Note: Please refer to guide below for gear variation explanations.

Note: Please refer to guide below for Traitline Variation & Explanations.






Note: Take
Feedback
on Matthias instead of
Crystal Sands
.
If you lack CC drop
for
.






Tips for each encounter - Click on each section below to expand

Mirage Condition
  • Try to stand inside your target’s hitbox to get all hits from
    .
  • Keep in mind that your dodge doesn’t actually move you.
Chronomancer Support
Gear Variation
  • Optimal Variant will end up doing more DPS than Regular Variant. But Optimal Gear only works with
    , also Regular Variant is the better basis for fractals.
    So:
    • If you don’t want to get stat infusions go for Regular Variant.
    • If you don’t do fractals and you want to minmax get Optimal Variant.

  • Tank Variant is never required in an organized group, however in a pug where you can’t trust Druids or where you want to carry with
    it is still nice to play a build where you can’t die and your outgoing healing is really high.

  • Chaos Variant (Regular Chaos Variant & Optimal Chaos Gear)
    • These variants are not focused on damage but rather on keeping up Resistance as an additional boon, aka as many boons as possible.
    • The variants does not show 67% boon duration on the heropanel, this is due to having
      which gives you additional boon duration.
    • In a non organised party it is perfectly fine to play
      as a group support heal since you don’t lose that much damage by doing so.

Weapon (offhand) Variation
  • Shield is mainly for CC but it also helps with personal survivability. Alacrity uptime will also be improved due to
    , required to have equipped on Dueling/Illusions to be able to keep up Alacrity.
  • Sword has the highest DPS of all the offhands, it offers some survivability and damage with the block on
    .
    can also help as a small CC if you double use it without triggering the block.
  • Focus for pulls and the second highest DPS offhand.
  • Pistol only purpose is CC and has the second highest CC after shield. It also offers decent DPS.

Healing Variation
  • is the strongest group heal mesmer can offer. However,
    is more DPS for the mesmer himself since it allows you to recast a
    . Therefore, on bosses without group pressure,
    is the better choice and on bosses where you tank or high pressure attacks/aura happen
    will be better for the whole group.
  • Keep in mind that
    is only a ~500-1000 personal DPS (inspiration builds) on the golem so even less during an actual bossfight.
    on average will give your party higher scholar uptime.

Traitline Variation & Explanations
  • Domination/Inspiration: This build easily keeps up Quickness and Alacrity and gives you the ability to share Aegis via
    . This build has really low personal DPS.
    also triggers on your signet active casts.

  • Illusions/Inspiration: This build is the easiest for keeping up Quickness and it has more DPS than all the other Inspiration builds. However it doesn’t offer you anything apart from that and if you want DPS you usually go Duel/Illu, it is the least used Inspiration build.

  • Chaos/Inspiration: This build can keep up Quickness and Alacrity but also keep up ~11boons average on real raid encounters. That is why it synergises well with Elementalists’s
    . You can share Aegis to your party with
    & a high chance on
    (triggers on heal). This build has the lowest personal DPS. If you feel like your team needs more support take
    instead of
    .

  • Dueling/Illusions: This build has the highest personal DPS on support chrono, can keep perma Alacrity and Quickness (only with
    which you always take while playing Duel/Illu). It is used on bosses where you don’t need CC. You need Shield offhand on this build to keep perma Alacrity via
    since you don’t have
    . Pick up
    if your party lacks fury since you don’t have
    .

How to CC & what you can do to improve it
  • On Domination/Inspiration,
    increases stun and daze duration of the following skills:
    • .
    • .
    • However, It doesn’t affect
      .
  • Take
    if you are actively using
    , this is dependant on your party. Otherwise Gorseval (for last CC) and KC (since you can summon phantasms in orb phase).

  • When using
    , walk out away from the boss before using to get more hits on large hitboxes. Depending on the boss you chain your cc’s and don’t waste everything on one.
  • Try to coordinate your CC skills: for example on sloth you want always 1 Chronomancer to use
    not both so you have a
    for each breakbar.
  • If you have a sword offhand equiped, you can double press
    to access to
    (while you are casting it make sure to not get hit as it will trigger the riposte).

  • works with
    however it only works if your current weapon set has the sigil. Therefore you’ll want to get a shield, focus and pistol with
    to ensure you don’t miss out on the proc.
  • To Clarify - If you swap weapon during
    and your 2nd weapon set does not have this sigil then it will not proc.
  • works with
    ,
    and
    .

Well Placement
  • Make sure you place your wells within range of your team.

Tanking & Toughness
  • Vale Guardian, Gorseval, Keep Construct, Xera, Deimos, The Broken King, The Soul Eater and Dhuum have an agro mechanic which causes them to always focus the player with the highest toughness. However, this doesn’t mean that you should always have as much toughness as possible, just that you have to have slightly more than your other squad members, except for the following instances:
  • On Vale Guardian you should run slightly higher toughness(Minstrel works well here) to be able to tank his auto attacks.
  • If you are the Tower Mesmer for the Escort event, you should be as tanky as possible.
  • On the Broken King you should also play as tanky as possible as more DPS won't make the fight significantly faster and being tanky allows the Druid to not focus on healing you as much. In case you have problems surviving you can just range tank him as well.
  • 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. You can add as much toughness as you want if you need it.
  • As tank don’t turn to your party and don’t move the boss to much. Only when it is unavoidable like deimos blacks. You want to be tanky enough to not die. A dead mesmer is useless, take as much toughness as you need to stay alive when tanking any encounter.



Chronomancer Support
Tank Chronomancer (Without Scourges)
Build & Weapon set
  • You should play Domination/Inspiration so the Druid doesn’t have to heal you after each green. Offhand Sword & Shield for CC and block.

Non tank Chronomancer (Without Scourges)
Build & Weapon set
  • You should play Chaos/Inspiration since the Druid can heal you. Offhand Sword & Shield for CC.
  • here (without Scourges) is used to break quickly the blue guardian during the split phases (66% & 33%). Coordinate with the other Chronomancer who uses it first, as it won’t be off cooldown if you used it in the first split.

Tank Chronomancer (With Scourges)
Build & Weapon set
  • You should play Domination/Inspiration so the Druid doesn’t have to heal you after each green. Offhand Sword & Shield for CC and block.

Non tank Chronomancer (With Scourges)
Build & Weapon set
  • You should play Illusions/Inspiration since the Druid can heal you. Offhand Sword & Shield for CC.
  • is used here (with Scourges) to break all 3 guardians at the same time when you pull them together.

  • Delay your
    so you have it available to avoid getting hit by BLUE AOES.
Midway:
  • For VG you should tank the first two phases in the middle, on the opposite side of your team, if you have good dps. In phase 2 you should go out of the ticking area but you can still tank in the middle you just have to move to the left abit to not get ticked down. In phase 3 you want to move halfway to the left edge of the red area and burst him down there:
Sideway:
  • Tank between the red and blue area at the edge of the arena for phase 1 and 2. Try to stay in the blue area in phase 1 so you can enter the last green while he is phasing. In phase 3 you have to move from red to green to blue till he dies.



  • You can blink past trigger points during the run and use portals to skip having to capture the exploding circles.



Chronomancer Support
Note: If you don’t have a Weaver in your subgroup play Domination/Inspiration, this goes for Tank and Non Tank Chronomancers


Tank Chronomancer
Build & Weapon set
  • You should play Chaos/Inspiration here. Offhand Focus to pull in the spirits & Shield to CC.

Non tank Chronomancer
Build & Weapon set
  • You should play Chaos/Inspiration here. Offhand Pistol & Shield to CC.

  • If you have high dps (only 1 Slam Attack per phase) :
    yourself to share Aegis (
    ) so your team doesn’t have to dodge Gorsevals Slam Attack.
  • If you have normal dps (more than 1 Slam Attack per phase) :
    yourself to share Aegis (
    ) or shatter then use
    to share Stability from
    so your team doesn’t have to dodge Gorsevals Slam Attack.

  • here is used break Gorseval quickly. If your squad lacks DPS it’s recommended to wait a bit before using(slow cc).
  • Coordinate with the other Chronomancer to decide who uses
    first/second. If you use it in the first phase it will only be off cooldown if you are playing Domination/inspiration. However, the 2nd
    should be used in Continuum Split if it is off cooldown on the third.
  • If you want to break Gorseval faster you can run
    on your offhand weapons.
  • Actively use
    on any build for breakbars.



Chronomancer Support
Chronomancer 1
Build & Weapon set
  • You should play Duelling/Illusion here. Offhand Focus for pull & Shield for Alacrity.
  • If you have a Necromancer in your party, play sword offhand since
    will take care of the adds.

Chronomancer 2
Build & Weapon set
  • You should play Duelling/Illusion here. Offhand Sword & Shield for Alacrity.

  • here to make it easier to maintain Quickness. You can cast it when one of the players assigned to do cannons returns, as they might have missed your normal quickness rotation. You should coordinate with the other Chronomancer who uses it first.
  • The Chronomancer with the focus should pull in the triple bandit spawn.




Chronomancer Support
Both Chronomancers
Builds & Weapon sets
  • You should play Chaos/Inspiration here. Offhand Focus for pull & Shield for CC.
  • Take
    in organised groups (Co-ordinate with the other Chronomancer) and take
    in unorganised groups.

  • If you have problems with Stability sharing while keeping up boons (maybe because of DPS issues) just go with
    .
  • If you don’t have a Weaver in your subgroup, play Domination/Inspiration, because you will have higher personal DPS and you can share Aegis for the fears, remember that the poisonous ground also can be blocked (Strips Aegis) - flame teammates if they get feared.
  • Actively use
    on any build for breakbars.
  • Shatter at the end of the breakbar then use
    to share Stability from
    .
  • You should have
    on your offhands and also run
    (It’s a Master Trait in Inspiration).
  • Its worth remembering that slubbing groups spawn at; 6:30, 6:00, 5:30 and 5:00. Use
    Temporal Curtain
    to pull these adds ontop of Slothasor.
  • You can
    yourself (make sure to have at least 2 clones as you
    ) and jump repeatedly inside of Slothasor’s hitbox to block the projectiles he shoots out during his shake attack.


Chronomancer Support
Both Chronomancers
Builds & Weapon sets
  • You should play Domination/Inspiration. Offhand Focus for pull & Shield.


Chronomancer Support
Both Chronomancers
Builds & Weapon sets
  • You should play Chaos/Inspiration. Offhand Sword & Shield for defense.
  • If you are not running a Condition Mirage then one Chronomancer needs to take
    instead of
    , or you can trait
    and play focus offhand but this can be risky.

  • You should play Chaos / Inspiration in the Non-Druid party and Domination / Inspiration in the Druid party. Since the Druid party already has Stability with the elite spirit.
  • At 40% when Matthias transforms, time your well(s) so they expire after all bombs have exploded.
  • Co-ordinate with the other Chronomancer (and Condition Mirage) as to who will use
    1st, 2nd and 3rd.
Mirage Condition
  • Take
    over
    . You have to use it when Matthias starts channeling his projectile attack.
  • You can use
    as a gap closer to help you with mechanics.




Chronomancer Support

  • You can play Domination/Inspiration or Chaos/Inspiration here, whatever you prefer. Domination can give you invulnerability on passive and active signet. Chaos gives you Stability on shatter.
  • Here you should take
    .
  • If you are Cave/Upper Chronomancer then you should take tankier gear. If you are the Main Team Chronomancer just take your normal offensive gear.
  • Both
    Portal
    and
    Mimic
    are required if you are playing the Upper Chronomancer. If you want to have an easier time as Upper Mesmer you can swap
    Signet of Inspiration
    for
    Blink
    .

Insta Cap Method
  • The idea behind this method is that one mesmer 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 Chronomancer that takes care of the first 3 towers should run minstrel to be comfortable when tanking mobs. Before opening the first
    , you should use
    inside your
    . This way you will have
    for the 2nd tower as well.
  • As you used Minic inside your
    you can also
    this 2nd
    , allowing you to have
    available again for the 3rd tower. By only using one mesmer for the first three towers, this lets you 8 man the mobs and thereby clear faster.
  • The 2nd mesmer doesn’t need
    , as he only has to do the
    to the 4th tower by using the ley line. Since the second mesmer isn't minstrel he can take the leyline just as the group takes the
    back down from the 3rd tower. The 1st Mesmer can stand on the turret and tank the mobs to help out if you choose to. After you insta cap the 4th turret the 1st Mesmer stands on it tanks the mobs and his
    will be off cd for the 5th turret.



Chronomancer Support
Both Chronomancers
Builds & Weapon sets
  • You should play Domination/Inspiration. Offhand Focus for pull & Shield for CC.

  • Actively use
    on any build for breakbars.
  • Distort yourself to share Aegis (
    ) your subgroup when Keep Construct does his Jump Attack.
  • Playing focus here will really help your orb pusher as you can pull the orb through the unstable rifts.

  • Mid tactic:
    • The Tank chronomancer takes the aggro of the jump, by walking under the boss, and moves him between the two spawning illusions.
    • In phase 1 the jump is too late so you have to move the boss with yourself between the two statues.
    • Make sure the 2 people with fixation both stay on the left side of the bosses hitbox which will make it easy to cleave down both illusions.
    • As for pulling the orb out, chronomancers go to the west circle 1 mesmer places his
      Temporal Curtain
      on the edge of the green circle and the other one pulls out. This way you instantly pull through the rift and have 1 orb damage buff.
    Temporal Curtain
    placement:


    Side tactic:
    • The Tank chronomancer takes the aggro, by walking under the boss, and moves him to the left of the arena, where ever the illusion spawns.
    • After the first illusion is dead you should move the boss towards the 2nd illusion.
    • Use
      Temporal Curtain.
      to pull the orb in rifts depending on how many orbs you do just make sure to not use both on the same rift.


Chronomancer Support
Both Chronomancers
Builds & Weapon sets
  • You should play Chaos/Inspiration here. Offhand Focus for pull & Shield for CC (also CC on trashmobs).
  • If you don’t have a Weaver in your subgroup, play Domination/Inspiration.

  • Decide with the other Chronomancer as to who will pull the human adds and who will pull the illusions.
  • Using focus allows you to also pull an orb on the 1st platform.
  • As the tank avoid turning in group’s direction if Xera is doing Blurred Frenzy, as it will most likely kill them. Save your
    Blurred Frenzy
    so you can use it while she uses her blurred frenzy, this way you don’t need to dodge it.


Try Hard Tanking Positions


Lower DPS Tanking Positions





Chronomancer Support
Both Chronomancers
Builds & Weapon sets
  • You should play Duelling/Illusion here. Offhand Sword & Shield for Alacrity and defense for the AoEs.

  • Pick up warbanner as Chrono to share Stability in the non Druid party
  • As Chronomancer make sure you take 2nd or 3rd Agony AoE.
  • If your party decides not to take greens after 50% then try to time your
    Signet of Inspiration
    to share Stability from
    Spirit of Nature
    .
  • REMEMBER TO NOT REFLECT HERE!!
Mirage Condition
  • DPS golem.


Chronomancer Support
Both Chronomancers
Builds & Weapon sets
  • You should play Dueling/Illusion here. Offhand Sword & Shield for Alacrity.

  • Ensure that one Chronomancer uses
    outside of
    .


Chronomancer Support
Chronomancer 1
Build & Weapon set
  • You should play Chaos/Inspiration here. Offhand Focus for pull & Shield for CC.

Chronomancer 2
Build & Weapon set
  • You should play Chaos/Inspiration here. Offhand Pistol & Shield for CC.

  • If you don’t have a weaver in your subgroup play Domination/Inspiration.
  • If you play Domination/Inspiration, make sure to take
    .
  • Actively use
    on any build for breakbars.
  • Tell the person who gets the last Fixation to /gg. Don’t save any CC for the last breakbar at ~10%.
  • Focus is used to pull Rigom under Samarog during the split phase.
  • is used here here for the CC phase every ~10%. Coordinate with the other Chronomancer who uses it first.
  • If you want to break Samarog more quickly you can run
    on your offhand weapon.


Chronomancer Support
Tank Chronomancer
Build & Weapon set
  • Offhand Sword & Shield for Defense.
  • If you have high dps (only 1 knockback attack per phase), you should play Chaos/Inspiration.
  • If you have normal dps (more than 1 knockback attack per phase), you should play Domination/Inspiration.

Non tank Chronomancer
Build & Weapon set
  • Offhand Sword & Focus for DPS.
  • If you have high dps (only 1 knockback attack per phase), you should play Chaos/Inspiration.
  • If you have normal dps (more than 1 knockback attack per phase), you should play Domination/Inspiration.

  • As Tank Chronomancer make sure to use
    outside of
    at the start of the encounter and at the start of the last 10% phase
  • As Non Tank Chronomancer make sure to use
    on the 50% split mob.
  • yourself to share Aegis (
    ) to avoid getting knocked back. If you do so make sure to stand in only 1 part of the knockback attack.
  • As Non-Tank Chronomancer make sure to use
    outside of
    at the start of the encounter and in the last 10% phases.
  • REMEMBER TO HAVE MORE TOUGHNESS THAN THE HAND KITER!




Chronomancer Support
Both Chronomancers
Builds & Weapon sets
  • You should play Domination/Inspiration here. Offhand Sword & Shield for CC.

  • Try to Aegis share the expanding AoE for your team.
  • At the start you should swap aggro at three stacks and then swap again once you have lost all stacks for the subsequent aggro swaps. Alternatively, swap when the current tank is about to die.
  • Try to tank in the middle and face the direction of the wurms. This allows the scourges to use Epidemic on them if they are in range. Scourges can also use their
    to allows squad members to avoid large walls going through the middle.
  • Avoid moving through the boss, to prevent her from auto-attacking your squad. Her auto-attack will deal a lot of damage and can potentially down your DPS classes.
  • Try to have your
    /
    &
    for the CC when her breakbar is up.
  • You want to stay in the inner circle and knock the Flesh Golems away from the middle. Preferably you want to knock them off the platform and let them die there.
  • Staying within the inner circle of the platform will result in smaller wall spawns or walls with gaps in them. Meanwhile if you stay on the outer circle of the arena, you will get larger wall spawns, which will result in you having to needlessly move.


Chronomancer Support

  • You should play Chaos/Inspiration here.
  • One Chrono should take:
    ,
    ,
    and
    . This allows you to skip past the first section of wall spawns up to the Enervator and the last walls up to the last enevator since your portal will be off cooldown at that time again.
  • The other Chrono should run normal utilities, but replace
    for
    to block the subsequent walls.
  • Use your heal well on Desmina to heal her when she gets low.
  • Note You can’t heal her when an Enervator is channelling his attack on her.
  • There is a chance that the Chrono could go down after opening his
    , try to resurrect him as soon as you go through the
    .
  • If your team struggles to close rifts you can take a scepter in your off set to help close them.


Chronomancer Support
Both Chronomancers
Builds & Weapon sets
  • You should play Chaos/Inspiration here. Offhand Focus for pull and utility & Shield for CC alacrity and defense.

  • Broken King: One of the Chronomancers should run a full tank set-up here. This will allow the tank to sustain themselves without help from the squad. Both Chronomancers shouldn’t actively shatter so your clones consistantly remove his boons (
    ).
  • Soul Eater: One of the Chronos will have to tank him again, however you just need sufficient toughness to hold the aggro.
  • As the tank it is your duty to move him 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. This renders him vulnerable to attacks allows two people to go up in the air to collect souls.
  • While two party members are picking up to 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.
  • Eye duo (Splitting Tactic - Slower): You have a 30 second window to kill both Eyes. Otherwise they will start healing up again.
  • Ideally you want to split into three groups; you should split into a 4-2-4 group, whereby both chronos will stay up with the [lights]. Each Chrono should throw the [lights] to their assigned side (either North or South). Always throw the lights on top of the Eye.
  • For utilities take:
    ,
    ,
    and
    .
  • gives you greater mobility to collect the lights on top.
    gives you the ability to assist your assigned party on the last 10%. Additionally you can
    across to the other side to assist the other side if you killed your Eye. Use
    on for the party that you are assisting.
  • Note you can CC the light thieves with
    ,
    and/or
    when they are trying to steal your light.
  • Eye duo (Portal Tactic - Faster): 8 people stay down (North side) and wait for the 2 people who are up to start the event. They throw 2 orbs at the party and 1 of them, who is a Chronomancer, opens a portal and jumps down. After 2-3 orbs when the eye is low (~10%) the Chronomancer uses Mimic and opens the Portal. Now the party picks up orbs and goes on the other side. The Chronomancer opens another portal on the upper floor and follows them. After you fully kill the eye on the south side the Chronomancer opens the portal again and everyone takes it. You will need to grab 1 orb again to kill the eye on the north side, which is ~10% still. You have a time window of 30seconds after you kill the first eye in which to kill the 2nd one.
  • It is very helpful to mark the Eye on the North side which you leave at 10% (the normal key combo for that is ALT+SHIFT+1-9 - You need to be commander or lieutenant)
  • Note:Traits and Sigils that increase duration of stuns will also increase the Stun duration on the Light Orb 2 skill.
  • Note:The Stun of the Light Orb 2 skill can get overwritten by any other stun, so don't use your
    or Diversion on the eye.


Chronomancer Support
Tank Chronomancer
Build & Weapon set
  • You should play Chaos/Inspiration here. Offhand Sword & Shield for defense.

Non tank Chronomancer
Build & Weapon set
  • You should play Chaos/Inspiration here. Offhand Sword & Shield for defense and Alacrity.
  • Takes second Green. If you can’t reach it reliably, drop
    for
    .

  • Again one of the Chronos should tank this boss. While you don’t need excessive amounts of toughness to tank; feel free to take Minstrel Gear for the added safety and support it provides.
  • If you decide to play
    for group support here, try to place it after the boonstrip to remove Torment & heal the party.
  • As tank, use your
    after each boonstrip so you can re-apply Quickness to everyone.



Feedback, Questions and Website Discussions can be found here.

Status

Raid Builds: Builds are up to date as of the 08/05 patch.
Raid Guides: Guides are not up to date as of the 08/05 patch.
Benchmarks Page: Benchmarks are up to date as of the 08/05 patch.
Numbers To Aim For: Boss numbers are not up to date as of the 08/05 patch.