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[sPvP Guide] The ChronoWard: Bunker to Glass

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Embolism.8106

While I won’t pretend I read everything, I am surprised you don’t mention celestial amulet. This feels like a very reasonable choice for the builds you present.

I considered it but I’ve yet to see a working Celestial Mesmer build. I feel like it’s an amulet for professions that can facetank, which the Mesmer isn’t even with Restorative Illusions.

If I’m proven wrong however I’d definitely add it in.

[sPvP Guide] The ChronoWard: Bunker to Glass

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Embolism.8106

Reserved for future use.

[sPvP Guide] The ChronoWard: Bunker to Glass

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Embolism.8106

SIGILS

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Swap

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  • Sigil of Doom

Poison is difficult for Mesmers to access and has the potent effect of weakening heals, making Sigil of Doom a very solid choice for any condition Mesmer.

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  • Sigil of Energy

Dodging is so central fo GW2 combat that no profession or build can say no to Sigil of Energy. Personally I’d recommend everyone use at least one of these, if not two.

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  • Sigil of Geomancy

If your lack Precision and want to access Bleeding as a cover condition (it really doesn’t do that much damage) then Sigil of Geomancy can be for you. Doom provides a much rarer and stronger condition though.

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  • Sigil of Leeching

If you want more survivability and have already taken Sigil of Energy then Leeching is a good sigil to take. The effect is not that significant however and I’d generally recommend an offensive sigil instead.

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Critical

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  • Sigil of Air

For the hybrid ChronoWard who wants more burst. As Sigil of Air cannot crit itself the lack of Ferocity is not a problem.

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  • Sigil of Earth

If you have Precision and want Bleeding then you want Sigil of Earth instead of Geomancy (unless you’re really interested in AoE Bleeding). Best used for non-Dueling builds on a non-Staff weapon so it can be utilised as a cover condition.

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  • Sigil of Fire

Sigil of Air not enough burst for you? Add Sigil of Fire for maximum burst! The AoE damage is nice but generally not that significant.

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  • Sigil of Generosity

If you’re skimping on condition cleansing then definitely consider investing in Sigil of Generosity. Highly unreliable, but better than nothing and can be a good supplement for other cleansing sources.

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  • Sigil of Torment

Unlike Bleeding you pretty much always have access to Torment, so this is purely for extra damage and provides no cover. For single target pressure however Earth is better unless you’ve invested in Torment duration.

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Constant

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  • Sigil of Bursting

Sigil of Bursting increases your condition damage stat rather than your raw condition damage, so it’s generally weaker than you might expect. Still it’s one of the few ways to boost your condition ticks.

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  • Sigil of Corruption

If you’re really confident in your ability to stay alive then Sigil of Corruption may be for you. Otherwise I think there are better sigils to take.

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  • Sigil of Frailty

As both Staff and Sword can inflict Vulnerability easily this is only really useful on the Sceptre for cover. Unlike other condition-inflicting sigils this one doesn’t require Precision.

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  • Sigil of Purity

The Precision-poor Mesmer’s Sigil of Generosity. That said it can also be used by the Precision-rich to supplement Generosity if they’re really worried about conditions, although at that point it may be time to invest in more reliable options.

(edited by Embolism.8106)

[sPvP Guide] The ChronoWard: Bunker to Glass

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Embolism.8106

RUNES

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As there are a lot of runes (and sigils), most of which are not relevant to the ChronoWard, I am not going to go through all of them in detail. Listed here are runes that at least somewhat contribute to your offensive power, so purely defensive runes are ignored. That is not to say you should not use them: you are very much encouraged to use whatever suits your build.

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Condition

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  • Rune of the Guardian

I expect many people will think Rune of the Guardian is be perfect for the ChronoWard, so I’ll ward this off first. It isn’t. It’s not bad, but 1s Burning is really quite minor and any opponent that will hit your Blocks multiple times is an opponent you can beat without this Rune.

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  • Rune of the Nightmare

You’ll generally find that Rune of the Nightmare gives you the most overall damage out of your conditions (provided they don’t get cleansed). More interesting is the long ICD Fear on hit which can help mitigate suprise attacks. A solid amulet for any ChronoWarrd build.

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  • Rune of Scavenging

Primarily for Carrion users, Rune of Scavenging gives a decent chunk of extra condition damage as well as providing some extra survivability through life steal; which Carrion, being a relatively glassy amulet, can definitely appreciate.

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  • Rune of the Sunless

The reduction to enemy condition duration may be of minor benefit if you’re not running condition cleanses. More importantly, this turns all your Elites into AoE Fears, making them even more game-changing during team fights.

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  • Rune of the Undead

For Settler and Rabid users. A straight up boost to condition damage and a slight bonus to survivability, simple but effective. Especially useful for Settler users to augment their somewhat low offensive power.

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  • Rune of Tormenting

As the primary source of your damage is Maim the Disillusioned, Rune of Tormenting is a solid boost to your offensive power. As a big condition duration boost however it runs the risk of being nullified by cleanses, making this slightly situational.

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Hybrid

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  • Rune of Adventure

Hybrid builds tend to skimp on defence, so an extra dodge every (potentially) 10 seconds is a welcome boost. A solid rune for the hybrid ChronoWard.

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  • Rune of the Aristocracy

As Might affects both direct and condition damage, Rune of the Aristocracy is especially effective for hybrid builds; though it remains useful for any kind of condition build.

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  • Rune of the Berserker

A considerably more offensive variant of Rune of Adventure. If you’re after maximum damage at any cost, Rune of the Berserker is a fitting choice.

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  • Rune of the Chronomancer

While it does not provide any boost for condition damage, on-demand Quickness on Wells can be useful for the Well-inclined hybrid ChronoWard; especially as Sieze the Moment is not available.

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  • Rune of Lyssa

Offense-wise, Rune of Lyssa is very weak, providing only marginal benefits to direct and condition damage. Its primary draw is what is essentially a full condition cleanse when you cast your Elite, which can be very useful for builds that otherwise don’t have much cleansing.

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  • Rune of Vampirism

The former king of glass cannon survivability remains a potent source of sustain. While it does not provide benefits for condition damage, it can certainly find use amongst hybrid ChronoWards looking for extra healing.

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Embolism.8106

SPECIALISATION: DOMINATION

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For hybrid ChronoWards, Dueling is usually the superior offensive spec. That said Domination does provide some very potent traits for interrupt builds as well as the ultimate boon stripping trait Shattered Concentration, so it certainly isn’t a spec to discount lightly.

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Adept

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  • Confounding Suggestions

A great trait with or without Mantra of Distraction. While the Daze to Stun aspect is not that great without it (particularly since Diversion will replace the Stun with a Daze if the target is hit more than once), it does also extend the duration of your CCs; so it remains a useful pick for any build.

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  • Empowered Illusions

A nice damage boost for hybrids, but as one of your Phantasms is always Avenger the effect is somewhat diminished. Still, if you’re not too sure about Confounding Suggestions then this is a safe pick.

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  • Rending Shatter

A rather weak trait further overshadowed by the amount of Vulnerability you can dish out just from choosing Domination. With the ease you can reach the Vulnerability cap this is liable to do nothing at all, and otherwise just doesn’t compare to its alternatives.

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Master

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  • Shattered Concentration

One of the most powerful sources of boon stripping in the game, you should almost always pick Shattered Concentration if you go into Domination. With the amount of Shatters you’d be doing your opponents will struggle to keep any boons at all. A no-brainer pick unless you really, really like Signets.

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  • Blurred Inscriptions

If you use a few Signets and really, really want lower CDs for them then you might consider Blurred Inscriptions. The Distortion effect sounds nice on paper but in practice is only really useful for Signet of Midnight, the sole instant-cast Signet. The cleansing effect is likewise rather minor.
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Some people try to use Blurred Inscriptions with Inspiring Distortion, but since Distortion prevents capture point contribution that is not welcomed in sPvP; and as a ChronoWard you won’t be able to take both Domination and Inspiration anyway.

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  • Furious Interruption

As mentioned a few times, Quickness doesn’t improve Mesmer DPS very much, and Quickness on interrupt is hardly on-demand; making this a poor choice even in interrupt builds. Shattered Concentration is a much more useful trait.

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Grandmaster

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  • Imagined Burden

As you really shouldn’t be wielding a Greatsword as a ChronoWard, this isn’t up for consideration. Even with a Greatsword you likely wouldn’t run this in sPvP, as it provides little extra burst and simply isn’t build-defining like its competitors are.

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  • Mental Anguish

A good boost to Mind Wrack (and to a small extent Cry of Frustration) damage, especially when paired with disabling effects. For hybrids that aren’t running interrupt builds this is a safe choice.

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  • Power Block

The Holy Grail of interrupt traits, this allows you to shut your opponents down every time you interrupt them. If you’re good with this you wouldn’t be doing much less burst than if you took Mental Anguish either.

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SPECIALISATION: DUELING

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An offensive specialisation for the hybrid ChronoWard, Dueling provides a reasonably reliable source of Bleeding from Sharper Images and the best source of personal Fury. It also includes a few useful defensive traits like Critical Infusion and Blinding Dissipation, giving you some mitigation even as you go full glass on your foes.

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Adept

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  • Phantasmal Fury

The Avenger doesn’t do a lot of damage, so if you use this trait it will mostly be for the Duelist. On the other hand the Duelist can inflict more Bleeding with Duelist’s Discipline (albeit with less direct damage), so the only reason to use this is if you aren’t wielding a Pistol (which you probably are if you’re taking Dueling).

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  • Desperate Decoy

While this looks like a good defensive trait, it is actually a trap. When Desperate Decoy procs it interrupt whatever actions you are doing (to prevent you from immediately revealing yourself), including things like casting your heal, ressing and stomping. As there’s no way to stop this happening other than not going below 50% health, there’s a good chance this trait will kill you by proccing at the most inopportune moment. Do not use unless you feel lucky.

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  • Duelist’s Discipline

Gives the Duelist that much more bite. While the CD reduction on interrupt doesn’t affect the Duelist that much thanks to the ChronoWard’s awesome Phantasm CD reduction, it does make quite a big difference for Magic Bullet. Definitely use this if you’re running the Pistol.

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Master

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  • Blinding Dissipation

A very good defensive trait especially with the ChronoWard’s Shatter cadence. Pair this with Ineptitude and you also got a recipe for more Confusion on Shattering. Unless you’re looking for something specific, this should be your go-to trait for this tier.

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  • Evasive Mirror

If you know your opponents are very projectile-heavy then this is a great trait to use. Otherwise however Blinding Dissipation is more generally useful.

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  • Fencer’s Finesse

While Fencer’s Finesse provides a nice bonus for Sword wielders, it mostly cannot compete with Blinding Dissipation’s mitigation. May be useful for hybrid builds that don’t mind losing defence for a bit of extra damage.

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Grandmaster

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  • Harmonious Mantras

Obviously a great trait for Mantra users. While Mantra of Recovery should generally be used with Inspiration, it can also be viable with this. The main reason to take this trait however is to give you extra charges for Mantra of Distraction.

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  • Mistrust

A bad trait. 2 stacks of Confusion isn’t very impactful even in an AoE, especially for a GM trait. If you’re running an interrupt build you’re likely using Mantra of Distraction, and would benefit more from Harmonious Mantras.

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  • Deceptive Evasion

With the base ChronoWard’s illusion generation, taking Deceptive Evasion is mostly overkill. However, if you aren’t using Mantras then you may as well take this. If you really, really don’t need more illusions then you might take Mistrust. Maybe.

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SPECIALISATION: CHAOS

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Some people claim that Chaos is the better Mesmer defensive spec, and they do have a point. If you’re after superb damage mitigation and the only real source of Stability as a Mesmer, Chaos is the way to go. I personally prefer Inspiration because Chaos provides no answers for enemy conditions, but there’s no denying that for raw defence Chaos wins, hands down.

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Adept

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  • Descent into Madness

Pretty much useless in sPvP. Falling in Skycancer will likely kill you Descent into Madness or no. Do not use.

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  • Illusionary Defence

If you’re not using any Manipulations then this is the way to go. Provides a healthy amount of damage mitigation, nothing earth-shattering but nothing to sneeze at either.

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  • Master of Manipulations

Blink is great, so what’s better than Blink? Blink with lower CD and reflection, of course. This also makes Mirror a kinda-sorta viable heal if you’re so inclined. Note that if you reflect a projectile in stealth you will be revealed, so take care when using this with Mass Invisibility.

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Master

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  • Mirror of Anguish

This is what you use when you don’t want the other two traits. It doesn’t actually prevent you from being CC’d so its usefulness is dubious outside of 1vs1s, and the ICD is rather long for what it does.

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  • Chaotic Transference

If you’re using Settler or Rabid then Chaotic Transference can be a nice boost to your damage. Otherwise though it’s rather boring, and not very high-impact compared to Chaotic Dampening.

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  • Chaotic Dampening

Unless you don’t have Leap finishers and Ethereal fields you should pick this, even if you aren’t wielding a Staff. Chaos Armour is easy to get as a Mesmer (and especially as a Chronomancer), so getting guaranteed Protection with it is a great bargain. The CD reduction on Staff skills is also nice, overall granting you a lot of mitigation.

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Grandmaster

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  • Chaotic Interruption

A good offensive trait even without a dedicated interrupt build, effectively turning most CCs into Stuns on top of its other effects. That said you should probably only use this in an interrupt build unless you’re really averse to Bountiful Disillusionment.

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  • Prismatic Understanding

Provides a sizable boost to your stealth skills, a good trait to take with the Torch (especially since The Pledge isn’t available) and Decoy. The boons it provide help mitigate enemy cleave and AoE.

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  • Bountiful Disillusionment

As the only real source of Stability for Mesmers, this is great: the ChronoWard Shatters a lot, so you will in turn be getting a lot of Stability. The other boons it grants to you and your allies aren’t bad either: of particular note is Resistance on Continuum Split, as conditions are one of the things that don’t get reset when you Shift back. The default choice unless you’re running stealth or interrupts.

(edited by Embolism.8106)

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SPECIALISATION: INSPIRATION

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Inspiration is a powerful defensive specialisation (thought some say that Chaos is better), providing superior healing and condition cleansing through Restorative Illusions. Mender’s Purity synergises wonderfully with Mantra of Recovery, and indeed you should generally only take MoRec if you’re speccing Inspiration.
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Be aware that as Distortion prevents capture point contribution, Inspiring Distortion has a tendency to work against you during team fights by forcing your entire team to decap when you just want to defend yourself.

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Adept

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  • Medic’s Feedback

A good trait for the support-minded ChronoWard. Between this and all the Quickness, Slow and control effects the ChronoWard can potentially access you can revive allies from nearly any situation.

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  • Restorative Mantras

A good boost to Mantra of Recovery’s healing. Remember that this is a group heal (as with most Mantra effects) so it can provide some support during team fights too. Mantra of Pain can be used with this for a reasonably spammable heal, although decent opponents will punish you for spending so much time channelling.

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  • Persisting Images

If you’re not particularly support-minded and aren’t using Mantras then Persisting Images is the way to go. The health boost is rather negligible but the Retaliation can be surprisingly effective, dealing healthy damage (especially in hybrid builds) to enemies that cleave or AoE your Phantasms.

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Master

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  • Warden’s Feedback

Reflection is situational in sPvP, and in any case if you’re not taking Inspiration for Restorative Illusions, what are you taking it for!? Don’t use this, or the Focus for that matter.

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  • Restorative Illusions

The definitive Inspiration trait, and synergises beautifully with the ChronoWard. With all the Shattering you’d do, you’d be healing and cleansing conditions like crazy. I’d almost consider this a core trait, but then I can’t claim the ChronoWard is the most versatile Mesmer build. Always take this if you’re speccing Inspiration.

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  • Protected Phantasms

Terrible. Even in 5vs5 team fights this trait is unlikely to make much difference. A WvW trait that has no place in sPvP.

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Grandmaster

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  • Mental Defence

Mental Defence bypasses the long cast time of Phantasmal Defender to give you… the Phantasmal Defender. Note that any CD reduction that affects the Defender skill also affects the ICD on this trait, meaning Alacrity and Persistence of Memory both affect Mental Defence. A solid pick providing both extra illusion generation and mitigation.

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  • Illusionary Inspiration

As the ChronoWard will have Phantasms up quite a lot, Illusionary Inspiration could be a way to gain perma-Regeneration. Regeneration isn’t that strong however, so the main reason to use this trait is for boon sharing. Unfortunately as a ChronoWard you cannot use both this and Chaos, so what boons you can share is rather limited.

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  • Temporal Enchanter

If you’re running a lot of Glamours then this could be a useful trait, although its impact is questionable. The duration increase is somewhat minor, the Super Speed isn’t helpful and the Resistance, while nice, is too short. Even with a few Glamours I would lean towards Mental Defence.

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Embolism.8106

SPECIALISATION: ILLUSIONS

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The other core ChronoWard specialisation. Illusions provides all the ingredients you need to make a Condition Mesmer: Illusionary Retribution gives all your Shatters Confusion, and Maim the Disillusioned gives them all Torment. Together with Flow of Time, that’s a lot of goodies you’re getting every time you Shatter.
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On top of this, Illusions also lowers CDs across the board with Illusionist’s Celerity and Master of Misdirection, further augmenting the effects of Alacrity. Can you feel the synergy? It’s almost disgusting.

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Adept

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  • Compounding Power

Compared to Persistence of Memory this is a relatively low-impact trait. Still, for non-ChronoWards it’s an acceptable dump if you don’t need the other, more specialised, traits. Note that the direct damage increase doesn’t apply to your illusions, although the condition damage increase does.

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  • Persistence of Memory

A core ChronoWard trait. Thanks to Chronophantasma, every Phantasm you conjure is a potential 4s CD off itself and every other Phantasm skill. Coupled with Illusionist’s Celerity and Alacrity, that’s a lot of Phantasms!

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  • The Pledge

Gives you a lot more uptime for The Prestige, especially when you’re using other stealth skills and/or Prismatic Understanding. The condition cleansing aspect is rather minor and isn’t something you can rely on. It’s a shame this isn’t available to the ChronoWard, but the Torch remains a strong defensive weapon without it.

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Master

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  • Shattered Strength

Even in a hybrid build Maim the Disillusioned results in a lot more damage than Shattered Strength. No contest as far as the ChronoWard, or indeed any Condition Mesmer, is concerned.

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  • Phantasmal Haste

A bad trait. If you Shatter your Phantasms before they get a second attack this this is wasted, and if you Shatter your Phantasms after they’d normally get their second attack without Haste then it’s still wasted. Since you’d be Shattering a lot, this trait is always wasted.

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  • Maim the Disillusioned

The definitive Mesmer condition trait. Most of your damage as a Condition Mesmer will be from this. As your opponents need to be moving to take full damage (not that they seem to need much encouragement) you should generally stay at a range, but close enough that you can quickly duck in to apply a personal Shatter.

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Grandmaster

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  • Ineptitude

A strong defensive trait that also provides a bit of extra damage. Unfortunately as the ChronoWard tends to Block a lot the Blind is often wasted during a Block, but as there really isn’t much competition in this tier you may as well take this and get a bit of extra Confusion.

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  • Master of Fragmentation

Master of Fragmentation seems like a great trait to use with the Shatter-happy ChronoWard. However, while MoF does improve all your Shatter skills, it does so in a half-hearted manner: the improvements it makes are situational at best and almost negligible at worst. Ineptitude is generally the better trait regardless of your build.

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  • Malicious Sorcery

Interestingly, Malicious Sorcery’s attack speed boost applies to nearly everything; from channelling Mantras to ressing and stomping. The CD reduction coupled with Alacrity makes Illusionary Counter almost spammable, giving you both great offense and decent mitigation. A good trait for Sceptre users.

(edited by Embolism.8106)

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Embolism.8106

SPECIALISATION: CHRONOMANCER

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One of the two core specialisations of the ChronoWard, for obvious reasons. Without Chronomancer you won’t have shiny new toys like Continuum Split, Alacrity and, of course, the Shield. The innate 25% speed boost and reduction to movement hindering conditions (including the dreaded Chill) is also a useful boon.

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Adept

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  • Delayed Reactions

Slow is a strong condition, and Slowing enemies on interrupt makes them more vulnerable to further interrupts; making this a self-synergising trait. As ChronoWards have great interrupt potential, this is a solid pick even outside of dedicated interrupt builds.

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  • Time Catches Up

Tired of watching your illusions chasing down a fleeing target for a Shatter? No more with Time Catches Up! While this trait doesn’t seem to give any tangible combat benefit, in practice it makes Shattering a lot smoother and more reliable. Definitely a good trait for the Shatter-heavy ChronoWard.

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  • All’s Well that Ends Well

Flow of Time generally provides all the Alacrity you need if you maintain a fast Shatter cadence (which you should), but if you’re using a few Wells then there’s no harm in taking this trait to fill in the gaps. Also provides Alacrity for your allies, so there’s that too.

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Master

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  • Danger Time

Hybrid ChronoWards should definitely consider Danger Time to improve their burst. As you’d be conjuring Avenger a lot, Slow should be plentiful even without other sources; but of course the more Slow you can inflict the better. Unfortunately as Chronophantasma is a core trait you cannot get Lost Time, but Delayed Reactions and Well of Action are other good sources of Slow.

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  • Illusionary Reversion

I personally find that I have ample illusion generation with the base ChronoWard, but if you feel like you need more then there’s always Illusionary Reversion. It doesn’t generate Illusions out of the blue, but allows you to maintain your illusion count easily once you get started.

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  • Improved Alacrity

With this trait, you can easily achieve perma-Alacrity on yourself without much effort. Even if you could already achieve perma-Alacrity during combat, Improved Alacrity allows you maintain it long after combat ends; readying you for the next engagement sooner.

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Grandmaster

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  • Lost Time

As Chronophantasma is core, Lost Time is not an option. Otherwise however it can be very useful when paired with Danger Time, and can shut down foes with almost uncleansable Slow through constant reapplication.

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  • Sieze the Moment

Quickness isn’t that useful for Mesmer DPS (due our weak autoattacks), so this trait is somewhat questionable in sPvP. Instant on-demand Quickness however is very useful when stomping or ressing.

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  • Chronophantasma

As this is a core trait you don’t really have a choice here. To reiterate why Chronophantasma is core: its interaction with Persistence of Memory and Echo of Memory/Déjà Vu grants you a lot of CD reduction for Phantasm skills, which means (along with CP’s own effect) superb illusion generation and Blocking uptime.
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Aside from this, Chronophantasma is also a powerful burst component for hybrid ChronoWards; allowing your Phantasms to attack twice with a 1.5s delay. For the Avenger it cuts down on the rather long downtime between its attacks, generating a lot more AoE Alacrity and Slow.

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Embolism.8106

ELITE SKILLS

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Continuum Split

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Wait, Continuum Split is an Elite? Well no it isn’t, but as the use of Continuum Split is tied to Elite skills I think it’s worth talking about here.
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To start off: you should never use your Elites without also using Continuum Split. For long CD Elites (Time Warp and Signet of Humility), only using them while Splitted means cutting down their CD to Continuum Split’s CD, which with Alacrity (and Master of Misdirection) can be as low as 46s. For Elites with CDs similar to Continuum Split (Gravity Well and Mass Invisibility), this allows you to double-cast said Elite (although you can do this with long CD Elites too if you’re desperate).
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Note that as with all Shatters, Continuum Split is instant. This means you can use it while casting another skill, a useful trick for Elites (or other skills) with long cast times such as… basically all of them, except Time Warp.
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Be mindful of your positioning when casting Continuum Split. As the rift can be destroyed, using it while standing in an enemy AoE or in enemy cleave range could mean getting pulled out before you can cast your Elite, or worse just before you cast your Elite; forcing it onto its normal long CD.
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There are other uses for Continuum Split other than Elite support, but those are outside the scope of this article.

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Time Warp

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Time Warp and Portal are the two skills people usually think of when they hear “Mesmer support”. The big brother of Well of Action, Time Warp lasts longer, covers a larger area and applies both Slow and Quickness at the same time; an absolute gamechanger for team fights. As with Well of Action it is great for both stomping enemies and ressing allies.
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While the traditional Mesmer has to contend with Time Warp’s hefty 180s CD, Chronomancers can get Time Warp on as low as 46s CD. An incredible bargain and merits serious consideration for all ChronoWards.

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Gravity Well

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The ultimate AoE CC skill, back-to-back Gravity Wells provides a whooping 6 seconds of interrupts, and deals good damage in hybrid builds too. As you might imagine, this can be devastating in team fights and is also perfect for preventing enemy stomps and resses. If you don’t know what Elite to use, use Gravity Well.

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Signet of Humility

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The single target counterpart to Gravity Well, Signet of Humility takes one foe out of the fight for 10 seconds; more than enough time to mop up their allies. As the Moa comes with a good escape skill it usually isn’t that useful for securing a kill against the Moa itself.
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As you’d only use Signet of Humility during Continuum Split, the passive effect should pretty much always be active. While not especially notable, 20% off all disabling effects certainly is nothing to sneeze at.

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Mass Invisibility

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Before Gravity Well, this is the Elite Mesmers go for when they don’t know what to use. It is a decent escape skill (though the long cast time hampers this somewhat) and is also good for initiating team fights, especially with Prismatic Understanding. In general though this is a relatively low-impact Elite, and unless you have specific designs for it I’d recommend taking one of the others.

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Embolism.8106

UTILITIES: SIGNETS

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Signet of Domination
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  • Recommended: MAYBE
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The extra condition damage is tempting for a condition build, but similar to Well of Recall it doesn’t really have much immediate impact. The long duration active Stun on the other hand does, but it is on a rather long CD. Overall Signet of Domination is nice, but I question whether it’s worth one of your valuable utility slots.

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Signet of Midnight
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  • Recommended: YES
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The extra condition duration makes this another tempting Signet to use, although as with Expertise amulets it’s practical benefit is questionable. Signet of Midnight also functions as a stunbreaker, and while it’s not on the level of Blink or Decoy it does inflict Unblockable AoE Blind to help mitigate damage; which gives it a yes from me as a decent stunbreaker that provides a nice little benefit when unused.

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Signet of Inspiration
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  • Recommended: MAYBE
    .

The Chronomancer already has 25% movement speed so the periodic Swiftness from Signet of Inspiration isn’t particularly useful. In any case this is a Signet for boon sharing builds, which the ChronoWard, unfortunately, isn’t quite able to become due to the inability to use both Chaos and Inspiration at the same time. Still, if you want to try for a boon sharing ChronoWard, you definitely want this.

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Signet of Illusions
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  • Recommended: NO
    .

The active effect of Signet of Illusions is relatively useless for the ChronoWard as between Master of Misdirection and Alacrity your Shatter CDs will be quite low to begin with. The passive effect certainly helps your illusions survive, but with all the Shattering you’d be doing this isn’t very important.

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Embolism.8106

UTILITIES: MANTRAS

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Mantra of Pain
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  • Recommended: NO
    .

Even Power builds rarely use Mantra of Pain, so as a condition build or hybrid you shouldn’t use it either. A rare few Mesmers like to use this with Restorative Mantras for a low CD group heal, but honestly this is a gimmick that won’t ever work against decent opponents.

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Mantra of Distraction
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  • Recommended: YES
    .

While interrupts have traditionally been the domain of Power builds, there’s no reason why a condition build (or hybrid) can’t make use of them. That said if you do use Mantra of Distraction then you should ideally have a few traits to support it, which means dipping into Domination or Dueling (or maybe Chaos).

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Mantra of Resolve
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  • Recommended: YES
    .

The alternative to Null Field, Mantra of Resolve has the advantage of being instant (allowing you to use it while disabled) and, on paper, cleansing more conditions over time. On the other hand it needs to be prepared and doesn’t have Null Field’s other benefits.
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If you’re going into Inspiration then you can essentially get Mantra of Resolve on Mantra of Recovery, making Resolve somewhat redundant. Still, this is a viable alternative to Null Field with or without Mantra-supporting traits.

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Mantra of Concentration
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  • Recommended: NO
    .

The Stability granted by Mantra of Concentration is generally too short to be useful, although it could be used to cover for the cast time of important skills (such as Mantra of Recovery). More interesting is its ability to break stuns, but as with Mirror Images it lacks the ability to mitigate bursts in progress. Again, not worth a slot compared to Blink or Decoy.

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Embolism.8106

UTILITIES: GLAMOURS

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Null Field
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  • Recommended: YES
    .

If you do not have condition cleansing from other sources (Inspiration, Well of Eternity) then a cleansing utility is recommended. Null Field is probably the most straight forward way to get cleansing, and as a bonus also strips boons and functions as an Ethereal field.

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Feedback
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  • Recommended: MAYBE
    .

As I’ve mentioned before with the Focus and Mirror, reflection is a relatively situational effect in sPvP; and while having it as a side effect of your healing skill is fine, I’m not certain it’s worth dedicating an entire utility slot to. However, if you know your opponents are projectile-heavy then Feedback is certainly a very good choice.

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Portal Entre
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  • Recommended: YES
    .

The ultimate team support skill, Portal allows you and your allies to effectively be in two locations at once. This gives your team unrivalled ability to rotate between points: an enormous advantage.
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I recommend all Mesmers to run Portal regardless of build, although generally without a coordinated team you’d find that the only ally benefiting from your Portals is yourself. But even if you’re the only beneficiary, Portal is a great skill for point rotation and hilarious troll escapes.

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Veil
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  • Recommended: NO
    .

No. Just no. Avoid this skill like the plague. Outside of WvsW, Veil has no use. Zero. Nada. Zilch. Never use this in sPvP. Even if you’re running Prismatic Understanding, there is always something better to use than Veil.

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Embolism.8106

UTILITIES: WELLS

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Well of Calamity
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  • Recommended: YES
    .

Given that Well of Calamity is a direct damage well, it may seem out of place in condition builds outside of hybrids. In fact Well of Calamity is also a great defensive skill: it applies Weakness, a defensive condition the Mesmer doesn’t otherwise have much access to; as well as being an Ethereal field for Chaotic Dampening users. All of this in a 20s CD bargain.

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Well of Action
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  • Recommended: YES
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Essentially a mini-Time Warp, Well of Action is great for team support and is also useful when stomping or ressing: the Slow hampers enemy stomp or res attempts while the ending Quickness fuels yours. If you’re always finding yourself in the middle of team fights, then this is the Well for you.

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Well of Precognition
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  • Recommended: YES
    .

A powerful Well for both solo and team play, granting effective invulnerability to all your allies without preventing capture point contribution. It also functions as a stunbreak, basically guaranteeing you a 3 second reprieve after breaking stuns. An Endurance boost at the end (combined with your natural regen) gives you a dodge should you need more downtime.

As with Blurred Frenzy, Well of Precognition does not prevent Retaliation damage. Unlike Blurred Frenzy you are not forced to attack when you cast it, so enemies are much less capable of using this against you.

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Well of Recall
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  • Recommended: MAYBE
    .

Well of Recall is good. AoE Chill and Alacrity is good. The problem however is both (short duration) Chill and Alacrity are effects that take time to bear fruit, which is fine but in the fast-paced arenas of sPvP you generally want skills that have good impact right now; and utility slots are at a premium. I’d say your slots can be put to better use, but there’s certainly nothing wrong with the Well itself.

(edited by Embolism.8106)

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Embolism.8106

UTILITIES: ILLUSIONS

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Decoy
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  • Recommended: YES
    .

The other quintessential Mesmer stunbreaker, Decoy trades the ability to teleport with stealth. In general this makes Decoy less reliable than Blink: if you’re Immobilised you’ll continue to eat a burst that’s already in progress, and even if not you’ll likely take damage while moving away. The stealth however prevents follow-up attacks, which may be more useful when you’re low on health.
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In general, if you’re choosing between Blink and Decoy, go with Blink. These skills are first and foremost stunbreakers, and reliability wins out here. On the other hand, you could always take both if you’re feeling cautious.

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Mirror Images
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  • Recommended: NO
    .

On paper Mirror Images seems pretty good for a build without the on-demand illusion generation of Deceptive Evasion. In practice you’ll find that the Disenchanter gives you more illusions over time, especially with Persistence of Memory and Chronophantasma.
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It does also function as a stunbreaker, but without offering the “get out of jail” effects of Blink or Decoy it just isn’t worth a slot. You may be able to use the two Clones for a Distortion after breaking a stun, but Decoy also provides a Clone if you’re so inclined.

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Phantasmal Disenchanter
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  • Recommended: YES
    .

A lot of people consider the Disenchanter a condition cleansing skill. In truth the Disenchanter is pretty unreliable at cleansing conditions thanks to its long cast time and bouncing attack. What it is very good at is stripping boons, a potent ability for those not using Shattered Concentration.
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For ChronoWards, the Disenchanter also serves a secondary but no less important function: Shatter fodder. With its reasonably low CD and availably regardless of weapon set, you’ll find the Disenchanter invaluable for augmenting your illusion generation and proccing Persistence of Memory, making your ChronoWard sleeker and more efficient.

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Phantasmal Defender
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  • Recommended: YES
    .

Similar to the Disenchanter, the Defender helps fund the ChronoWard’s Phantasm generation. Its damage-sharing effect is generally considered weak for traditional Mesmers due to its fragility, loss on Shatter and unnecessary drawing of damage from other illusions.
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The ChronoWard however uses Chronophantasma, allowing the Defender to persist after Shattering; which also serves to “heal” it to full health. This makes the Defender a lot more useful, although I’d still go with the Disenchanter if you can only choose one.

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Embolism.8106

UTILITIES: MANIPULATIONS

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Blink
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  • Recommended: YES
    .

A stunbreaker that also teleports you out of harm’s way, possibly to advantageous terrain… Blink almost defines the traditional Mesmer. The ChronoWard however is much more survivable and doesn’t have to rely as much on evasion and misdirection for defence, so Blink’s importance is somewhat diminished.

Even so, the ability to break stun and get out of harm’s way in an instant is not something to take lightly, and Blink remains one of the best utility choices a ChronoWard can make; especially if you’re leaning towards glassy instead of tanky.

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Arcane Thievery
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  • Recommended: NO
    .

With its relatively long CD and target requirement, Arcane Thievery is an unreliable condition cleanse. It does have extra functionality in that it sends conditions to enemies and steals their boons, but overall it is what I call a “luxury” skill: nice, but there are more important (and reliable) skills to fill your bar with.

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Mimic
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  • Recommended: NO
    .

Mimic is fun when paired with Portal, but that’s about the limit of its usefulness: its CD is too long justify using with much else. In the frenetic combat of sPvP you simply don’t have a utility slot to spare for things like this.

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Illusion of Life
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  • Recommended: NO
    .

Illusion of Life has one of the lowest CD and cast time of all revival skills, but unfortunately remains just as useless. It doesn’t fully revive allies unless they kill someone, so it mostly helps revived allies to reposition themselves somewhere easier to fully revive. Again, you have better skills to use.

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Embolism.8106

HEALING SKILLS

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Ether Feast

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The classic Mesmer heal remains as universally useful as ever. Ether Feast gives you a lot of health on a very reasonable cooldown, no frills attached. Don’t know what healing skill to use? Ether Feast. You can never go wrong with it.
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That said, there is some complexity. Novice Mesmers tend to panic and cast their heal immediately when they eat a burst and lose their illusions. This obviously doesn’t take full advantage of Ether Feast, so it’s important to remain calm and conjure any illusions you have available (provided you can safely do so) before Feasting on their Ether.

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Well of Eternity

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At first glance, Well of Eternity looks like something for team support; a poor choice if you only want selfish healing. In fact, Well of Eternity is a great choice for the lonely Chronomancer: not only does it provide reasonable healing, it is also the only Mesmer heal that cleanses conditions out of the box. This can be a dealbreaker if you are not running Inspiration, as it means you can forgo a cleansing utility without making yourself completely vulnerable to enemy conditions.
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If you’re using Chaotic Dampening, note that the oldest field always takes precedence in combos. That means if you cast Well of Eternity then add an Ethereal Field, any Leap finisher will result in Light Aura instead of Chaos Armour until Well of Eternity ends.

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Mantra of Recovery

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Mantra of Recovery allows you to heal even when disabled, provided it’s been charged. The channel time is a huge detriment and makes MoR pretty much unusable without supporting traits. With Inspiration (or Dueling) however it becomes a powerful heal that also cleanses a lot of conditions. Definitely consider using this if you’re running Inspiration, but otherwise there are better options.

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Mirror

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A rather weak heal (for the Mesmer) with a low CD. Out of the box it doesn’t really compare to Ether Feast in terms of raw healing, so you should only use Mirror if you take Master of Manipulations from Chaos. The reflection (especially with MoM) seems useful but in practice is situational in sPvP, generally not worth the loss of healing.
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Be generous when using Mirror. As its low CD is its primary advantage you want to use it on CD if possible. The amount healed, as mentioned, is low; so there’s not much sense saving Mirror for a rainy day: it’s not likely to make a difference unless your opponents are projectile-heavy.

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Signet of the Ether

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While Signet of the Ether is generally considered a poor choice for sPvP, the nature of the ChronoWard (high uptime on active defences) can make good use of the passive healing. More importantly, Signet of the Ether recharges all Phantasm skills on cast, including Echo of Memory: this almost guarantees you kitten of Blocking right after discharging the Signet. That said, as the downtime on EoM is already very low, this synergy is not quite as useful as it seems; but it definitely is nothing to sniff at.

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Embolism.8106

WEAPONS

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Shield

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The Shield is core to the ChronoWard because of the synergy between Echo of Memory/Déjà Vu, Chronophantasma and Persistence of Memory. Together they allow each cooldown cycle of EoM to provide 8s of CD reduction for all Phantasm skills, including EoM itself. This has two major implications:
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  • EoM’s effective CD can become much, much lower than 24s when you also factor in Alacrity and PoM from other Phantasms, giving the ChronoWard the highest Blocking uptime of all professions and builds by a huge margin.
  • EoM will greatly boost your illusion generation from all your Phantasm skills, on top of the boost they already get from running CP and PoM and gaining Alacrity, which in turn boosts EoM and your other Phantasm skills even more… a beautiful positive cycle.
    .

This synergy pretty much dictates how the ChronoWard plays. Instead of the stealth and evasion of traditional Mesmers, ChronoWards often want to be hit so Déjà Vu can be procced. Both your defence and illusion generation are somewhat dependent on this: failure to proc Déjà Vu can cost you. Fortunately this is not difficult: even if you aren’t being targeted during a team fight, you can usually find some stray AoEs to proc your Blocks off of.
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The Phantasm it conjures, the Avenger, is not bad either. While it doesn’t do much damage even with Sinister, it does provide a healthy dose of group Alacrity and Slow; giving you and your team a bit of an edge. Its relatively slow attack speed is offset by the frequency it can be reset with CP or reconjured.
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So that’s a lot about one skill, and honestly if Echo of Memory was the Shield’s only skill it would be enough. But the Shield also offers Tides of Time, a strong AoE CC that also grants Quickness to allies and destroys projectiles. There are a lot of uses for ToT, but it is notably good for stomping or ressing: the Stun greatly hampers enemy ressing or stomping attempts while the Quickness allows your allies to stomp or res faster.
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For the ChronoWard, the Shield is your bread-and-butter; providing illusion generation, defence, control and support: all in a handy two-skill package. Use it and love it.

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Main-Hand Sword

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It may seem strange to use a purely Power-based weapon in a condition build, but as the Mesmer’s condition damage comes primarily from Shattering your choice of weapon does not significantly limit your offensive capabilities. With that in mind, the Sword is a great weapon to pair with the Shield (or with another off-hand).
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So why use the Sword? The main reason is Blurred Frenzy, giving you even more active defence and covering for Echo of Memory’s weakness: while some skills can bypass Blocks, nothing can bypass Blur. That said Blur itself is not infallable, and Retaliation damage goes right through it. Bear this in mind if you’re low on health, as if your opponent has Retaliation using Blurred Frenzy can kill you rather than save you.
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Apart from Blurred Frenzy, the Sword also grants you spammable Vulnerability (which if nothing else is a cover condition) and a semi-spammable boon strip. Both of these effects can be administered by Sword Clones if you don’t feel like entering the fray yourself.
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Last but not least, while Illusionary Leap does not count as a Leap finisher, its chain skill: Swap: does. This can be useful for proccing Chaos Armour off your utility Wells, especially when using Chaotic Dampening.

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Sceptre

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Our only main hand alternative to the Sword, the Sceptre is the quintessential Mesmer condition weapon. That does not however mean you should rely on its autoattack to deal damage: it is terrible and the Sceptre’s overall condition pressure is weak compared to Shattering. So what’s the Sceptre for?
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The Sceptre is a burst condition weapon. While it cannot output constant condition pressure, it excels at inflicting large stacks of conditions at once with Illusionary Counter and Confusing Images. This can easily seal a kill if you know your opponent is out of cleanses, which you should force with your Shatters before applying your Sceptre skills for the coup de grâce. Note that Sceptre skills also scale very well with Power, making it extra potent for hybrid builds.
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Think about what you want when choosing between the Sword and the Sceptre. If you feel too squishy, go with the Sword. If you think you need more bite, take up the Sceptre. If you just can’t choose, you can always use both!

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Staff

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While the Staff is often considered the other classical Mesmer condition weapon, it actually has more similarities with the Sword than the Sceptre. This is because despite its higher autoattack DPS than Sceptre, the Staff lacks the ability to inflict condition bursts: what it does have is an kitten nal of defensive skills.
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With that in mind, you’d take the Staff for the same reason you’d take the Sword: more sustain. It provides a low CD teleport (which can be used when disabled) and ample access to Chaos Armour, a reliable source of Protection with Chaotic Dampening (and is pretty useful in its own right). Chaos Storm’s on a rather long CD, but provides AoE Aegis and Daze invaluable for both personal defence and team fights.
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Apart from its defensive skills, the Staff also provides a wide variety of conditions. While they might not do all that much damage, it does mean a lot more cover conditions; making enemy cleansing that much less effective.
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Overall, the Staff is a really solid choice for your second weapon set regardless of your build. If in doubt, wield a Staff.

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Pistol

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Often considered the condition DPS off-hand thanks to the Duelist’s multiproccing of Sharper Images and Duelist’s Discipline, the Pistol is a good choice for the offensive-minded ChronoWard; but due to the aforementioned reliance on traits should only be taken if you’re speccing Dueling.
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The Duelist particularly shines in hybrid builds (Sinister being the definitive one), capable of dealing large amounts of both direct and condition damage. Note however that the combination of Dueling, Pistol and Sinister results in a rather fragile ChronoWard, so care should be taken when swapping from the safety of your Shield to your Pistol.
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The Pistol also gives you access to Magic Bullet. While it looks complex, in practice the only effect you can rely on is the Stun against your first target. Boring, but very effective; and a good opener before you lay down the hurt with Duelist and maybe a Sceptre burst.
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All things considered the Pistol is relatively niche, and its use can easily backfire if you don’t know what you’re doing; but utilised well it provides a potent offensive burst as a counterpart to the Shield’s defence.

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Torch

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Like the Staff, the Torch is deceptive. While it appears to be a condition weapon, it actually provides relatively weak condition pressure; its true purpose being, like the Staff, defence. The Prestige is the best personal stealth at your disposal, although as the ChronoWard requires Persistence of Memory you won’t be able to take The Pledge; which would otherwise be a significant boost to its potency.
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The Mage is a weak Phantasm even in condition builds, and its long CD does not do it any favours. Thankfully as a ChronoWard you have access to a lot of CD reduction for your Phantasms, alleviating this weakness somewhat. The Mage does provide access to Burning, a relatively rare condition for Mesmers: if nothing else it is an extra cover against cleanses.
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If you do not wish to use the Staff but don’t want to deal with the inherent fragility of the Pistol (or if you aren’t using Dueling), the Torch is a solid off-hand option.

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Focus

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The Focus, in general, is not a good pick for sPvP. Reflection is somewhat situational, and in any case if you go Inspiration then it’s almost criminal not to take Restorative Illusions. The Warden itself is relatively ineffective damage-wise as enemies will rarely stick around it for long. Temporal Curtain does provide a strong AoE Pull, but it is not enough to make the Focus work.

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Off-Hand Sword

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The off-hand Sword has little to offer to the ChronoWard. As a purely Power-based weapon it won’t do much damage in condition builds, and if you’re running a hybrid then the Pistol will serve you better. It does provide a bit of defence through Illusionary Riposte, but that’s a drop in the ocean compared to what the Shield does.

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Greatsword

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As a Power burst weapon with almost no defensive capabilities, the Greatsword is the worst of the worst for the ChronoWard. As with the off-hand Sword, hybrid builds are better off running Sceptre with Pistol for their hybrid burst needs. To ChronoWards, the Greatsword does not exist.

(edited by Embolism.8106)

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Embolism.8106

AMULETS

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Settler
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  • TOUGHNESS, Condition Damage, Healing Power
    .

The Settler amulet is great if you want as much survivability as possible. Having Toughness and Healing Power makes Inspiration an ideal pick, although Chaos is also a tempting option if you want more offensive pressure. This is the most forgiving amulet to use and is good for inexperienced players, but skilled players can also find use for this in bunker builds.

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Rabid
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  • CONDITION DAMAGE, Precision, Toughness
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The Rabid amulet is the jack-of-all-trades for ChronoWards, providing Toughness for survivability and Precision for a bit of offensive boost. Like most jacks however it suffers from being master-of-none, particularly when it comes to offensive power: Precision is relatively useless without Dueling, and even with Dueling its contribution is not earth-shattering. Still, if you are unsure whether you want to be tanky or glassy, the Rabid amulet is an acceptable compromise.

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Wanderer
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  • CONDITION DAMAGE, PRECISION, Expertise, Toughness
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A variant of Rabid that trades Toughness for Expertise (condition duration), for players who don’t mind losing a bit of survivability for more offensive pressure. However, it should be pointed out that Expertise may not be as useful as it seems: offensive conditions are easily lethal with no extra condition duration if not cleansed, and if they are then Expertise is meaningless. Bear this in mind if you’re choosing between Rabid and Wanderer.

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Carrion
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  • CONDITION DAMAGE, Power, Vitality
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Another step up from Rabid on the tanky-to-glassy scale, the Carrion amulet can be considered the counterpart to Marauder. Compared to Rabid, Carrion’s Power contributes a lot more offensive pressure than Precision; but its Vitality does not synergise with Inspiration or Chaos like Rabid’s Toughness does. Overall, it’s a strong amulet for ChronoWards that want to pummel their foes, but are not ready to make the jump to Sinister’s full glass.

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Sinister
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  • CONDITION DAMAGE, Power, Precision
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The Berserker of condition builds has finally come to sPvP! This is the ultimate glass cannon amulet for the ChronoWard. With it you will decimate your foes with both direct damage and conditions, but without active defences you will implode at the first sign of trouble. Fortunately Mesmers are chock-full of active defences, and the Chronomancer brings a lot of new toys to our kitten nal. For the ChronoWard willing to risk it all for the thrill of victory.

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Viper
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  • CONDITION DAMAGE, POWER, Expertise, Precision
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Viper is to Sinister what Wanderer is to Rabid. Again while the addition of Expertise is, on paper, a damage boost; in practice it will generally be either overkill or wasted. Still, some players may be able to make it work (for example, with short but powerful conditions like Burning… maybe). Not recommended unless you know exactly what you’re after.

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Rampager
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  • PRECISION, Condition Damage, Power
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A generally inferior variant of Sinister. In theory it could be used by players who prefer a bit more direct damage from their hybrid, but as it majors Precision instead of Power; the effect is mediocre at best. May be useful in maximum crit chance builds with Danger Time, but otherwise this amulet can be ignored.

(edited by Embolism.8106)

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Embolism.8106

SAMPLE BUILDS

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Below are two sample builds for the ChronoWard. Bear in mind that these sample builds are just that: samples, and you are strongly encouraged to make your own build. They are here to show how much versatility the base ChronoWard has.

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ChronoWard Support Bunker

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The combination of Settler and Inspiration makes you very durable and resistant to conditions. Along with your blocks and evades, this allows you to outlast your foes even when outnumbered. Lack of reliance on stealth and teleports lets you sit on points, an ability the traditional Mesmer cannot replicate. The result is a reliable bunker that can also dish out significant condition pressure.
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While it isn’t quite Guardian level when it comes to team support, ample access to AoE Slow and group Quickness allows you to maintain a significant team fight presence; especially when it comes to securing revives and stomps. Well of Precognition is very powerful when used at the right time, negating enemy damage without having to yield a point. Be careful however when using Distortion, as Inspiring Distortion can cause your entire team to decap.
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Your primary weakness is CCs due to a lack of Stability. This may seem like a crippling weakness for a bunker and you may be wondering why Chaos isn’t recommended instead. In practice I find that Chaos, while extremely resistant to CCs and direct damage, leaves you vulnerable to conditions and does not give you the ability to rapidly recover like Inspiration; making it considerably less forgiving survivability-wise.
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In the absence of Chaos, you can contend with CCs through your ample supply of active defences and, should one slip through, your Alacrity-fuelled stunbreakers. Note that while Phase Retreat is not a stunbreaker it can be used while disabled, as can Diversion and Distortion if you’re in a pinch. All things considered the lack of Stability is not quite as crippling as it may seem.
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Overall, the ChronoWard Support Bunker is a nice, easy build to play; providing great survivability and support without significant concessions in offensive pressure.

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ChronoWard Hybrid Burst

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The Hybrid Burst has two faces. At first it plays like your typical ChronoWard: keeping to the safety of Sword-Shield while battering foes with a non-stop tsunami of Shatters. Once its target is sufficiently weakened it reveals its other aspect: a powerful burst, combining the sheer damage of Power with the inevitability of conditions. Executed well, few could survive the ChronoWard’s attention.
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Your typical burst will open with Illusionary Counter, then a Well of Calamity beneath your target followed by Magic Bullet to keep them in place; finishing off with the Duelist and Confusing Images. A Mind Wrack (or another Shatter) inflicts a secondary burst and resets the Duelist for another salvo.
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As mentioned, you should only execute your burst after whittling away your opponent’s defences (i.e. cleanses) to ensure a kill. As you are quite vulnerable while in Sceptre-Pistol it may be wise to remain in Sword-Shield until your foes have executed their own bursts, particularly in non-1vs1 situations. Gravity Well is excellent for bursting down a target while keeping their allies occupied by physics.
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A solid understanding of other professions and builds is required to play the Hybrid Burst well, which combined with its inherent fragility makes it somewhat more advanced than the Support Bunker. Played well, the rare combination of pressure and burst makes the ChronoWard Hybrid Burst very rewarding.

(edited by Embolism.8106)

[sPvP Guide] The ChronoWard: Bunker to Glass

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Posted by: Embolism.8106

Embolism.8106

WHY A CONDITION BUILD?

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You may be wondering why the ChronoWard is a condition build. Perhaps you’ve heard about how Mesmer condition builds are selfish duelists, capable of winning most 1vs1s (with time) yet unable to hold points and completely useless in teamfights. It seems like a Condition Mesmer is something you’d run in custom dueling servers instead of a real Conquest match.
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And that was true… until the Chronomancer came into play. Why? Becuase Chronomancy is strongly focused on Shattering: Flow of Time grants Alacrity on Shatter, and Chronophantasma allows you to Shatter Phantasms twice; which works wonders when combined with Persistence of Memory. Unlike the traditional Power Shatter, these benefits don’t just come from Mind Wrack: they come from any Shatter used. The more you Shatter, the more benefits you gain.
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A problem with this is that Power builds don’t get a lot out of Cry of Frustration or (outside of specific circumstances) Diversion. So even though you’d be using all your Shatters frequently to get all the Chrono-goodies, you’re not really getting much else. This is where condition builds come in: with Illusionary Retribution and Maim the Disillusioned, every Shatter inflicts Confusion and Torment on hit; allowing you to put a lot of pressure on your foes while enjoying the Chrono-goodness.
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Another reason why Chronomancy is good for Condition Mesmers is the nature of Alacrity. Condition Mesmers are about offensive pressure from non-autoattack skills (Shatters mainly), which as you can imagine benefits immensely from Alacrity. This is in contrast to Power Mesmers that are more about burst with little pressure in-between: Alacrity reduces the downtime between bursts, but otherwise does not benefit their offensive pressure the way it does for Condition Mesmers.
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The last big reason to go with a Condition Chrono is the specialisation limit. While Power builds utilise two specialisations: Domination and Dueling: for most of their offensive power, Condition builds require only Illusions. When you add Chronomancy to the mix, Power builds find themselves in a quandary: do they go Dom-Duel-Chrono and forgo any defensive specialisation (Inspiration, Chaos), or do they sacrifice an offensive specialisation for some survivability? A Condition Chrono however has no such dilemma: Illusions and Chronomancy are all it needs, allowing you to freely choose your third specialisation.
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TL;DR: why a conditon build? Because Condition Mesmers rely heavily on the same mechanic the Chronomancer uses to dispense its goodies: constant Shattering. You also have a lot more freedom as a Condition Mesmer when it comes to specialisation choices, which is a reason why the ChronoWard has such versatility.

[sPvP Guide] The ChronoWard: Bunker to Glass

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Posted by: Embolism.8106

Embolism.8106

Introducing the ChronoWard, A very versatile Mesmer (Chronomancer) build.

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The Base ChronoWard

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Wait, that’s it?
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Yup! As I said, the ChronoWard is extremely versatile. Outside of the core build (which as you can see is a condition build), you can add almost anything you want and produce a viable build out of it.
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But… what do you do with it?
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Good question. That’s what this guide is for.

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CONTENTS

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(edited by Embolism.8106)

Are we "forced" to "chose" the elite spec ?

in Guild Wars 2: Heart of Thorns

Posted by: Embolism.8106

Embolism.8106

Depends on the profession. For Warrior no. For Mesmer yes, because all the fixes that should’ve went into the Mesmer went into the Chronomancer instead.

But seriously, play it yourself and see how you feel.

The issue about Moa polymorph - nerf idea.

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Posted by: Embolism.8106

Embolism.8106

I’ve rarely been downed while in Moa form, partly thanks to the excellent escape skill Moas come with.

It’s an Elite that forces you to disengage (or not, as people have mentioned Moas actually do a surprising amount of damage), turning for example 2v1s into 1v1s for 10 seconds. It’s not really that good for securing kills on the Moa’d target.

Against decent opponents that is. If you run around like a headless chicken when Moa’d then yeah, you’d be an easy kill; but you’ll probably be an easy kill when not Moa’d too if you panic easily.

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Anyways, consider this. Moa Morph has remained in its current form (barring the change to Signet of Humilty) for three years with no changes or complaints from higher level play. Doesn’t that tell you something?

Did The Prestige always do this?

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Posted by: Embolism.8106

Embolism.8106

Dealing any damage from stealth reveals you, it’s not Prestige-specific.

So yes, I’m pretty sure this has always been the case.

What constitutes a projectile?

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Posted by: Embolism.8106

Embolism.8106

I think I’m starting to understand now.

https://wiki.guildwars2.com/wiki/Skill#Activation_type

The Mesmer’s autoattack is considered a “channelled” attack. I think I’m right in saying the projectile block only blocks “chain” type skills. Even if the chain is a continuous single skill like in the case of the autoattacks which were blocked.

The depth of the GW2 combat system is really something.

Ranger Longbow 2 is also channelled but it’s most definitely a projectile attack.

Don’t overthink it. Projectile is generally just “thing that flies through the air”. Mesmer GS1 is a beam.

If it looks like a “thing that flies through the air” yet cannot be reflected it will generally have an “Unblockable” tag like Mesmer GS 2.

Can we make DH trap daze blockable?

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Posted by: Embolism.8106

Embolism.8106

I guess dodging is a problem as well and being observant is a problem as well.

I don’t think you understand. This is about unblockable Traps (Test of Faith) breaking Blocking, if you dodge you break Blocking anyway.

And I don’t think this is intended behaviour as Test of Faith is meant to be Unblockable when you cross it, it doesn’t naturally have an on-trigger effect.

DH's trap daze is way too much.

in PvP

Posted by: Embolism.8106

Embolism.8106

I think the Daze is fine except for Test of Faith’s Unblockable also applying to the Daze. It’s meant to be for crossing it only.

Gravity Well damage nerf

in Mesmer

Posted by: Embolism.8106

Embolism.8106

Every profession does more damage with their weapons than ours thanks to Phantasms being damage pets.

Gravity Well damage nerf

in Mesmer

Posted by: Embolism.8106

Embolism.8106

I find it weird that Well of Action and Recall do more pulsing damage than Calamity and Gravity, but whatever.

[Build] Fast & Furious Tank build

in Mesmer

Posted by: Embolism.8106

Embolism.8106

Sure, but it will suffer from the same problems PU Condi Mes suffers: if your opponent ignores you, there’s basically nothing you can do about it.

The difference is that my build can actually hold points, which makes it useful in sPvP (unlike PU Condi Mes).

5 OH / 2 MH

in Mesmer

Posted by: Embolism.8106

Embolism.8106

I think a reason for this is because Phantasms are on off-hands, and Anet wants to give Mesmers a good variety of Phantasms; but don’t want to overload us with weapons.

Sinister vs. Viper

in Guild Wars 2 Discussion

Posted by: Embolism.8106

Embolism.8106

For PvE I don’t think there’s any question that Viper is better (what else is the extra stat for?). PvP however is more dubious, because damaging conditions are usually plenty lethal if not cleansed; and if they are then the extra duration is wasted.

And yes I realise this is about PvE since it talks about stats on armour, just sayin’.

I wouldn’t be particularly surprised if mobs in raids start cleansing conditions though.

Condition damage weapons

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Posted by: Embolism.8106

Embolism.8106

Phase Retreat is a great defensive skill and can proc Chaos Armour (more on that later). If you’re using Chaotic Dampening it’s also guaranteed Protection. Unlike central Tyria, defence is actually a concern in Maguuma.

Then of course there’s the fact that it’s an on-demand Clone, something Sceptre doesn’t have; which also happens to contribute more DPS than Sceptre Clones.

Given that you’re talking of Sinister builds, I don’t think you can ignore Warlock at all. If nothing else it is the lowest CD Phantasm for Shatter fodder.

“Chaos Armour is worthless, why are you getting hit?” The same can be said of Illusionary Counter. Yes I know IC has a stronger on-hit effect, but the point is asking “why are you getting hit” is weird when one of the skills you’re using is all about getting hit.

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But all this seems irrelevant, because we’re on two different pages here. If you’re using the Warden then you’d be switching weapons fairly frequently I imagine (as the Warden with Alacrity is on a 12s/15s CD).

My discussion with Telekinesis was about him not switching weapons, claiming that doing so is a DPS loss. In fact he claimed that Ether Bolt deals more DPS than Winds of Chaos, which I’ve proven is quite the opposite.

[Build] Fast & Furious Tank build

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Posted by: Embolism.8106

Embolism.8106

I’m wrong. I tested Echo of Memory with Quickness and it seems like it doesn’t reduce Block duration at all.

Condition damage weapons

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Posted by: Embolism.8106

Embolism.8106

IC and CI on 6/7 sec cooldowns

So how many times can you use IC and CI in 9 seconds? Is losing 1 or 2 casts of IC/CI over 18 seconds worth losing out on an entire other set of skills, one that comes with 23% more auto DPS?

Is Zerker/ Assassin's here to stay?

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Posted by: Embolism.8106

Embolism.8106

Indeed. If it turns out that going full glass means getting one-shot by some raid mechanic then Zerker/Sin definitely won’t be meta. But we simply don’t know yet.

[Build] Fast & Furious Tank build

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Posted by: Embolism.8106

Embolism.8106

Well if you want to use Quickness then investing in Blocks probably isn’t the best idea… although you could simply withold Quickness while Blocking, I suppose.

Another thing to consider is that Blocking isn’t an absolute defence, Revenants and Necromancers in particular are very capable of ignoring your Blocks (especially Necromancers who can easily break your Blocks with Unblockable CC). So with all that in mind, probably better to ignore me and choose Blinding or Bountiful.

Personally I’m with Silverkey, I think Bountiful is more useful than Blinding; and the Chaos spec in general is better for Bunkering. With all the Wells and Glamours you’re using, Protection on Chaos Armour is no joke.

Is Zerker/ Assassin's here to stay?

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Posted by: Embolism.8106

Embolism.8106

I imagine Zerker/Sin will remain “meta” for most Mesmers, unless the tank role becomes a thing. Then maybe we’ll see Mesmer tanks too.

[Build] Fast & Furious Tank build

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Posted by: Embolism.8106

Embolism.8106

You don’t have to stay in Sword/Shield all the time. I use a Staff as my second weapon, Phase Retreat is basically a low CD pseudo-stunbreak and Chaos Storm is an awesome defensive skill. Warlock having the lowest CD of all Phantasms is a nice bonus.

Quickness works against Blocks, but for PoM to work well you need Chronophantasma anyway so Sieze the Moment is off the table. As a bunker though I’m not sure why StM is so important, it’s really nice for stomps and resses but otherwise Mesmer DPS isn’t improved very much by Quickness; especially as a bunker.

If you really want Quickness without StM you can try Runes of the Chronomancer with Wells… IMO Eternity, Precognition and Gravity are great for bunkering, and Calamity and Action are pretty good for sustain too.

The key to doing damage with a build like I mentioned is to go with a Condi Bunker. You have insane Illusion generation, and every single Shatter can be used to inflict Confusion and Torment, and you can Shatter while Blocking too. It’s perfect.

Here’s my build.

Theoretically Inspiration can be replaced with Dueling or Chaos if you’re looking for Blinding or Bountiful, but IMO it’s not worth losing constant Shattered healing and condition cleansing.

(edited by Embolism.8106)

Chaotic Transference

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Posted by: Embolism.8106

Embolism.8106

It works just fine for Settler, Rabid, etc.; and Chaos is meant to be the defence/boon spec.

So no.

[Build] Fast & Furious Tank build

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Posted by: Embolism.8106

Embolism.8106

The primary benefit of Illusions is Persistence of Memory. Together with Chronophantasma, every CD cycle of Echo of Memory grants 8s CD reduction to every Phantasm skill, including Echo of Memory itself. This puts a kitten Block on a 16s CD right off the bat. With permanent Alacrity, this can go down to an amazing 6.4s, meaning you’ll be Blocking more often than not.

And the above isn’t even taking into account CD reduction from other Phantasms you Shatter, or the offensive potential of having extremely low CD Phantasms.

With so much uptime on defence you barely need Stability. If you do get CCed, pop a stun breaker and you’re good to go.

(edited by Embolism.8106)

Condition damage weapons

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Posted by: Embolism.8106

Embolism.8106

Okay, some more in-depth numbers. These are actually timed instead of lifted from tooltips.

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Ether Bolt melee DPS: ( ( 337 +337 + 506 ) * ( 0.5 * 0.4685 + 1 ) + ( 234 + 312 ) ) / 2.55 = 785
(^ With Runes of Tormenting and Malicious Sorcery)

Winds of Chaos DPS: 2* ( 223 * ( 0.5 * 0.4685 + 1 ) + ( 836 + 345 ) / 3 ) / 1.32 = 968

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Right off the bat, Staff has a 23% DPS advantage over Sceptre. This isn’t taking into account all the time you wouldn’t be attacking in Sceptre thanks to the cast times of IC and CI, while Staff skills have relatively short cast times.

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Now also consider this. If you camp Sceptre in melee range, ALL your Torment damage is halved. Not just from the Sceptre, but also from your Shatters: the primary source of your damage.

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Now let’s try it at range.

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Ether Bolt ranged DPS: ( ( 337 +337 + 506 ) * ( 0.5 * 0.4685 + 1 ) + 467 + 623 ) / 3.2 = 796

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Moral of the story is: don’t camp Sceptre in melee range. You’re far better off getting doubled Torment damage (for both Sceptre AND Shatters) and eating the RoF penalty.

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For reference, here are numbers with Quickness…

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Ether Bolt melee DPS: 785 / 0.67 = 1172

WoC DPS: 968 / 0.67 = 1445

Ether Bolt ranged DPS: ( ( 337 +337 + 506 ) * ( 0.5 * 0.4685 + 1 ) + 467 + 623 ) / ( 2.55 * 0.67 + 0.65 ) = 1080

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So yes, with Quickness Ether Bolt is stronger at melee than at range. But… all your Torment from your Shatters are halved. Worth it?

(edited by Embolism.8106)

Condition damage weapons

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Posted by: Embolism.8106

Embolism.8106

it’s 3.9 seconds at the farthest range and 3.3 seconds at the closest range..

And yet you used my 1.75s for Ether Bolt as your calulations.

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WoC: 2 * ( 330 + 223) / 1.32 = 838

Ether Bolt: ( 386 + 515 + 337 + 337 + 506 ) / 3.3 = 631

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I knew the tooltip numbers are not quite correct, but I also knew the same applies to Ether Bolt. I was being generous. These numbers make WoC even better than Ether Bolt in my original, tooltip-based calculations (from 24% better to 33% better).

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the topic started when you tried to prove sword dps is close to a scepter dps in a condition build..

Strawman. I said no such thing. My claim was that most Condi Mes DPS comes from Shatters, so your weapon choices are not as important DPS-wise. Sword provides defence, which can be important in Maguuma.

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i did mention staying close for the most part cause of really low cd on counter

Which results in halved Torment damage and makes WoC even more powerful compared to Ether Bolt.

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The rest of you comparison doesn’t make too much sense unless you take into account weapon swapping, which is the whole point of this discussion: you want to camp Sceptre. Confusing Images for example is likely only able to be used once or twice during a swap, so swapping isn’t going to lose you the entire DPS, only a small fraction.

(edited by Embolism.8106)

Condition damage weapons

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Posted by: Embolism.8106

Embolism.8106

0.75 is the base cast time of Winds of Chaos without Quickness. Like I said Quickness is not a concern here because it either affects both or none at all.

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I don’t think Illusion uptime and Shatter damage are a factor because both would be similar regardless of what kind of condition build you run, as long as the limiting factor is Shatter CD and not Illusion generation then it’s fine and no comparison is needed.

Anyways the reason this started was because Telekinesis claimed that the Sceptre is the only way to get enough Illusion generation, I questioned this until I realised it’s because he camps Sceptre exclusively. When you factor in weapon swapping it’s obvious that illusion generation is not a limiting factor for any build, so the discussion goes on to about a DPS loss when swapping to Staff.

As I showed Staff’s auto DPS is significantly higher than Sceptre’s, without factoring in Sceptre’s weirdness with range and how this interacts with Torment requiring constant movement (it would make its DPS even lower, possibly by a lot).

I’m sure you can go on to calculate the DPS contribution of all the other skills and effects, but the thing is these skills all have CDs and in general you won’t be casting them all that much in one weapon swap cycle; in which case you may as well swap weapons and get to cast all the other skills in your other weapon, swap back, so on so forth and not lose much because most of the skills on your first weapon would be on CD anyway.

(Why am I explaining weapon swapping?)

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EDIT: Actually, Quickness does affect Staff and Sceptre differently. It benefits Staff more. Why? Because Ether Bolt’s after cast is not affected by Quickness, it depends on projectile speed. This goes back to the dilemma of staying in melee range and halving Torment damage, or staying at range and losing RoF.

(edited by Embolism.8106)

Condition damage weapons

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Posted by: Embolism.8106

Embolism.8106

Okay, so with Sinister the Ether Bolt chain’s direct DPS is:

( 337 + 337 + 506 ) / 1.75 = 674

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And Winds of Chaos is:

2 * 223 / 0.75 = 595

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Combine with their condition damage you get:

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Ether Bolt: 1189

Winds of Chaos: 1475

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So still an overall win for Winds of Chaos.

I’m sure the gap is closed when you take into account all the other skills (Counter, Images, Warlock, Chaos Storm), but I think it’s good enough to at least put Staff and Sceptre on par when it comes to DPS. You shouldn’t be losing much by swapping either way.

(edited by Embolism.8106)

Condition damage weapons

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Posted by: Embolism.8106

Embolism.8106

sceptre auto attack hits harder than a staff auto and as far as conditions are concerned.

The calculations were done in response to this, hence why direct damage was not included. Like I said you may be able to make an argument with Sinister and direct damage but given how far Ether Bolt lags behind condition-wise I doubt it will suddenly make Ether Bolt do more damage than WoC.

whats the division with 1.75?

That’s the time it takes to finish Ether Bolt > Blast > Clone.

and you will be in meelee range using illusionary counter as well off cd.

Which means the mob probably isn’t moving and your Torment damage is halved. Unless this is one of those mobs that kite you in which case you won’t be in melee range a lot and your attack speed plummets.

Lose-lose either way.

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No, it doesn’t take into account other skills, because that’s a whole other can-of-worms as you should then also talk about iWarlock, Chaos Armour, Staff vs Sceptre Clones and all that jazz.

(edited by Embolism.8106)

Condition damage weapons

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Posted by: Embolism.8106

Embolism.8106

As far as conditions are concerned Staff conditions are much stronger than Sceptre conditions. I mean really, look at the raw numbers:

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Winds of Chaos: 1/3 chance 692 Bleeding, 1/3 chance 298 Burning, 1/3 chance Vulnerability. Average condition damage: 330.

DPS: 2 * 330 / 0.75 = 880

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Ether Bolt: 386 Bolt, 515 Blast.

DPS: ( 386 + 515 ) / 1.75 = 515

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The above is with Runes of Tormenting, so it’s already biased towards Sceptre.

If you’re using Sinister (I assume you are) then you can make an argument about Sceptre direct damage and condition damage vs Staff’s (although I believe Staff still wins in this department).

However the above doesn’t take into account Ether Bolt’s aftercast if you’re not in melee range, or the fact that Sceptre Clones only use Ether Bolt and never the more powerful Ether Blast, or that Torment does less damage if your target isn’t moving (which clashes with trying to use it in melee range), or Staff’s Might, Fury and Vulnerability.

I don’t doubt the speed of Clone generation, but as I’ve shown you don’t need the Sceptre for Clone generation and if relying on Sceptre means camping it then, as the math above shows, you aren’t doing your DPS any favours.

As for Quickness, that applies to both Staff and Sceptre if you’re using StM, so not really relevant when talking about auto DPS.

(edited by Embolism.8106)

Condition damage weapons

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Posted by: Embolism.8106

Embolism.8106

Ehhhhh. Sceptre auto is weaker than Staff auto, even more so with Clones as Sceptre Clones don’t get the longer duration second hit. I have no idea why you’d do that.

And all’s said and done autoattacks contribute very little to your condition pressure in a Condi Shatter.