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General Gameplay Tips

General Chronomancer Tips

Well Placement

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.

What is Continuum Split?

How Continuum Split Works

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 .

Tanking & Toughness

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 .

  • On Vale Guardian you should run slightly higher Toughness to be able to tank his auto attacks. Knight's gear works perfectly here, so consider swapping some in instead of Berserker's pieces to increase your survivability. Technically, you do have enough blocks from , , and to be able to survive without too much Toughness.
  • If you are the Tower Chronomancer for the Escort event, it helps to be as tanky as possible. This will allow you to survive on the towers when waiting for your team to move Glenna to the next claim point. The Tower’s damage is unaffected by your Power, Precision, Ferocity and Condition Damage, therefore you can go full Minstrel for more self-sustain and safety.
  • On the Broken King you should also play as tanky as possible. High personal DPS will do nothing as your party is limited in total DPS anyway due to the nature of the fight. Taking higher Toughness will mean that the Druid doesn't need to focus you as much with healing and can focus on the rest of the group instead. In case you have problems surviving him up close you can just range tank him as well.

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 five seconds. This skill is not affected by Boon Duration.

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.

grants Quickness to allies when it ends after three seconds. This might be your only source of Quickness.

should always be taken by at least one Support Chronomancer to apply initial Quickness. This skill applies Quickness to all 10 squad members.

Utility Skill Variations

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.

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.

grants Alacrity to allies when it ends after three seconds. This will be your second source of Alacrity, along with . This might be worth it instead of if you see that your squad is getting Downed a lot.

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 and Trait Variations

Traits in the Inspiration Trait Line

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 .

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.

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 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.

Trait Line Variations

Play Domination - Inspiration if you need to provide a lot of CC. You have additional CC in this build due to .

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. 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?

  • Encounters with double or with a Condition Renegade.
  • Encounters without split phases or encounters where conditions are lost at set intervals.

Gear Variation

How much Boon Duration do I need?

There are four variations of your traits and utilities that affect how much Boon Duration you need:

  1. and .
  2. and .
  3. and .
  4. and .

Option one will be the go to for beginners. This can be played with the Boon Duration that we recommend on the build page. Experienced Support Chronomancers can also use this build, utility and trait combination when facing encounters with length split phases or a high amount of mechanics.

Option one can be run at a lower Boon Duration by experienced Support Chronomancers. You can run full Berserker's gear if you really want to, however options two and three are essentially equal to running lower Boon Duration difficult wise, but offer more damage.

Options two and three need to be run with the build that we recommend. These builds are best used by experienced Support Chronomancers at encounters with shorter split phases. These builds can also be used by beginners on golem bosses.

Choice four can be run by experienced Support Chronomancer players on golem bosses.

How should I add on Toughness?

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.

Offhand Weapon 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.

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.

Breakbars

How to CC and What You Can Do To Improve It

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.

Breakbar Damage Skills

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

  • = 100* Breakbar damage.
  • = 150 Breakbar damage.
  • = 200* Breakbar damage (Only for the first and second target).
  • = 100* Breakbar damage per tick, two ticks max.
  • = 100* Breakbar damage per illusion.
  • = 600 Breakbar damage.
  • = 300 Breakbar damage for the first tick, 100 for the second and 150 for the third.
The skills marked with an asterisk (*) will do 30% more Breakbar damage if you are running . This effect stacks additively with the trait in the Domination trait line.


Spirit Vale

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

Tank Chronomancer

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.

Support Chronomancer

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.

General Chronomancer Tips

One Support Chronomancer should take . This will ensure that you have initial Quickness for your first .

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 and Alacrity.

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 first split phase. For the second split phase you will need to make sure you can use with three clones.

Spirit Woods

General Chronomancer Tips

Coordinate with the other Support Chronomancer to determine which one of you will portal at each point. One Support Chronomancer needs to immediately use on the first wall.

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.

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

Tank Chronomancer

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.

Make sure to move slighly towards your group when using to provide Aegis to avoid the Knock Back from Gorseval's stomp attack - . You can also use any Signet to grant Aegis due to and .

Support Chronomancer

You should play Domination - Inspiration here with Shield and Sword offhands.

General Chronomancer Tips

One Support Chronomancer should take . This will ensure that you have initial Quickness for your first .

Breakbar Phase

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

  • Take and make sure you have it on both offhands. This sigil will proc on and .
  • Try to have up 3 clones when you use .

Regardless of or whether you have or not, you should use , on every Breakbar.

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.

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.

You give Aegis whenever you use or due to and . You may need to save one of these skills in order to share Aegis for a .

Split Phase

Keep up your rotation even during the split phase, but make sure that you always have ready for the Breakbar Phase.

When you place your well during the split phase, make sure to do it on your squad members and not on the Charged Souls. Most will max melee the Charged Souls so they don't get the Weakness debuff.

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

General Chronomancer Tips

Both Support Chronomancers can play Dueling - Inspiration here with .

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.

If you are running without a Condition Scourge, then one Support Chronomancer should take Focus to pull in the bandit spawns.


Salvation Pass

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

General Chronomancer Tips

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.

As the fight is very CC heavy, both Support Chronomancers will use Shield and as second weapon Focus to pull in the Slublings.

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 .

One Support Chronomancer should take . This will ensure that you have initial Quickness for your first .

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.

You can use while jumping inside Slothasor's hitbox to destroy the projectiles from .

Breakbar Phase

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

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 3 clones up.

Slublings

The Slubling groups spawn at 6:30, 6:00, 5:30 and 5:00. Use to pull these Slublings ontop of Slothasor so you can cleave them down.

One Support Chronomancer will need to pull the Slublings together and the second Support Chronomancer will need to pull them ontop of the boss. Coordinate with each other and decide who does what.

Be careful when pulling Slublings, as you will also pull in a party member if they are transformed at the time.

Bandit Trio

General Chronomancer Tips

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.

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

General Chronomancer Tips

Matthias has no Toughness aggro mechanic, so both Support Chronomancers should play Dueling - Inspiration. Take Shield and Sword as your off hand weapons.

One Support Chronomancer should take . This will ensure that you have initial Quickness for your first .

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

Breakbar Phase

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

  • Take and make sure that you have it on both weapon sets.
  • Use but ideally with 3 clones up.

Blood Shards

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 .


Stronghold of the Faithful

Escort

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 .

Both Support Chronomancers should take to help with Quickness uptime.

If you are the Tower Support Chronomancer it helps to take tankier gear so you can survive solo on the towers. If you are the main team Support Chronomancer just take your normal offensive gear.

Both and are required if you are playing the Tower Support Chronomancer.

Instant Tower Cap Method

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.

The second Support Chronomancer can either stay on the second tower or take the ley-line back up. This Support Chronomancer will need to portal the squad up to the third and fourth towers.

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.

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

General Chronomancer Tips

Both Support Chronomancers can play Dueling - Inspiration when doing a single orb with . is taken instead when doing a single orb as will not be back off cooldown.

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.

One Support Chronomancer should take . This will ensure that you have initial Quickness for your first .

During the Breakbar phase you should use or , and for CC.

Use to provide Aegis via for when Keep Construct uses his jump attack (). You can also use any Signet to grant Aegis due to and .

Middle Tanking Strategy

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, 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



Side Tanking Strategy

The Tank Support Chronomancer takes the aggro of Keep Construct by moving towards him and can then reposition him towards where the illusion is spawning.

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.

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

General Chronomancer Tips

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 .

One Support Chronomancer should take . This will ensure that you have initial Quickness for your first .

Xera has a Toughness based aggro mechanic, so make sure that you coordinate with the other Support Chronomancer so you know who will be tanking.

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.

Tanking Positions

Higher DPS

Lower DPS


Bastion of the Penitent

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

Double Chronomancer Tips

As there is no Toughness aggro mechanic here and no CC required, both Support Chronomancers can play Dueling - Inspiration.

If you are in a High DPS group, just having will be enough for Quickness. If you have lower group DPS then you should run instead of .

Both Support Chronomancers will need to take a , the red AoE circles. The idea is that the Support Chronomancers take the second and third and the Heal Druid can take the first.

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.

Solo Chronomancer Tips

Important: You can only play solo Support Chronomancer if you have two things:

You will want to play Dueling - Inspiration. This will allow you to extend the boons of your entire squad through and .

You will need to take a , the red AoE circles. The idea is that you take the second , the Heal Druid can take the first and can take the third.

The first spawns at 7:37 and then every 20 seconds after that. This means that you will take at 7:17.

Mursaat Overseer 22,021,440 1,374 160

Dual Chronomancer Tips

Both Support Chronomancers can play Dueling - Inspiration here with . Experienced Support Chronomancers will also be able to take .

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.

Coordinate with the other Support Chronomancer and decide which one of you will use their outside of their towards the end of the encounter. If you don't do this, you will drop Quickness.

Solo Chronomancer Tips

Important: You can only play solo Support Chronomancer if you have two things:

You will need to play Dueling - Inspiration here. This will let you have decent DPS and also extend the boons of your entire squad through and .

General Chronomancer Tips

Claim

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.

Precasting Clones

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

General Chronomancer Tips

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 .

One Support Chronomancer should take . This will ensure that you have initial Quickness for your first .

Breakbar Phase

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

You will need to coordinate with the other Support Chronomancer as to who takes the first Fixated. It should be noted that if you are Fixated, you can precast your before you get CC'd allowing you to effectively help to CC yourself.

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.

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 or any Signet to stop your DPS classes from getting destroyed.

Deimos 35,981,456 1,374 140

Tank Chronomancer

You should play Dueling - Inspiration here with Sword and Shield offhands. Inspiration gives you the ability to Aegis for every due to the trait .

Deimos has a Toughness based aggro mechanic meaning that you need to coordinate with the other Support Chronomancer and the Kiting Herald to determine how much Toughness you need.

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.

Support Chronomancer

You should play Dueling - Inspiration here with Sword and Shield offhands . Inspiration gives you the ability to Aegis for every due to the trait .

As off Support Chronomancer you should use your when you are teleported down at 50% to deal with Saul. This ensures that all squad members have Quickness as it covers everyone.


Hall of Chains

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

General Chronomancer Tips

You should play Dueling - Inspiration. You can take Sword and Shield as your offhands.

One Support Chronomancer should take . This will ensure that you have initial Quickness for your first .

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 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 Aegis the AoE attack, , for your team. You are 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

Portal Chronomancer

You should play Dueling - Inspiration here with Focus and Shield offhands. Use to give Desmina some Swiftness.

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.

Main Team Chronomancer

You should play Dueling - Inspiration here with Focus and Shield offhands. 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.

General Chronomancer Tips

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.

Split Team Approach

The other approach to this encounter is to split your team up. You can send a Support Herald ahead with 4 DPS classes and a Support Chronomancer to provide boons.

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.

Statues of Grenth

The Broken King

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.

Eater of Souls

As with Broken King, there is also a Toughness based aggro mechanic. So make sure to coordinate with the other Support Chronomancer.

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.

Eyes of Judgement and Fate - Portal Tactic

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.

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 , and .

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

The second Support Chronomancer can take normal utilities - , , , and . Coordinate with the other Support Chronomancer as to who will use on either side.

Eyes of Judgement and Fate - Splitting Tactic

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.

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 , and .

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

Dhuum 32,000,000 1,374 400

Tank Chronomancer

You should play Dueling - Inspiration with Sword and Shield as your offhand weapons.

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.

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.

Support Chronomancer

You should play Dueling - Inspiration with Sword and Shield as your offhand weapons.

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 .

General Chronomancer Tips

You can use to avoid getting Torment when Dhuum uses .

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

General Chronomancer Tips

You should play Dueling - Inspiration here with Focus and Shield offhands.

One Support Chronomancer should take . This will ensure that you have initial Quickness for your first .

Use to break the Shields and use for pulling in Swords.

You can provide Aegis for , the hand slam, through .

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 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.

Option 1 - 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.

Option 2 - 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 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.

Option 3

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

General Chronomancer Tips

You should play Dueling - Inspiration here with Sword and Shield offhands. You will need to help CC Nikare and Kenut. Running DuelingIllusions This will help you maintain better boon uptimes due to which reduces the cooldown of your .

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.

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. Make sure your Condition Mirages use on every single Breakbar. Remember that a faster break results in higher DPS uptime!

Qadim 19,268,760 1,374 240

Tank Chronomancer

You should play Dueling - Inspiration with Sword and Shield as your offhand weapons. Shield is recommended for the extra blocks that you gain from .

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.

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.

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.

Hydra Attack Pattern and Breakbar

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.

Destroyer Attack Pattern and Breakbar

Breakbar 2 x into 2 x into 2 x .

For the Destroyer you can just instantly break it.

Wyvern 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 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.

Lamp Chronomancer

You should play Dueling - Inspiration with Focus and Shield as your offhand weapons.

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.

If your squad has high DPS you won't ever actually do any damage to the Hydra or Destroyer. These will die due to the allied creature that you find the labyrinth.

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 .

General Chronomancer Tips

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 Support 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.

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.


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