Q: Chrono raid build
Use either full Zerker while using the trait Danger Time or a Zerker + Assassin mix that achieves X% crit chance (with food) on it’s own.
X equals:
- 61.36% with Bloodlust + Infusions
- 59.22% with Bloodlust
- 55.41% with Infusions
- 53.27% with nothing
edited
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
(edited by Xyonon.3987)
Danger time is not reliable for raid
Except for Matthias (and Trio / Escort) it certainly is. It’s 277 free power you gain by going full zerker. Perma Alacrity and Slow is easily achieved in every fight. No reason to not use it anymore.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Use either full Zerker while using the trait Danger Time or a Zerker + Assassin mix that achieves 63.76% crit chance (with food) on it’s own.
It’s not really worth it going for max crit chance (except for reflects but even then meh) since chrono has 0 traits that benefit from critting (although if you would get the ferocity from fencers finesse and a rev this would change by a little bit) If you really were to min max you can calculate the best split between precision and power using basic math and you get this formula(note: formula assumes 25 stacks might, warrior banners , spotter and empower allies also ferocity is the ferocity without warrior banner the banner is already factored in) :
Power=(1050*1500)/(920+ferocity)+0,5*(available stats-1225)
where available stats = precision + power with unoptimezed stats and without group buffs and boons but with buffood. This gives you how much Power you need in order to split your precision and power in the best way. (also if you would get more than 2255 precison its better to get power instead because of the crit cap)
As an example the QT build with full mighty infusions gives you 2536 power 1992 precision and 911 ferocity
=> Power=(1050*1500)/(920+911)+0,5*(2536 +1992-1225)=2511
this means you have to decrease your power by 25 and increase your precision by 25 you can do this by swapping 5 power infusions for precision infusions.
I also wouldn’t recommend danger time since most of the crit chance is wasted anyways and your phantasms don’t get affected by it (the shield phantasm damage is low anyways so thats not so important) but if you were to min max going full power with power infusions and danger time would probably increase your dmg by a little bit even though your phantasms loose a little bit of crit chance). The main reason i would recommend against danger time is the fact that perma alacrity on yourself is extremely important for quickness uptime and you cant guarantee to have 2+ shield phantasms up all the time.
Also the min maxing on chrono is kinda pointless since you won’t deal a lot of damage anyways, but it’s funny regardless
(edited by abullenfla.9632)
well… easily achieved… :
3s slow via shield.
slow via cc, not working.
slow via tw, 12secs every 60 at best.
do you remove chronophantasma ?
or do you rely only on shields fantasms ?and you must also be pretty confident on your alacrity uptime. which means properly controlling its proximities rngs, and so on, on the boss setup and situation…
any alacrity lowered uptime on yourself will impact quickness uptimes…and if you rely on slow, you really got to ensure the slow, hence ensure our fantasms remain up, at minimum !
optimistic and risky…but if you really get the slow and alacrity confidently, ok.
just do not recommend this to mister everyone ^^’
2 Chronos in the group with 2 shield phantasms each. Tada! Perma-slow on bosses while afk. So hard.
“formula stuff”
Arrgh, my bad! – I used something simliar a long time ago and checked it on every profession.
Back then it was worth it to max out crit chance to 100% (63.76%) on every profession, so I never checked again. I wasn’t aware that the Chrono was so on the edge with minmaxing.
The loss of base Power (Chrono Runes) and Ferocity (rip Rev) really makes the difference.
With full ascended gear (exotic back piece with Doubloon) and raid enviormental boons, it also depends on the Infusions (+ 90) and Bloodlust sigil (+ 250), what the optimum will be:
- 96.60% (61.36% unbuffed) Crit Chance with Bloodlust + Infusions
- 94.46% (59.22% unbuffed) Crit Chance with Bloodlust
- 90.65% (55.41% unbuffed) Crit Chance with Infusions
- 88.51% (53.27% unbuffed) Crit Chance with nothing
I also wouldn’t recommend danger time since most of the crit chance is wasted anyways and your phantasms don’t get affected by it (the shield phantasm damage is low anyways so thats not so important) but if you were to min max going full power with power infusions and danger time would probably increase your dmg by a little bit even though your phantasms loose a little bit of crit chance). The main reason i would recommend against danger time is the fact that perma alacrity on yourself is extremely important for quickness uptime and you cant guarantee to have 2+ shield phantasms up all the time.
Also the min maxing on chrono is kinda pointless since you won’t deal a lot of damage anyways, but it’s funny regardless
In my opinion minmaxing as Chrono is more important than ever, now that you got 2 of them in each party.
Danger Time translates to 8% additional personal damage. Phantasms won’t suffer, if you – according to the list above – are (>almost) full Berserk anyway. That’s more than a free Superior Sigil of Air and I really mean free for almost all fights.
I’ve made a post on reddit, how many iAvengers you require with each build to safely sustain perma Alacrity without the 50% additional duration trait:
- ~1.595 iAvengers with Domination-Recall
- ~1.120 iAvengers with Illusions-Recall
- ~2.005 iAvengers with Domination-Illusions (Mimic)
Since the current meta build(s) are the upper two and you want to sustain your whole subgroup with perma Alacrity (realistic buffs) anyway, 2 iAvengers and 1 iSwordy/Wardy are the way to go and obviously will sustain you with plenty of Alacrity too.
And about that Slow uptime …
if you get them killed once, what you loose for 10s will be what you had won for 60s but well, this is globally unlikely, so ok.
… slow is applied by 4 iAvengers and 2 Well of Actions every ~23s (realisticly). So that’s a 131.3%-153.1% slow uptime, depending on Phantasmal Haste.
Slow stacks 9 times, so there will be up to 18s stacked up after quite a short time. If you as a Chrono won’t recover from whatever happened that shredded your phantasms and your rotation so hard, you’ve got a different problem to begin with.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
(edited by Xyonon.3987)
In my opinion minmaxing as Chrono is more important than ever, now that you got 2 of them in each party.
While there’s obviously nothing wrong with min-maxing on any class, chrono is objectively the least important class in the game to min-max on. Since chrono has the lowest direct damage contribution in any group (not counting damage due to buffs, just pure dps here), min-maxing on a chrono will have a far smaller effect than min-maxing on any other class.
Min-maxing a chrono might squeeze out an additional 1-3k dps in total while min-maxing a rotation on say, an ele, could easily affect damage in the 6-8k range if they’re really having trouble.
I can’t argue with the fact that we are on the low end of the dps chart. Still, every dps gain is a good dps gain. Or how would you like your dps role buddy running no sigil besides Force? I mean that’s around 700 dps he misses without that Air sigil.
A dps gain can be so small, if the conditions wich have to be fulfilled for said dps gain are so easily achievable, you can’t see no reason against it. Not using Danger Time is often equal to not using “1.5x Superior Sigil of Airs”. Not always, but almost always. That’s why you should use Danger Time.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Does anyone else find it funny that anet has managed to nerf enough things to make Danger Time worthwhile?
In my opinion minmaxing as Chrono is more important than ever, now that you got 2 of them in each party.
While there’s obviously nothing wrong with min-maxing on any class, chrono is objectively the least important class in the game to min-max on. Since chrono has the lowest direct damage contribution in any group (not counting damage due to buffs, just pure dps here), min-maxing on a chrono will have a far smaller effect than min-maxing on any other class.
Min-maxing a chrono might squeeze out an additional 1-3k dps in total while min-maxing a rotation on say, an ele, could easily affect damage in the 6-8k range if they’re really having trouble.
I’ve been thinking about this myself. It’s the reason we often tank right? However, it’s been druids that heal. Given the nerf to healing power on celestial avatar and given the buff to druid condi DPS with the shortbow buffs, I still can’t help but think we haven’t optimized enough on Chrono. Not for DPS but for healing/boons. The nerf to rev also means that Druid should bring Tigers instead of a Lynx. Nerf to SoI also was a nerf to condi PS and to a less degree power PS because Chrono/Rev isn’t sharing more might out.
Collectively, I can’t help but keep looking at Rune of Altruism. Chrono already has 300 healing power and perma regen. Not only is it perma regen but each phantasms pulses gives 2 stacks each and with a max stack of 5, I don’t think any healers are going to be able to add more in. The runes give another 175 healing power, 10% boon duration, allow the Chrono to give perma fury and 3 stacks of might. With SoI giving 3-4 stacks, I think this might be enough to “save” condi PS.
I realize that the meta doesn’t go 1 or 2 magi druid but it’s a pretty common pug tactic. Why magi druid staff auto if the chronos can have some stronger regen to keep rune of scholar buff up and let the druids go more DPS? Cleric/Minstrels even for the healing power and toughness to keep aggro.
Wait … So you say heal Chrono instead of heal Druid (so the Druid can go full dps) is overall a dps increase for the team?
Yes, that was always the case. A Chrono loses 6-8k dps if he goes full heal, a Druid loses 14-17k (zealot-magi). And now that Chrono Runes are gone, you can easily use Monks for maximizing the heal output.
With two Chronos you can now even go totally mad and use Mantra of Pain (mantra heal trait tooltip is bugged and uses 0.2 instead of 0.8 healing modifier – just sayin ;D) instead of Recall, but 3 iAvengers instead of 2 and 1 dps phantasms wich wouldn’t deal any dps as healer in the first place.
But your idea was more about going Zerker but with “some” healing power to make Regeneration noticable strong. I agree with that. Regeneration is a smart boon and the strongest stack will always tic first (and that my dear children is why your fern hound is horribly bad).
We have 300 base healing power and either 36 or 175 from runes. Even with 475 healing power, Regen will tic with 190 already. Full heal would be ~450.
Altruism seems interesting. You could use the healing mantra (traited for 3k aoe heal) to proc the bonuses more often, but that’d lower your personal dps quite a bit due to the long channel time. Well of Eternity just has such a long cd so you can’t really benefit from the rune that much if you ask me. I mean it’s not like we have an issue with Fury or Might.
A Lynx compared to a Tiger is such a miniscule dps increase that noone cares about, really.
And only condi PS has a harder time stacking might now – altough I was easily able to sustain 25 stacks might but by only caping the LB. Once the rotation is over charge your F1 and use it for a fire field to blast, then you can headbutt and continue with berserker F1.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
(edited by Xyonon.3987)
Does anyone else find it funny that anet has managed to nerf enough things to make Danger Time worthwhile?
TY!
I was super-confused by people discussing this. “Why would anyone even remotely in their right mind ever take Danger Time?!”. Turns out, because the alternatives are even more rubbish… :’(
Does anyone else find it funny that anet has managed to nerf enough things to make Danger Time worthwhile?
TY!
I was super-confused by people discussing this. “Why would anyone even remotely in their right mind ever take Danger Time?!”. Turns out, because the alternatives are even more rubbish… :’(
It was also great pre patch, when you were solo with Illusions + Inspiration, running 3iAvengers (cuz you solo, duh) and TW was used as slow source aswell.
It’s nothing entierly new, nor do you have to be “mad” at all. Danger Time is great as long as you know how to position yourself.
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”