splitting the team up.
The Support Chronomancer that takes care of the first two towers should run minstrel to be comfortable when tanking mobs. Before opening the first , you should use . This way you will have up again for the second tower.
You will need to use before opening to allow you to portal your squad to the fourth tower as well.
For the final tower, the original Support Chronomancer will need to stay up! This will allow them to portal up to the fifth and final tower.
Both Support Chronomancers should take Focus and Shield offhands. This is to pull the orb with and to help CC with . This encounter has a Toughness aggro mechanic, so ensure to coordinate with the other Support Chronomancer to determine which one of you will tank.
During the Breakbar phase you should use , and for CC.
As for pulling the orb out, both Support Chronomancers should go to the west circle. The first Support Chronomancer places his on the edge of the green circle and the other one pulls out. This way you instantly pull through the rift and out of the arena.
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 mechanic (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.
Coordinate with the other Support Chronomancer and decide which of you will use to help pull the orb through the rifts.
Both Support Chronomancers can play Dueling - Inspiration. Take Focus and Shield as your offhands. Focus is taken to help pull in the adds with and Shield is taken for CC on Xera and to help with add control with .
You will need to decide with the other Support Chronomancer as to which group of adds you pull in. Coordinate as to whether you will pull the human adds or the illusions.
You can use your Focus and 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 pushed through a rift, otherwise you may pull other orbs.
As explained in "General" section of the Support 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.
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.
Changes to mean that it will not last for the full duration of . You can also use to block instead.
If you are in a High DPS group, just having and will be enough for Quickness.
The first spawns at 7:37 and then every 20 seconds after that. This means that the first Support Chronomancer will take at 7:17 and the second at 6:57.
Important: You can only play solo Support Chronomancer if you have two things:
The first spawns at 7:37 and then every 20 seconds after that. This means that you will take at 7:17.
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 Daredevil in your party, this will be significantly easier due to the new stolen skill, Detonate Plasma, which provides boons to all 10 squad members.
Important: You can only play solo Support Chronomancer if you have two things:
As a Support 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.
You should play Domination - Inspiration here with Shield offhand. One Support Chronomancer should take Focus and the other can take Sword. One Support Chronomancer takes Focus so they can use in order to pull Rigom underneath Samarog during the split phase while the second Support Chronomancer can help with .
Make sure that you have on your offhand weapons. On every Breakbar you should have at least:
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 or any Signet to stop your DPS classes from getting destroyed.
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.
At the beginning of the encounter, you should first swap the aggro when the current tank reaches 3 stacks. After this point, you should swap 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??
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.
Your will be off cooldown just as you kill the fourth Enervator. This means you can use it to your team up to the fifth and final Enervator. Be sure to open your slightly behind the Enervator, as a wall will shortly spawn.
If your team is struggling to close rifts quickly, feel free to swap out Sword for Scepter.
This group can move ahead to kill the Enervators so Desmina doesn't get her shield destroyed by them.
Maximum 4 people should stay back with Desmina and escort her up the River. Ideally, you want people who can provide Aegis, Swiftness and Superspeed. The reason for maximum 4 people, is that this way Desmina will also receive boons and heals.
One of the Support Chronomancers will need to tank Broken King, so feel free to take as much Toughness as you need to survive without your Druid having to spend too much time healing you. is a ridiculously strong heal, so make sure to take full advantage of this and use it for self sustain whenever needed.
Keep removing his boons by using or the off Support Chronomancer can auto attack. If you are still struggling with boon removal, then take .
Both Support Chronomancers should try to place their and other wells to cover as many squad members as possible.
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 two party members are picking up the souls in the air you will move the boss to the next glowing platform so you can repeat what you did earlier. When your team has collected 18 Souls you can kill the Eater and the fight will be over.
Two party members can start above where the orbs spawn with the remaining eight party members down by the Northern Eye. One of the party members who is up with the orbs has to be a Support Chronomancer. Once at least 2 orbs have been thrown down, this Support Chronomancer can open his ontop next to where the orbs spawn.
Once the Northern Eye is at ~10%, the Support Chronomancer can use and then open his . Collect as many orbs as possible and begin to throw them towards the Southern Eye. The Support Chronomancer, again, opens another on the upper floor and follows them. After you fully kill the Southern Eye, the Support Chronomancer uses his again and everyone takes it.
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.
Ideally you want to split into three groups: 4 - 2 - 4. The group of two consists of two random DPS classes who stay up with the Light Orbs to throw them to either side. They need to coordinate and decide to which side they will throw the Light Orbs. The two groups of four consist of the rest of your squad, equally split between the Northern and Southern Eye.
As mentioned earlier, you have a time window of 30 seconds to kill each Eye before they respawn at low health.
Shield is recommended for the extra blocks that you gain from .
Dhuum has a Toughness based aggro mechanic, so make sure you coordinate with the other Support 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. This 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 are the only boon strip available, use to strip.
You will be forced into taking the first green at Dhuum. Try to share your boons just before you go up. By taking the first green you will already be desynced with the other Support Chronomancer with regards to your .
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.
Use to break the Shields and use for pulling in Swords.
You can provide Aegis for , the hand slam, through .
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 Support 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 low squad DPS you will need to use the Shield to protect you squad where the first wall despawns. If you have 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.
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.
If you are confident in yourself and your group you can run Condition Chronomancer instead. This choice will be best used by experienced Support Chronomancers, as it’s playstyle, while rewarding, is very difficult.
You don't need high Toughness for this encounter; just take enough to make you feel comfortable.
During the first two islands there is a Toughness based aggro mechanic. One Support Chronomancer will tank here. When you split at 50%, there is also Toughness based aggro. Each Support Chronomancer will tank their respective bosses.
You can use , or to block . This mechanic will only spawn at Nikare.
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. While tanking Qadim you will need to be the closest to him, in order to get aggro. Make sure you are not standing inside his hitbox as there is an AoE that ticks for insanely high damage.
Make sure to always face Qadim away from your squad. In the first phase you can just move him to the opposite platform to make sure he doesnt hit your squad. In the second phase there is no oppposite platform so you will need to just turn Qadim to the left or to the right.
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. As soon as the Breakbar appears the Hydra will start to summon . You need to break it quickly to minimize the amount of damage your squad receieves.
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 the burning 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.
Make sure to control the adds with your . You can pull together the Greater Magma Elementals and after all the Lava Elementals have died you can pull the Greater Magma Elementals into your squad to be cleaved down. You will need to wait for the Lava Elementals to die as they might get pulled in by which will buff Qadim.
Make sure to use or to pull adds together. If you use on the first group of adds, you will have it up again for another set towards the end.
On the third port, you will reach the Wyverns before they die. Your job will be to take over tanking the Matriarch when you return from taking the teleport. This will allow the Matriarch tank to go to the main group to kill the Patriarch. Make sure to turn the Matriarch away from the Patriarch so it doesn't knock your squad off the platform when she uses .
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!
Before you run to the Pyre both Support 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.
In the second phase you will have to rotate counterclockwise as this is the direction that the Pyres rotate.