|Current Record||8:36||by Snow Crows [SC]|
Stack Might before jumping down. Kill the three Assault Knights (Red, Blue and Green), each of them has the same set of abilities: a PBAoE Knockdown and an AoE Pull which covers the entire room except the knight's position, both can be dodged.
Break their defiance bars, kill them to awaken MAMA and use
/gg to reset your cooldowns.
MAMA will arise, after being invulnerable for a few seconds its first attack will be a spinning Knockback. The first one should be blocked with Aegis from the Mesmer as the Elementalists will be busy casting , learn to dodge the consecutive spinning attacks. It always hits on the second spin animation.
Apart from that, turn away from your party members shortly before the Vomit Toxin hits (orange cone), otherwise you will 'infect' party members in front of you with it.
When MAMA reaches 33%, it conjures a large Nightmare Miasma field around it which deals enormous damage. It will also become mobile, start jumping to players, offloading shockwaves which Knockdown and attacking with Stun cones. It is especially important to immediately kill the last Assault Knight at 25% health.
Fast crowd control and animation knowledge are the keys to this fight.
Chrono is not easy for a beginner, so it'll take some time for you to learn this properly.
I believe in you.
If you have any questions or if you would like to flame me personally you can message me ingame @ Kensei.1495
Also here's a playlist with some daily videos (Chrono PoV)External Link
I will always assume that this is the comp you'll be running: Chronomancer, Warrior, Weaver, Weaver, Holosmith/ Dragonhunter/ Soulbeast
Since triple weaver is extremely hard to pull off in a group that is not organized due to the lack of CC, a Dragonhunter/ Holosmith/Power Soulbeast helps shorten the CC gap and brings vulnerability to the fights.
Druid is bad, it does not do enough cc, it does no dps and post nerf spirits are subpar aka not worth using over another dps class.
The common misconception is that if you run with a druid no one in the group will ever die thanks to the heals, while this might be true in some cases, we've found that if the boss dies faster, it's far less likely that your group will wipe.
Keep in mind that this has nothing to do with elitism or tryharding, most bosses become very hard to kill if you waste time, look at Arkk for example, at 30% after the triple beam attack, if the boss isn't dead by then it'll start spawning 3/4 mechanics at the same time that are hard to deal with if you're not experienced.
In this guide I am also going to assume that you're running the proper gear/food and that your chronomancer basics are solid, with an emphasis on not wasting your concentration proc when swapping weapons.
These guides are aimed for 5 players that are already very solid individually but want to take it to the next step in fractal encounters.
These are also strategies aimed for smooth and fast daily runs, not speedrunning records.
Do not attempt these strategies while pugging (for your own mental safety).
Chronomancer, Warrior, Weaver, Weaver, Weaver
Chronomancer, Warrior, Weaver, Weaver, Soulbeast (More CC, more Vulnerability, )
Chronomancer, Warrior, Weaver, Soulbeast, Soulbeast (my personal favorite)
99CM is a fractal level that relies heavily on CC bars being broken fast, there is little room for mistakes, especially while playing chrono.
You should never pug this with a triple weaver comp, go for 2 Weaver and an extra dps class that will help you break CC bars like Dragonhunter/ Holosmith/Power Soulbeast.
Your Warrior will have to help you CC as well. If your team does not help you with this, there's not really much you can do.Regardless, don't flame them, if you want to improve try to record your gameplay and see if you could've done anything different to carry the fight harder.
Run in and wait for the boss to spawn, right before it becomes vulnerable use + to get some boons on youself , when the boss is vulnerable use to proc passive and then right before its first attack hits use your to give Aegis to the group.
You're now ready to cc the boss.
Get 1 clone up with sword 3, cast and mid-cast use your , proceed to use your and then .
You have every cooldown available, quickly use your on the add, use your wells, swap to get your concentration proc , and wait for your group to kill it.
Your passive should be up a few seconds after the bubble ends, try to keep track of the internal cooldown in your mind.
Now this will sound a bit strange, but it's better if you don't fully break the cc bar during this phase, try to leave it at 10%/20% instead , get the boss to 50% HP and move to the next add.
Use your on this add as well (and possibly), wait for your team and proceed to share boons once again and kill it.
This is where you want to break the CC bar instantly (since we left it at 10%/20% before).This allows you to burst the boss hard to 25% and get to the last add before the fight gets annoying.
If you have : Use your on it and press in the middle of the cast so you can both the add and the boss after (Also share some boons or cast wells inside ). Then proceed to destroy the add.
If you don't have : the add , share boons and whatnot and kill it.
If you still have a , Congratulations! It's your lucky day. the boss, drop all the cc you have on it , share boons and kill it.
If not, use your and make sure it hits the boss , , pray that your team CC's as well and finish the boss.
Note for Power Chronos: You can swap with if your group DPS is high enough.
Already place your banners (the more the merrier) after killing the third Assault Knight of MAMA's pre-event. Help pre-stacking at Mistlock Singularity with and .
Start MAMA on Dagger/Axe. Use , , , block MAMA's spin attack with and continue with (if won't break MAMA's Defiance bar use , and ), , , .
For the Assault Knights every 25% use , and to break its Defiance bar and simultaneously remove its boons.
As soon as MAMA is vulnerable use , , , block MAMA's spin attack with (if won't break MAMA's Defiance bar use , and ), , and .
At 25% utilize for the last Assault Knight and simultaneously keeping MAMA from reapplying boons.
Attacks reliably triggering : MAMA's AoE spin, MAMA's spinning arms (33%), MAMA's jump attack (33%) and MAMA's ground smash attack (33%).
Start MAMA on Mace/Mace. Instantly break MAMA's Defiance bar using , , , (if won't break MAMA's Defiance bar use , and ), and continue with standard rotation on Axe/Axe.
Fast Hands allows you to quickly adapt to what is currently needed in the encounter and consumables like , and .
Start the fight with followed by the / opener if you have high damage or the / opener if you have low damage. Make sure to hit you beside MAMAs hitbox since she will still be invulnerable while you cast it and as a projectile it despawn, if it does not hit the ground.
You should have a available for each knight, hit them with and if ready (do not use on MAMA if she is only 2-3% away from becoming invulnerable). You can pre cast while the adds spawn. You will hit the knight as long as you are in his hitbox while finishing the cast even though you do not have him in target.
Make sure to place your weapons in places where you can pick the up again. The first set in the middle or the second add and the second to the third add.
You can use or to reach the blue barrier faster, ideally while getting as many hits in the bosses hitbox as possible.
You need to cap two altars to continue. Pull the two groups of Krait back to the passage and kill all enemies there. Start capping the altars as soon as possible, but keep in mind that standing inside puts Agony on yourself. Only enemy Krait counteract the capping here, you can ignore the Hallucinations.
Learn the Red Orb patterns as they can quickly kill you, Blue Orbs will heal you for a large amount of health (even with Agony).
On a side note, more players do not cap an altar faster. More than one person standing inside is redundant.
Again, pull all enemies to the center (wait for the Mesmer to cast ) and kill them there. The mobs at the left altar (West) can be aggroed with a simple projectile, the mobs on the right side (East) need to be pulled with (Longbow), (Staff) or by teleporting up and jumping down.
Both side altars can easily be capped by a single person after another player has pulled down the mobs. Please note that you have to wait until the mobs are down before teleporting elsewhere to prevent them from running back.
After you capped all three altars, use
/gg immediately if someone in the party needs it, then you can continue up to the 2nd boss. Before the ramp up, a group of Krait will attack you - simply keep walking to skip them. Use dodges, evades or invulnerables to get through the cascading orbs and disable them by walking through the orb at the top of the ramp.
Use to pull mobs together.
You can and aggro the Krait at the eastern altar during if you're fast. Afterwards teleport up to one of the altars as soon as someone pulled the mobs down.
is very strong against the groups of Krait.
Use to teleport up to the altars.
You can pull both sides with (for the right side, jump at the end of your cast).
If the person who pulled your side ported up the other side to fast and the mobs come back use and to prevent them from reachin the circle before it is tabbed. Make sure you are attuned correctly for this in time.
Exchange for and already swap to your weapon sets with Superior Sigil of Serpent Slaying.
At the first set of altars draw the Elite Nightmare Hypnoss with to the narrow corridor so that the Chronomancer can pull them together with . Assist in killing the Elite Nightmare Hypnoss and capturing one of thealtars. At the second set of altars, use on your Chronomancer's and move close to the altar on the right side. Pull the Elite Nightmare Hypnoss occupying the altar to the mid by using and assist in killing them and capturing the mid altar respectively.
At the first set of altars draw the Elite Nightmare Hypnoss with to the narrow corridor so that the Chronomancer can pull them together with and disable them with . Assist in killing the Elite Nightmare Hypnossand capturing one of the two altars. At the second set of altars, wait for your Chronomancer's and disable the Elite Nightmare Hypnoss with . Immediately move close to the altar on the right side and pull the EliteNightmare Hypnoss occupying the altar to the mid by using . Assist in killing the remaining Elite Nightmare Hypnoss and capture the mid altar respectively.
After the interaction with the red orb in the center of the area, quickly move back to the Mistlock Singularity to avoid aggro from the spawning enemies and stack Might. (Now that the mistlock resets cooldowns, Chronomancer can prestack boons and use the mistlock)
During the fight, break his defiance bar (2000 CC damage) as fast as possible to interrupt his Caustic Explosion skill. Siax will wipe your party if you fail to interrupt it with enough crowd control. Pay attention to his bouncing orb barrages, the Vomit Toxin and the exploding Volatile Hallucinations (below 75% health). Do not stand in the red PBAoE when the inner circle reaches the outer to avoid spawning a Nightmare Hallucination.
When Siax reaches 66% health, he gains Invulnerability and four Echoes of the Unclean will spawn in the North, East, South and West which need to be killed quickly to interrupt his Caustic Explosions. The same occurs at 33%, though the adds will have their spawning positions shifted clockwise.
Assign players to each add before the fight starts by setting waypoints. The Mesmer and Druid will usually focus on one mob together due to their lower DPS.
As soon as the boss spawns you will use + to get boons up and share using passive ( or depending on what you're running).
You will also use or to get the extra clone we talked about.
You're then going to swap to sword, use to get an extra clone up and then quickly:
(MID ) -> -> +(the cc bar will be up by now) -> Both Wells -> END ->
You will help your Warrior (or a Weaver) kill his add in this phase and go back to the boss waiting for it to get vulnerable again.
Cast your wells and as soon as it's off cooldown, also try to distort () the circle attack so that your group can keep doing dps without having to dodge.
Generally pug's dps is low so it's likely that you will get another breakbar in this phase, if the boss' HP is above 40% I suggest you try to break it using your +, if it's below 40% try to dps the boss to 33% so that the breakbar will disappear.
You will help your Warrior (or a Weaver) kill his add in this phase and go back to the boss waiting for it to get vulnerable again.
When you get back to the boss you have to share with and cast both wells, then there are 2 possibilities:
If you saw no cc bar on the 66 – 33 phase, the cc bar in this phase will be up very soon, so distance yourself from the boss, when its up cast (make sure you're still in range), , and either or depending on what you're playing.
If you did cc during 66 – 33 , the next bar will be very delayed and you can simply share boons, wait and cc using ++ when the bar is up.
It's not always the same, so you need to become versatile because chrono does not work on a rotation basis, but if you keep these steps in mind you should be fine.
\gg->leave party and search for a better group.
Set a personal Waypoint at one of the four places where Echoes of the Unclean will spawn at 66% (Warrior usually takes North). Help pre-stacking at Mistlock Singularity with and . If your group does one /gg at Siax,already place banners (the more the merrier). If not, just cast banners while running towards Siax. If additional Defiance bar damage is needed make use of , and .
Start channeling while running towards Siax. Engage with , , , , (cancel in Skorvald's hitbox by using weapon swap), , and as soon as Siax begins channeling Caustic Explosion use (if won't break Siax's Defiance bar use , and ), , , , and .
At 66% use to close the gap to the Echoof the Unclean (not affected by No Pain No Gain) and kill it with , and .
After killing the Echo of the Unclean immediately swap to Dagger/Axe, assist at any of the other Echoes of the Unclean if necessary and strip Siax's boons by using , and and continue with standard rotation.
Repeat for Echoes of the Unclean spawning at 33%.
Attacks reliably triggering : Summon Nightmare Hallucination (risky), Tail Lash and the explosion of the Volatile Hallucinations.
Begin with , , , , , (cancel in Skorvald's hitbox by using weapon swap), , , , , .
Use at 66% and 33% to close the gap to the Echo of the Unclean and follow just follow standard rotation.
Start the fight with followed by the / opener if you have high damage or the / opener if you have low damage. You want to start with this while the last Illusions turn hostile.
On the East and South Echoes of the Unclean, you can use from against the wall to deal enormous damage. On the second add spawn you can at any location except east.
With normal group damage Siax should turn invulnerable at the end of your first . Use to reach your add fast. Place a and use to kill your add fast. If you are having trouble killing the add fast after the nerf also hit it with . It can be worth it depending on your group to attune to / while killing the add for additional skills and a faster . Alternativle start with , , and through the mob back to the boss (Only do it if you are sure your will kill the mob. It feels really bad to reach the boss with your add surviving with less than 1% life).
Continue with on Siax and restart in .
If your group damage is too low to pick up your second for the second add, place a on it, attune to / and use to kill it quickly.
Continue with / and on Siax.
If you play with three weavers split your so you have one each phase.
If you want to try hard play air instead of arcane, use and pre cast before the fight to have it ready fast enough in phase 2 and 3.
If you have trouble with the orbs leaving toxic trails, position yourself away from the boss to keep them from the melee area as he throws them on the furthest player (especially recommended if you party has low DPS).
Walk through the teleporter and trigger Ensolyss once after defeating Siax to gain the new checkpoint and use
/gg to reset all cooldowns. Stack Might next to the mistlock. (Now that the mistlock resets cooldowns, Chronomancer can prestack boons and use the mistlock). Go into the arena, when you start the fight don't stand in the center area of the platform on activation or you will receive a Knockback.
Nearly all of Ensolyss' attacks do a Knockback or Pull, learn to dodge or walk out of every attack. The most dangerous one is his shockwave-shatter combo, he smashes down a stunning yellow shockwave (like MAMA below 33% health), spawns hallucinations on each players position and shatters them after two seconds.
Again, the key to this fight is fast crowd control. Break his defiance bar quickly to interrupt his high damage attacks. Always stack around the center area and do not try to follow him to the edge as he will simply teleport back most of the time.
At 66% and 33%, Ensolyss will teleport to the middle and gain Invulnerability. Your party will need to split up and cap five altars, similar to the ones before.
Red Orbs and stunning shockwaves emerge from the middle, learn the patterns to avoid any damage. Try to catch the Blue Orbs as they heal you for a significant amount. Note that Blue Orbs only spawn at 66% if all altars are capped as fast as possible.
After the orb phases, the defiance bar needs to be broken immediately to prevent Ensolyss from knocking everyone off the platform. His defiance bar will recover shortly after being broken for the first time, break it a second time (especially at 33% health) to further prevent his attacks and deal more damage thanks to and .
Below 66%, Ensolyss gains a new ability where he smashes two quarters of the platform subsequently and knocks everyone inside the orange areas off the platform, similar to the skill immediately after the orb phases. It it safe to stand inside the purple areas.
Below 33%, he may summon a special shockwave which travels inwards to him (contrary to the ones before) and deal enormous damage to everyone near him. With enough crowd control and DPS this should never occur.
When Ensolyss reaches 15% health, he will stop using his usual attacks, but only a small bubble in the middle will protect you from his deathly rain. Krait will charge through the middle (indicated by large arrows on the ground) and make positioning harder, kill Ensolyss quickly to finish the fractal.
The only "challenging" part about this boss for you is the opener as it will require a bit of good timing and mechanical skill, you can even practice this part alone on the boss if you want to.
When the boss spawns, wait a few seconds for it to get vulnerable then:
If you do this correctly, the 2 Phantasms from will expire when you're inside your , giving you 2 more clones to CC with using your .
(Make sure you're not doing this rotation too fast or you will CC to soon missing the breakbar)
Don't use your for the rest of this phase.
(It gets easier now)
As soon as you're back on the boss, Use and after that both wells, then CC the boss with the help of your friends.
Wait for the bubble, and when the next breakbar is up your should be up as well.
Simply do your whole rotation in without forgetting to squeeze in and to CC the second bar.
Use and after that both wells, then CC the boss with the help of your friends. If you do not have friends remember that s, s and s will never betray you.
On the first bar at 66% you will want to and , and for the second one use and .
You want to break both bars so that the boss will stay stunned during the whole phase so that you won't lose time by getting the bubble spawn ( Your group dps has to be high in order to achieve this).
Place banners already on Ensolyss's platform if your group does one /gg before. Help pre-stacking at Mistlock Singularity with and .
If additional Defiance bar damage is needed make use of , and . During the altar capture phase at 66% and 33% comes in very handy here to refill your adrenaline, endurance and health.
Start channeling while Ensolyss is spawning. Open your rotation with , , , , , (cancel in Skorvald's hitbox by using weapon swap), , and as soon as Nightmare Devastation ends use (if won't break Ensolyss's Defiance bar use , and ), , , , , and follow standard rotation.
At 66% and 33% swap to Dagger/Axe and capture one of the five altars. After capturing all five altars remove Ensolyss's boons with and or pre-cast while Ensolyss isreturning.
Once Ensolyss's Defiance bar appears, immediately use Disrupting Strike, , , and continue standard rotation until the second Defiance bar appears.
Break it with , , , and resume standard rotation.
Attacks reliably triggering : Serpent Strike, Tail Lash, Lunge (the dash), Upswing (either Ensolyss's Attack or Nightmare Hallucinations), Tormenting Blast, Caustic Grasp and Charge of the Nightmare Hallucinations below 15%.
Begin the encounter on Axe/Axe with , , , , , , and immediately swap to Mace/Mace to break Ensolyss's Defiance bar with , and .
Once Ensolyss'sDefiance bar is broken continue with standard rotation on Axe/Axe. At 66% and 33% swap to Mace/Mace and capture one of the five altars.
As soon as Ensolyss returns attack with , and until the Defiance bar appears.
Immediately use , (if won't break Ensolyss's Defiance bar use , and ), and continue standard rotation until the second Defiance bar appears. Break it with , and , , , and resume standard rotation.
Start the fight in / with followed while Ensolyss spawns, continue with and until is ready again. Know cast your situational opener to hit as much damage as possible in the breakbar.
If your damage is low and he charges cast your second in the middle of the platform after dodging his first charge. If all five players stand there he will teleport back into it.
If you have two or more weavers one should take and switch weapons with the other weavers.
If you summond you in phase one pick it up before the orbs spawn and keep it the whole orb phase.
Start the fight at 66% with the / opener. Use if you have a in hand.
Hit the second breakbar with either or .
After the orb phases, reopen in / and cast about a second before the orb phase ends. Make sure to have your either finished before the first Knockback zone goes off or start it after making sure you won't get hit.
If you are close to either 66% or 33% and have your in hand, you can use through his hitbox to get as many hits as possible.
You can double attune / 2-3 second before the orb phase ends to restart the fight with up.
Keep in mind that in the long break phases especially with double cc is pretty strong.
The only difference to the normal run is that you want your dps to be good enough to prevent the charge in p1. Preventing the first bubble in p2 and preventing the port in p3. But with the last weaver nerfs all those marks are now very hard to hit.
Use from your Rock Gazelle for the first defiance bar and from your Electric Wyvern pet for the second defiance bar. Use consumables if your team is short of CC.