Boon Chronomancer

Meta Support Build

Overview
Guide

Yes, you've read correctly - the Boon Chronomancer or Chaos Chronomancer is capable of providing every single boon in the game to the party. You can permanently keep up ten boons plus Aegis and some Resistance which has great synergy with your own trait , the Warrior's and the Arcane Weaver's .

This is the recommended build if you plan on playing without a Druid and a third DPS instead, as one additional is enough to keep up 25x Might in combination with your own might output - making , and (redundant with in fractals) the only loss while you gain much more DPS. The slow ramp-up time for Might is compensated by pre-stacking.

On top of the aforementioned, the build has access to the usual mesmer utilities being and Stealth skips, strong reflects, boon stripping and amazing crowd control skills such as .

While the sheer amount of possibilities are nice to look at, the Chronomancer is one of the harder builds to play as the skills require timing and good dynamic decision-making.

Equipment
Armor
  • Berserker

    Leadership

  • Berserker

    Leadership

  • Berserker

    Leadership

  • Berserker

    Leadership

  • Berserker

    Leadership

  • Berserker

    Leadership

Weapons
  • Berserker Sword

    Concentration

  • Berserker Shield

    Paralyzation

  • Berserker Staff

    Concentration, Force

Swap Weapons
  • Focus when reflects or pulls are needed
  • Torch for Might stacking
Back and trinkets
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Consumables
Food
Utility
Infusion

Note that you can also run an Offhand Sword instead of Staff for better DPS. It's still possible to achieve 100% Retaliation uptime on stationary fights with Sword but Staff is overall the safer option with more Aegis uptime, as your only other source is without it.

Healing Variant

The Healing Variant can be used if your party has trouble surviving without a dedicated healer. Note that using full Minstrel equipment, 6x , and puts you above 100% Boon Duration already - no needed. You can replace Minstrel with Cleric items for even more Healing Power if you have additional Concentration (like from having more Agony Resistance).

Your main heal sources are , , , Regeneration and your heal skill. Keep in mind that is a strong condition cleanse combined with charges. If you have traited, you can use up mantra charges as the preparation itself heals already as well.

Armor
  • Minstrel

    Monk

  • Minstrel

    Monk

  • Minstrel

    Monk

  • Minstrel

    Monk

  • Minstrel

    Monk

  • Minstrel

    Monk

Weapons
  • Minstrel Sword

    Transference

  • Minstrel Shield

    Paralyzation

  • Minstrel Staff

    Transference, Water

Back and trinkets
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Minstrel
Consumables
Food
Utility
Infusion
Build
Traits
  • Illusions

  • Chaos

  • Chronomancer

Defensive: Inspiration over Illusions
  • Inspiration

Situational Traits
A very small DPS increase in case you don't need the heal from .
Use it in combination with a focus for frequent Pulls and reflects.
Increases the duration of all your Stealth skills by 50%.
Provides additional Aegis and Retaliation if you don't need the reduced recharge on from , especially useful if you are running without a Staff since you have no Retaliation source otherwise.
Skills
Heal
Utilities
Elite
Situational Skills
If you don't need crowd control, this a is a higher Alacrity option combined with instead of .
A personal DPS increase.
One of the strongest reflect skills, protecting everyone inside from projectiles for 6 seconds.
Party escort service.
A 1200 range teleport. It breaks Stun on use, which means it gets executed even if there is no valid path to your mouse target - keep this in mind.
Enables you to use key utilities twice. If you use at the end of the cast, you get a "free" mimic and can do stuff like triple without the need for any illusions.
Necessary if you need to remove boons and have no Spellbreaker.
Useful for party skipping. Provides 15 seconds of Stealth with and .

Keep in mind that you usually want to replace first and use instead if you need to swap an utility skill.

Details
Written Opener
  1. Start on Staff with () and ()
  2. ()
  3. Cast (1st illusion) and swap to Sword/Shield
  4. (2nd illusion)
  5. and at the end of the cast

    1. Use the remaining three shatters while continueing with the skills below - if a defiance bar is up, use first, otherwise ()
    2. if a defiance bar is up
  6. ends
  7. Shatter everything again while continueing
  8. (free)
  9. Weapon swap
  10. (free)
CC skills
1000 damage
200-1200 damage (+30% while is active)
100-400 damage
150 damage with Slow
99 damage with Chilled

No Staff Rotation by Kite

Skill priority

As really every skill you have is worth using, you should simply cast everything whenever it is off recharge after following the opener sequence to the left.

If you're running a setup with , remember to weapon swap as often as possible and use and phantasms triggering in the 7 seconds afterwards.

Boons

Are we done yet? No!

Crowd Control

Break any defiance bar with , and . on your shield helps as well.

Conditions

You can put out around 15x Vulnerability with and your sword auto-attack (the clones from and execute the sword chain as well!). You can run instead of on your staff for additional ~3 stacks.

DPS

Use , your phantasms and (optional) whenever they are ready. Don't cancel your sword auto-attacks as the third hit deals the most damage. As soon as you get three illusions up cast (plus all other shatters afterwards). You will end up doing around 4-6k DPS on fractal bosses with optimized gear.