[0.3] Chronomancer Megathread. WIP.

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I think Cast on Critx2 will remain superior over using "Cast on Ailment" or 1x Cast on Crit and Archmage.

You can't use skill gems twice anymore. Only one Cast on Crit.


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Casia#1093 wrote:
the new chrono curse. I realize that I am pretty sure its effect is one of my suggestions on how to buff/fix time freeze... either they didnt understand the suggestion, or purposely did it wrong..

I just can't see any build being good with that curse.
It has an activation delay, so you don't know when to start doing damage.
It needs to legally expire, so have fun waiting. You don't know if you dealt enough damage to finish off the monster.
Also it's a curse, so you already lose something by having to replace a curse.


also don't forget, since its a class skill, we won't even be able too socket it into "Blasphemy".

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I would think Lightning Archon is the obvious way to go, but I think Cast on Critx2 will remain superior over using "Cast on Ailment" or 1x Cast on Crit and Archmage.

I can't think of an argument that cast on ailment would be superior to cast on crit, unless you were running some kind of DOT build that can't crit.


Ye, since both now cost 100 spirit, CoC might be just better, but gotta see numbers on new cast on ailment.
Or said previously, new fire infused Comet get really big AoE from what i saw during announcement, so you might not need 2 trigger skills for clearing. Just look at that AoE: https://youtu.be/xIhIXv9b7Qo?t=1891

Infusion might be giga, considering that new Siphon Elements that only cost 30 spirit. That's why i don't really want to go Archon route.


5% for remnant per enemy power, and atleast 1 support for it, but there's more probably.


30 spirit for siphon is great. and cheap. but I think we need to not get too hype on infusions being any good.

They blatantly suffer from the same problem as many other builder resources. "on kill", and only buff the next attack/spell after you already won. "win harder" abilities.

its like the ones that deal x damage to frozen targets. well, you need to freeze them first..
zero alpha strike potential. slower map clear, slower boss kills.

siphon there is the only one I've noticed that is on hit. most of the others are on kill. frost bomb is after its 4s timer. possibly longer if you have +skill duration..

so I worry about infusion duration, sustain, and how long it takes to build.
and of course yet more spirit that needs to be allotted somewhere.
Last edited by Casia#1093 on Aug 22, 2025, 9:57:27 AM
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monik390#5560 wrote:
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Comet Takes Fire. Cast with Crit/Cast with Ailment will fire it off.


Heh, that's a point that would be legit only if Infusion worked on triggered spells, which I doubt.

There is no actual info about that yet. Knowing GGG's vision, I don't have high hopes for that.

In their video, there is a self-casted comet with infusion, and I was actually surprised by its casting speed. Pretty fast, I'd say.





If Triggered Spells don't use Infusions, if available...whaaa. That would be ridiculous.
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If Triggered Spells don't use Infusions, if available...whaaa. That would be ridiculous.

it probably not. which can be patched later after some feedback... maybe
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If Triggered Spells don't use Infusions, if available...whaaa. That would be ridiculous.


According to one of the devs on Discord, triggered spells do consume Infusions, and they may have made a support gem to toggle it off if you don't want them to.
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Lycaon#2666 wrote:
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If Triggered Spells don't use Infusions, if available...whaaa. That would be ridiculous.


According to one of the devs on Discord, triggered spells do consume Infusions, and they may have made a support gem to toggle it off if you don't want them to.


Good. They should. No exceptions, unless you really want them. Are there are arguments for running something other then 2x meteors in every "CoC/CoA" slots? Is Firestorm or Lightning Conduit worth a look?
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Temporal Chains: Now has a minimum Gem level of 7 (previously 13). Now has Curse Slows targets by 46-59% at Gem levels 7-20 (previously 24-28%).


Did they added a cap to maximum effect of slow that i missed? Because you can easily 100% slow all whites and blue monsters now not? This is a crazy buff even with a cap. But without cap it just seems like a oversight. I think they forgot that most people were using temp chains for whites/blue already and dont care about the new penalty to rares/uniques.
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Good. They should. No exceptions, unless you really want them. Are there are arguments for running something other then 2x meteors in every "CoC/CoA" slots? Is Firestorm or Lightning Conduit worth a look?


LC has 6s CD now, and no longer consumes Shock. I did some Cast on Shock-LC back then, it was strong even on Chronomancer. If i remember right, it was nerfed in 0.2. In 0.3 got a damage buff, but CD ruins it on triggers.

Firestorm got nerfed and is worth using only with infusion stacks, at least 2 elements.

But, once again, it might work just fine in practice.

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Temporal Chains: Now has a minimum Gem level of 7 (previously 13). Now has Curse Slows targets by 46-59% at Gem levels 7-20 (previously 24-28%).


Did they added a cap to maximum effect of slow that i missed? Because you can easily 100% slow all whites and blue monsters now not? This is a crazy buff even with a cap. But without cap it just seems like a oversight. I think they forgot that most people were using temp chains for whites/blue already and dont care about the new penalty to rares/uniques.


You've got a point here. Yes, it's a very strong buff vs normals.

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Alright, I've decided to remove "Cold" part of the title later. In the guide, I will describe the general approach for the Slowmancer (CoC, Rift, Freeze, AoE Slow) and mention the viability of different elements.

I believe, Lightning Archon would be a viable endgame alternative, and with a quite high chance will play it by myself.

Paintmaster, if you still go cold, I'll leave the endgame build to you. Currently, for some reason, I have a hunch about the new Darts skill for a single target (remember ice spear totems in PoE1, right?). It might be worth looking into it.

If any of you guys will choose Fire, please share your journey here. And PoBs. I believe Fire will be good too.

The same goes for those who will try to min-max the cross-element approach.

During 0.3, I will remake the OP according to our experience with different approaches. I don't have any desire to play another class in 0.3 anymore, and will just play around with different elements.

About the time - can take the entire league, bc I've got a lot of other things to do. But I won't neglect it as much as I did in 0.2.
Build link: https://poe.ninja/poe2/profile/monik390-5560/character/Monik_ChronoA
Last edited by monik390#5560 on Aug 23, 2025, 12:43:03 PM
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monik390#5560 wrote:
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Good. They should. No exceptions, unless you really want them. Are there are arguments for running something other then 2x meteors in every "CoC/CoA" slots? Is Firestorm or Lightning Conduit worth a look?


LC has 6s CD now, and no longer consumes Shock. I did some Cast on Shock-LC back then, it was strong even on Chronomancer. If i remember right, it was nerfed in 0.2. In 0.3 got a damage buff, but CD ruins it on triggers.

Firestorm got nerfed and is worth using only with infusion stacks, at least 2 elements.

But, once again, it might work just fine in practice.



I was considering Ritual Cadence, and how it triggers every 2 seconds. if I have three copies of Lightning Conduit in there, they will take 6 seconds to cycle though all three copies. Or any three spells work, be it Conduit, Comet, and Firestorm.

I was not initially impressed by Firestorm either. It seemed rather severely nerfed. How good it is will depend on the mechanics. If bolts will rain dawn every .67 seconds though if imbued with Fire, the wording seems to also imply this affects Lightning and Cold bolts. Does that means it rains down 3 bolts (Fire, Lightning, and Cold) for ~83( approximately) damage each every .67 seconds for 6 seconds? That's ~27 bolts in total hitting for ~2241 damage total, give or take a bit. Comet does 1243 x (Some amount of Fire damage). So, Firestorm may be some consideration.
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monik390#5560 wrote:


You've got a point here. Yes, it's a very strong buff vs normals.

~~~~

Alright, I've decided to remove "Cold" part of the title later. In the guide, I will describe the general approach for the Slowmancer (CoC, Rift, Freeze, AoE Slow) and mention the viability of different elements.

I believe, Lightning Archon would be a viable endgame alternative, and with a quite high chance will play it by myself.

Paintmaster, if you still go cold, I'll leave the endgame build to you. Currently, for some reason, I have a hunch about the new Darts skill for a single target (remember ice spear totems in PoE1, right?). It might be worth looking into it.

If any of you guys will choose Fire, please share your journey here. And PoBs. I believe Fire will be good too.

The same goes for those who will try to min-max the cross-element approach.

During 0.3, I will remake the OP according to our experience with different approaches. I don't have any desire to play another class in 0.3 anymore, and will just play around with different elements.

About the time - can take the entire league, bc I've got a lot of other things to do. But I won't neglect it as much as I did in 0.2.


Ye i will be trying Cold with Comet + Fire infusion.

Darts look promising with Flame Wall, might work for clear as well with AoE part.

If Darts bad, ill be trying Ice Nova + Frostwall, Snap + Orbs + Frost Wall, and maybe other combos that might work with new/changed support we didn't see yet.

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