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Mesmer

Last update 10/07/2018

Chronomancer Build

Skills

Situational

Traits

Weapons

Minstrel + Sigils of Concentration and Frenzy

Armor

Full Minstrel + Runes of the Revenant

Trinkets

Full Minstrel

Infusions

+5 healing power

Food

The following is an explanation of the choices made in the current version of the build. The healing/second output of mesmer is sub-par, therefor we opted to deprioritize healing modifiers. Rune of the Revenant provides an extra boon to the build to be shared or to be used reactively, i.e. when immunity to conditions is required for you, such as when you are rooted. Sigil of Concentration makes up for the lost boon duration from Monk Runes. Sigil of Absorption is a flex pick, it has value, but currently testing if Sigil of Frenzy wouldn't be a better alternative. Illusion of Life would also tie in what that choice, with it's reduced cooldown and us opting for the cd recharge trait, Sigil of Frenzy could in theory shave 10 seconds off that cooldown aswell - in combination with Alacrity that would make it so you could probably use this skill atleast twice in a fight.
- First, it is important for the Chronomancer to be on voice communications to hear the commander ask for a Veil. If the commander is not on voice comms, do note that often the Veil is dropped to engage upon an enemy. If there’s multiple chronos determine a Veil rotation. It is also possible for the Mesmer to Continuum split -> Veil when the Commander needs multiple veils but only one Chronomancer is available, however it has less value than using CS for Gravity Well. Try to put your veil as close as possible to the commander when he calls for it, this will allow for less enemy reaction time. - As the build uses full minstrel the F# skills are used for boon generation and minor heals. The damage is low with minstrels and should be used as utility. A thing to note is that F4, Distortion, can always be used for free during CS (F5) to secure w/e you are casting. It will make you invulnerable to bombs from the enemy for a base duration of 1 second. It is unrealistic to have multiple clones in a zerg fight due to way clones and phantasm have low health and AoE is spammed all over the place, so try not to be to picky on how many clones you CS. - Another role of this build is boonshare, with Signet of Inspiration and Lesser Signet of Inspiration, both Staff #3 and Focus #5 spawn phantasms that trigger this trait. You can stack boons on your self via your F1(Might), F2(Vigor), F3(Fury), Staff #4 (Protection, important) and heal mantra charge (resistance); every shatter applies Stability, Alacrity and Quickness to you, you get Regeneration(Regen-> Protection, 15s icd), whenever you go below 75% (15s icd for Regen proc as well), Chaos Storm&Armor will randomly give boons you lack such as Aegis/Swiftness/Retaliation, however you get these boons from your Firebrand as well. - It's up to you to find good time to share your boons. An example would be to share your boons at the start to the ranged so that they get Stability, Protection, Fury and all other boons that will either flat out boost their damage or enable them to be more aggressive - Elementalists play with Bountiful Power, sharing them 5+ additional boons could easily give them a 10% damage increase on top of the extra damage they would do because of the Fury boon you share with them. Another example would be to share you boons when your party got rupted or stripped from shades and/or Warrior's Bubble. - By coordinating with your spellbreakers and scourges the mesmer’s job is to keep enemies in allied bubbles. This is done through the many disruption skills as mentioned above. The uptime for continuum split with 0 clones is relatively low and it is realistic to only be able to use gravity well during this duration. - Temporal Curtain can be used to pull people early in the fight, consider this a way for you to make plays. To catch range without stab, to catch into out small bombs, etc... - The following table will show you what skill rotation to use depending on the Mesmer’s distance to the enemies. Do note that two gravity wells are available for every 90 (or 70-80 depending on alacrity uptime) seconds. The first gravity well is used for the opening bubble engage. The second gravity well can also be used on the opening engage but it is better to save for later pushes. -> 1200 range: Continuum Split (While casting Gravity Well) -> Gravity Well -> 900 range: Continuum Split (While casting Gravity Well) -> Gravity Well -> Temporal Curtain -> 600 range: Tides of Time -> Continuum Split (While casting Gravity Well) -> Gravity Well -> Temporal Curtain - Gravity is an extremely strong skill in this meta due to the triple CC it provides, people mostly play with 1 stack of Stability and ranged lack even that, keep this in mind. For example, if you are struggling with a superior enemy cloud a Gravity Well will deny them space and/or create downstates. - Learn to play wisely around your weapon swaps and defensive cooldowns, Phase Retreat is incredibly strong since it allows you to make some risky plays, e.g. deep Temporal Curtains or deep Gravity Well, afterwards one can port backwards even when stunned and/or rooted. Even when on sword/focus, one has 2 dodges, Blurred Frenzy and Distortion to wait out the weapon swap cooldown for the phase retreat. Because of all this utility this build does not use any defensive utilities, instead it opts for utility, either Mimic for an extra Illusion of Life or Veil. Finally some small tricks that can be used when fighting in proximity of a structure gate. Clones can be generated on a gate so that the Chronomancer can start a battle with 3 clones and much longer distortion and Continuum split up time.