Power Chrono Build and Traits
Here we present one of the optimal trait distributions for the Power Chrono in Guild Wars 2. We detail what each of the more important traits do and in what situations they should be taken. Other variations can be viewed under the advanced section of the guide.
1. Raid Specializations and Traits
2. Main Traits
a simple trait which increases the DPS of your illusions by 15%. Since this damage modifier doesn’t affect the Mesmer character, the real DPS increase is closer to 5.1% with sword off-hand, 3.6% with focus instead.
is an incredibly powerful trait, and the primary reason for using this trait line. Reducing the cooldown of both and from 30 seconds to 24 seconds, makes it significantly easier to maintain permanent Quickness uptime on yourself and 4 allies. has a very large cooldown so it benefits a lot, going all the way from 180 seconds to 144 seconds, granting access to this strong cc skill much more often. gives 1 second of Distortion to yourself on every signet cast, which synergies with . This gives you access to AoE invulnerability to protect your team from powerful attacks such as Vale Guardian’s Distributed Magic, Gorseval’s Spectral Impact or Deimos’ Demonic Shockwave. In addition to all this, it also cleanses a condition on every signet cast, which can help you survive in some high pressure situations.
minor trait that gives a 12.5% damage modifier, assuming the enemy has 25 stacks of vulnerability. Since illusions are not affected by normal damage modifiers, the real DPS increase is closer to 8.25% if you’re using sword off-hand, 9.5% if your using focus instead.
increases the damage of , even though this skill isn’t normally used as part of the rotation, it can be used for some small burst at the end of a fight.
minor trait that cleanses a condition whenever you cast a healing skill, which is particularly useful at Slothasor to cleanse fear after he wakes up.
can be very useful in projectile heavy encounters such as Slothasor because it places a on body of anyone you try to revive. It also increases revive speed by 10% so it’s not worthless in fights with no projectiles.
is incredibly strong, especially considering it’s only a minor trait. If timed correctly sharing 1 second of Distortion is enough to prevent your team from taking damage from Vale Guardian’s Distributed Magic, or being knocked by powerful attacks such as Gorseval’s Spectral Impact or Deimos’ Demonic Shockwave. This allows you to really carry your team, preventing them from death, and letting them continue their DPS rotations without interruption. Learning how to utilise , while maintaining a proper rotation with good buffs, will definitely make you stand out as a skilled Chronomancer.
fairly situational trait but can save your life if used correctly.
is another very powerful trait but it will take some practice to get use to, because there is no indicator showing when it’s off cooldown. Instead you have to keep track of it by using the cooldown of your other skills. The trait acts as though it’s a on a hidden skill bar, so it’s cooldown is affected by and also Alacrity.
grants access to the new class mechanic which is an extremely strong and very versatile skill. It synergies with allowing you to cast all of you skills at almost no cost.
should only be used during time gates or split phases where you have no illusions, otherwise you might lose some Avengers. It can help maintain Alacrity on yourself so that your high cooldowns are ready for the next phase.
guarantees that you will have permanent Alacrity, at least on yourself, unless you completely destroy your rotation. Ideally you should be aiming for permanent Alacrity on your allies as well, but this isn’t always possible due to split phases and time gates.
is a nice little minor trait that improves quality of life but doesn’t have much value in combat.
enables you to cast with almost no cost. However, since this effect only works once per Phantasm, you must use and only when it’s really necessary.
3. Alternative Traits
should be used instead of for fights such as Matthias or Cairn, where poorly timed reflects can harm your team.
can make it easier to time because it makes the cooldown of the same as . Currently there aren’t bosses which are projectile heavy enough for the reflect on focus skills to be useful. Although can be used to reflect Matthias’ Blood Shards, and remove all 18 stacks of Blood Shield, it’s not recommended. This is because you won’t be able to properly utilise , since you’re rotation is bound by the cooldown of Matthias’ Blood Shield. has a very small hit box which makes it incredibly hard to aim, when you’re far away from the boss, due to mechanics such as Corruption or Spontaneous Combustion. Also is too risky to use in case it reflects Shards of Rage, which would give the boss an additional 150% damage.
shouldn’t be used during boss fights because it’s significantly worse than for Quickness up time. However it can be useful for events such as Spirit Woods, to give yourself super speed and make last longer.
is a decent personal DPS increase, but it’s risky to use on bosses with split phases, or mechanics which force you to move out sided of melee range. Since losing makes it harder to maintain permanent Alacrity up time on yourself.