[0.3] Chronomancer Megathread. WIP.

"
Casia#1093 wrote:
Archon is just a self imposed pendulum! I won't fall for that!


Archons are actually a way to convert all of those infusions to a single element, making it easier to scale. Problem here - conditions. +20% on ignite, energy shield recharge start, 100% max mana spent. Need to solve those, kinda end-game stuff.

Lightning should be very easy with coc-comet anyway.
Cold - faster energy shield recharge, and, actually, smth self-harming to remove ES.
Fire - just spam Incinerate on target, should be easy.

~~~

I have 2 free skill slots, not sure what I want there.

Can be Snap with smth, or Frost Darts + Flame Wall. Not sure for now, but I lack a bit of single-target dps. Probably will end up with Darts.

The biggest problem from previous approaches was infusion generation, but I have more than enough of that now.

~~~

Small take on Frost Bomb and Exposure:

Overabundance + Spell Echo - faster exposure apply. It quickly reaches its maximum and does nothing on a default. Anything to % increase the exposure effect, basically, increases the maximum % of exposure that can be applied. The same goes for FB Quality.

And here is the trick - long fuse support. Increases detonation time. Meaning, FB has more time to reach the maximum possible exposure. Need some passive tree investment to min-max it

UPD: Irrelevant. Maximum exposure from bomb is 123% on normals, 61% on bosses. Hit it regardless of long fuse.

~~~

Finally done with the campaign, will think about what to do later. Need some gear and a passive tree swap.

PoB2 time, I guess.

Build link: https://poe.ninja/poe2/profile/monik390-5560/character/Monik_ChronoA
Last edited by monik390#5560 on Sep 1, 2025, 8:15:54 AM
are you sure long detonation increases the stacking? poe 1 they were good about that kind of thing usually. its a buff either way...

But Short fuse support I expressly noted ALSO kept the stacks the same.
32% with and 32% without, on a default bomb. so, short fuse was stacking the exposure faster.

spell cascade I noticed double stacked. its of course tough to control. didnt notice if echo did. probably does?

Detonation and duration have been separated on Frost bomb. increased/reduced skill effect duration, doesn't effect its pop time. instead just its exposure duration.


frost jarts-
quality is 10% chance for 2 extra proj.

there is another 3 point invest across from hindered cap for another 18% chance for 2 extra proj.

pierce support- pierces ENEMIES. not frost wall.
anyone test fork on it yet?

-cold archon.
convalescence- is ES recharge on call. (although yes, still requires having taken damage iirc.)

"
Casia#1093 wrote:


Detonation and duration have been separated on Frost bomb. increased/reduced skill effect duration, doesn't effect its pop time. instead just its exposure duration.

frost jarts-
quality is 10% chance for 2 extra proj.

there is another 3 point invest across from hindered cap for another 18% chance for 2 extra proj.



Yep, i forgot about that. Looking for Support gems, decided to stick with just prolonged duration instead of short fuse.

Overabundance tolls it. 5 seconds of exposure durations isn't enough. 7 seconds is better.

About darts - it's 32% from wheel, so it would be 42%. And, actually, there is a rune for 25% chance, so it's 67% at max - on average, 2/3 casts per unleash would have more proj, but is it worth the fuss? Dunno.

Another thing, i found scaling cross-elements kinda fun. There ain't many passives of direct scaling (and generic damage), but they are quite efficient. Echoing wheel alone is 120% increased damage per 6 points. And there is exposure instead of penetration.

Anyway, PoB2 said crit is better than shock magnitude, so be it.

Build link: https://poe.ninja/poe2/profile/monik390-5560/character/Monik_ChronoA
yeah. I miss counted. 3 points for Psychic fragmentation is 20%.
4+4+12.
Which is 6.7% per point.

then 2 more 6% nodes possible in that cluster, for 32%.

theres actually also 3 more 6^ nodes up behind "turn the clock backwards/forward". the proj speed ones.
18% there.
but those are much larger investment.
6% versus 6.7% isnt a huge diff either I suppose. I find it hard to justify more then 3 points still.
Meanwhile, here's my video of a t5 map. I believe it has some potential.

https://youtu.be/dMP8DqZTpIw

Build link: https://poe.ninja/poe2/profile/monik390-5560/character/Monik_ChronoA

~~~

So:

- I still didn't get used to the build. Wrong play there.

- Besides the wand and rings, everything else is shit. I was surprised by how expensive things are. Was barely able to fix res from what I've got from acts.

- Don't pay attention to Flame Wall/Darts in the skills. I just can't use them, honestly.

- Infusion Chronomancer, let's go with that.

- Cross-element. Max Exposure. Some Crit.

- I'm not sure how useful CoA is in my setup atm.

- Neither tree, nor skill gems are optimized.

- Spellslinger wand is insane. Basically, we get free Invocation with that (no spirit reservation). In the demo video, there is the work of the Ritual Cadence keystone. Press once, and it triggers every 2 seconds. I think there is a way for good wall timing here.

- Elemental Invocation can do it instead. I'm actually thinking about adding it too. Recalling Ruz's triple invocation build.

- Probably smth else, I forgot. Anyway, having fun. A bit complicated to play tho.

~~~

I don't have much luck this time too, so the progress is a bit slow for me.
Build link: https://poe.ninja/poe2/profile/monik390-5560/character/Monik_ChronoA
Last edited by monik390#5560 on Sep 1, 2025, 2:25:49 PM
yeah, I was just reviewing the new wands/scepters. when were they added?

I played around with a galvanic wand the other day.
was just looking at a spellslinger wand.


Fulmination scepters seem really interesting.

As well as heart of ice ones. heart of ice should presumably directly setup frost darts without any well. setup..

edit:

I missed staves.

also heart of ice.
https://poe2db.tw/us/Permafrost_Staff

cant think of a use for consecrate atm.
https://poe2db.tw/us/Sanctified_Staff

Unleash. staff... eww...
https://poe2db.tw/us/Roaring_Staff
https://poe2db.tw/us/Unleash#UnleashSkillGemStaffUnleash
This IS chrono unleash from what I can tell.
Empowers the spells. 4s buff duration. so, can be buffed with cull, and 15% more damage.
1010-1200% of as time to CD, instead of 900%. ouch.

again, unleashed comets is pretty powerful. and even more so with the new sands of time.
can't unleash new EoW. cant unleash spells with a CD.
chrono unleash previously consumed once. so, I would expect staff unleash to consume 1 infusion for 3 comets, unlike unleash support. "repeat" versus "reoccur".

unleash is a buff. you should be able to use it, then weapon swap to another weapon. Ill have to test this, but I would expect it to work like that.



https://poe2db.tw/us/Paralysing_Staff
https://poe2db.tw/us/Enervating_Nova
Last edited by Casia#1093 on Sep 1, 2025, 8:07:34 PM
The various nodes that augment damage on shocked/frozen/ignited enemies or or after inflicting either to an enemy are juicy, but I don't really get how to make them work reliably with a 3-element build.
The way ailment threshold are computed, you basically have a bade 25% chance to inflict shock on a non-unique monster before it dies (less for freeze, more for ignite thanks to flamability).
There is only one support rune that increases ailment chance but it also gives a big CD so it's not good.

There are few nodes that increase chance for ailments, and the modifier exists AFAIK only on jewels.

Alternatively there are spells with dedicated higher ailment chance, like lightning bolt, but then for a 3-ailment build, you need 3 of those as well as your actual damage combo and other buff spells like frost bomb for exposure.

Probably a good way is to actually spec only in a single element (fire) and take passive that allows it to apply other ailments, such as the Stormweaver node that make all elemental damage inflict shock.

Basically, I'm looking for a way to reliably inflict all three ailments with one spell/combo that does three elements (like firestorm or firebolt+infused ice wall). The goal would be to use that in a trinity build. Any idea?

There is the unique wand Adonia's ego, that allows all elemental damages to inflict all three ailments, but it requires power charges. I am not aware of an easy way to get power charges for us and managing that on top of infusions seems too much.

Any brainstorming idea?
"
Serwyn#6318 wrote:


Basically, I'm looking for a way to reliably inflict all three ailments with one spell/combo that does three elements (like firestorm or firebolt+infused ice wall). The goal would be to use that in a trinity build. Any idea?

There is the unique wand Adonia's ego, that allows all elemental damages to inflict all three ailments, but it requires power charges. I am not aware of an easy way to get power charges for us and managing that on top of infusions seems too much.

Any brainstorming idea?


About ailments, in very short, all you need is to hit hard with the respective element. Infusions are very helpful here. Extra damage of different elements helps too. And yeah, Crit.

In 0.1 the explanation for CoC was the same (this is actually why CoC is superior to CoF/CoA, we can scale energy generation here with the damage) - the harder your critical hits, the more energy you generate.

CoC energy generation is based on the enemy Ailment threshold. The same goes for ailment application. They are all based on this, too.

If you check the bossfight from my vid above - infused comet + infused wall applies it all. Chill, Freeze, Ignite, Shock, everything.

~~~

Explanation of how my build works:

1. Ball Lightning + Lightning Warp. Generate 1 lightning infusion per successful warp, be it enemy or ball. I have multishot in Ball Lightning, so I can generate 3 infusions per 1 cast of Ball via quick Warps with Rapid Casting. Infusion stacks can be obtained before the boss fight.

Infused Ball Lightning has Ignited Ground, which is almost 2.5 times stronger than Flame Wall.

2. Elemental Equilibrium randomizes infusion elements. That's how I get infusions of different elements.

3. Spellslinger with Ritual Cadence I have 3 stored comets with cascade here.

Infused Comet hits really hard with Fire damage too, so its ignite build-up is very strong.

I have to say, mechanically, it's a masterpiece. But the major thing here - I don't have offscreen potential as of now, and flicker-like gameplay isn't safe at all. So its practical use is kinda not that good. Anyway, I hit t10 today, kinda smooth sail for me. Fun af.

Not sure about the further direction of scaling tho.

I refreshed my toon on poe2.ninja, feel free to check.
Build link: https://poe.ninja/poe2/profile/monik390-5560/character/Monik_ChronoA
Last edited by monik390#5560 on Sep 2, 2025, 7:44:39 AM
I understand your build, but you miss the point. Other than on bosses, monsters' elemental threshold is generally equal to life, and the chance to apply an ailment is dmg/(4*threashold). Which means that, without further buffs, you have a base chance of 1/4 to have inflicted an ailment by the time you have removed a monster 99.9% of its life. That's completely independent of how much damage you deal per hit, it's still always at most 1/4 before it doesn't matter because the enemy is dead.

Elemental ground on the other hand can reliably apply ailments, but there are not so many ways to create it.
I was thinking though that burning ground through lightning ball and shocking ground through infused telestomp could work. But it's kind of a different build alltogether and not really compatible with firestorm (the first want to increase spell area, the second decrease it).

Would love to have a buff icon to visualize the uptime of "recently froze/ignite/shock an enemy". It's difficult to assess.
"
Serwyn#6318 wrote:
That's completely independent of how much damage you deal per hit, it's still always at most 1/4 before it doesn't matter because the enemy is dead.


Not really. If you do >4 times more damage, they just die shocked/ignited/shattered (frozen).

Application of ailment is guaranteed when damage that is 4 times more of their ailment threshold.

To test this just go to clearfell and kill smth. They all will die shattered, shocked or ignited.

Practical test - Echoing wheel, and remove other conditinal passives (like on crit/kill).

Open skill panel and check it while killing stuff.

Problem here - shatter can mess with this.
Build link: https://poe.ninja/poe2/profile/monik390-5560/character/Monik_ChronoA
Last edited by monik390#5560 on Sep 2, 2025, 9:22:46 AM

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