The Heal Boon Chronomancer is able to provide permanently up to 25 stacks of Might, either Quickness or Alacrity, Fury, Protection, Regeneration, Vigor and a majority of the required Swiftness uptime. It also has on-demand access to Aegis, Stability and Resistance. The build is very flexible and can be adapted to the encounter, instabilities, and the group you are playing with. Make sure to read through the situational tab for an explanation of the different utility skills.
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Build
Traits
Chaos
Inspiration
Chronomancer
Traits for Skips
While we don’t recommend leaving your party during boss fights, when dealing with sections of trash mobs, Mesmer has fantastic utility to speed these sections up, often allowing your party to ignore sectrions of some fractals entirely, using Blinks, Stealth, and Superspeed. Some traits you will find useful for this are:
Utilize Mirage for skips when moving across large distances or you need leaps! Elusive Mind , Jaunt and Mirage Thrust along with the typical Mesmer toolset makes it really good for mobility and skips.
Mirage
Situational Traits
Inspiration
Can be played for extra Condition Cleanse at the cost of Aegis and Boon extension from Signet of Inspiration .
Useful in projectile heavy fights, where there is a potential for a lot of downstates.
Its main usage lays in the combination with Feedback and Medic's Feedback a maxed out rez potential as well as projectile mitigation. Situationally it can also be useful to provide Resistance and Superspeed.
For additional condition cleanses in condition heavy encounters or instabilities.
Has some great value in T4 for extra add pulls e.g. Chaos or Aetherblade.
A very situational trait, primarily helpful dealing with Weakness on Arstariiv.
Can be used as a source of slow CC as a last resort if no-one else will help.
Situational Skills
Heal Chronomancer has an incredibly flexible toolkit, with all of its skill slots being flexible and able to be changed depending on the scenario. Check out the lists below for the common situatiuonal skills and their reason for use.
Heal Skills
Great choice to generate Clones and provide Regeneration.
Huge group healing after a 3s delay and cleansing on every pulse.
Utility Skills
Taken to help provide Might and Fury. Can be exchanged if you play Rifle and don’t need a quick ramp up to 25 stacks, or another member of the group provides Might also.
Grants Aegis on the initial channel and 4 stacks of Stability on each of the three charges.
Grants muliple applications of Aegis within 3 pulses.
Your main tool dealing with condition pressure.
Can be played in combination with Blurred Inscriptions if no other utility skill is required, trading healing output for group boon extension and grants Aegis.
Projectile mitigation, that can also be useful to provide Resistance, Superspeed and revival (situational traits).
600 range leap, can be cancelled mid-air for slightly more range.
450 range blink, 3 charges.
Skill Explanations
Scepter / Shield
Ether Bolt (Scepter 1): Is the start of your Scepter auto attack chain. While this does not directly heal, the final attack in the chain, Ether Clone will generate a Clone.
Illusionary Counter (Scepter 2): A channeled skill that will block an attack and generate two clones (if a block is triggered). Alternatively the channel can be canceled by double tapping the skill to cast Counterspell create one Clone regardless.
Singularity Shot (Rifle 5): Shoots a bullet at a target location that when lands applies Barrier and Resistance to allies. Also opens a singularity that can be opened with the flip skill.
Dimensional Aperture (Rifle 5 flip skill): Opens the singularity from Singularity Shot , creating a one use, one way portal from the singularity to your location.
Staff
Winds of Chaos (Staff 1): Applies Fury and Might to any allies hit by the orb when it bounces.
Phase Retreat (Staff 2): A 360 range teleport backwards, that will also create a Clone.
Phantasmal Warlock (Staff 3): Summons two Phantasms, that when their attack is finished become Clones. Ideal to be casted at the start of a phase.
Chaos Storm (Staff 5): Shares either Aegis, Swiftness, or Resolution randomly on each pulse and deals some defiance bar damage. If you want to make use out of the Aegis, make sure to cast it early enough to deal with the random nature of this skill.
Magic Bullet (Pistol 5): Deals a large amount of defiance bar damage that can be taken as an alternative to Staff on some CC heavy fights such as MAMA or Artsariiv if your party refuses to help.
Another option is to play Superior Sigil of Absorption which can free up a utility slot, however it will only strip boons if the boss is casting an attack or has a defiance bar up.
T4s
On certain T4s, mainly dredge fractals such as molton boss where the majority of trash mobs have a large amount of boons, it is also recommended to play Superior Sigil of Absorption . This in combination with skills such as Well of Senility and Gravity Well can help to strip boons from multiple mobs at once. Null Field is another option to strip boons from multiple mobs at once.
Clone generation gets covered by a number of skill. On Scepter, the third hit of your Scepter attack chain Ether Clone and double casting of Illusionary Counter (Scepter 2) will both generate one clone each. Casting Illusionary Counter (Scepter 2) and blocking an attack will generate 2 clones. On Staff, Phase Retreat (Staff 2) will also generate a clone, however it also will teleport you back, away from the party. Using a healing skill will generate a clone through Ego Restoration .
Additionally, illusions summoned from Phantasmal Warlock (Staff 3) and Echo of Memory (Shield 4) will turn into clones after finishing their attacks. Therefore you want to be using these skills to generate illusions and clones as often as possible to try and maintain three clones and generate them as quickly as possible after using Shatter skills.
Outside of Phantasms, Inspiring Imagery or Well of Action grants up to a third of your Might application and Fury if used off cooldown (be careful with well, since the boons are applied after a three second delay). Tides of Time can be aligned with defiance breaks, but remember to use it in your rotation, to help maintain Might and Swiftness. Mantra of Pain can also be taken to help maintain Might if you find yourself reponsible for all 25 stacks.
Shatters
Clones can then be used to improve the effects of Shatters, to trigger:
Entering Continuum Split gives you a free cast of any of your availible skills. When it ends you will be reverted back to the position where you entered with your skill cooldowns also reverted. The duration of Continuum Split depends on the amount of Clones spent.
If the last stack of one of your Mantras gets used during the Continuum Split, the skill will not be reverted and need to be channeled again!
Use all Shatters while in Continuum Split for additional boons.
Continuum Split gets the most value at boon precasts, and during combat, if you either need additional CC, Stability/Aegis, or burst heal.
Situational Boons
Stability
Correct application of Stability requires knowledge of the encounters and which attacks and be negated with Stability without taking too much damage.
Mantra of Concentration is your main tool and grants 4 stacks of Stability after the initial channel and 3 stacks of Stability for each of the two remaining casts. If a phase requires Stability right at the start, it makes sense to precast the channeled version e.g. Arkk.
Correct application of Aegis requires knowledge of the encounters and which attacks are impactful to block.
Well of Precognition provides one stack of Aegis at the initial cast and on every follow up pulse. Your best choice for multiple incomming hits at a short period of time e.g. some MAMA patterns and Siaxs Volatile Hallucinations.
Correct application of Resistance requires knowledge of the encounters and which conditions can be temporarely negated by Resistance. E.g. at some T4 fractals Immobile can be ignored to activate multiple trigger points, as well as at encounters that bombard your group with Slow and Chilled.
Mental Defense shares Resistance when Distortion is used, at the cost of some healing and condition cleanse. In power compositions this can become crucial at Arstariiv, dealing with Weakness applied. Since an optimised precast can fully cover the entire first phase.
One of your primary sources of healing is Illusionary Inspiration , Which heals allies and yourself for each Illusion and Clone summoned. If multiple Illusions or Clones are summoned at the same time, the trait triggers for each Phantasm. The trait also increases your outgoing healing.
Granting boons as described above, also helps through Regeneration, which is also generated through Metaphysical Rejuvenation , when you cast a heal skill.
Consider playing Well of Eternity for a large burst heal and condition cleanse. This is mostly useful in T4 fractals such as Sirens Reef, whith large amounts of damage and condition pressure.