Reimaging the Chronomancer
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The Chronomancer is my favorite Ascendency thematically, but I find that in practice it falls short of that theme. This isn't necessarily saying that it's weak, granted I think it may be a tad underpowered, but more that it doesn't live up to its theme and there's a lot that can be done with it to make it stronger and more interesting.
Here's how I envision it. Left side: 1. Slow Effect - Debuffs you inflict have 6% increased Slow Magnitude. 2. Apex of the Moment - Enemies in your presence are slowed by 20%. 3. Slow Effect - Debuffs you inflict have 6% increased Slow Magnitude. 4. Time Crunch (New) - Enemies affected by your slows take 15% more damage. Center: 1. Skill Speed - 4% increased Skill Speed. 2. Sands of Time (New) - Grants 30% increased Skill Speed scaling down to 1% over 10 seconds, at which point it will then scale back up to 30%. 1. Curse Delay - Curse zones erupt after 10% reduced delay. 2. Inevitable Agony (New) - Curse all targets in an area after a short delay, reapplying all debuffs they already have with 30% increased magnitude and causing them to deal damage 15% faster. 1. Damage Against Immobilized (New) - 20% increased damage against immobilized enemies. 2. Time Freeze - Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them. 1. Cooldown Recovery Rate - 6% increased Cooldown Recovery Rate. 2. Now and Again - Skills have a 33% chance to not consume a Cooldown when used. Right Side: 1. Recoup (New) - 3% of damage taken recouped as Life, Mana, and Energy Shield. 2. The Rapid River - Recoup effects instead occur over 4 seconds. 3. Recoup (New) - 3% of damage taken recouped as Life, Mana, and Energy Shield. 4. Temporal Rift - While active, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time. ------------------------------------------------------------------------------ So, I've just moved a few things around and made some minor improvements and adjustments. These changes give Chronomancer players easier access to their most noteworthy abilities, while opening up many new playstyles: • Sands of Time now increases Skill Speed rather than just Cast Speed, at the cost of the Area of Effect part of the passive. This allows us to use any skill much faster (perhaps counteracting some of the built-in slowness of mace skills, for example). • The left arm of the ascendency focuses on slowing, our bread and butter. Time Crunch turns our slows into both a defensive and offensive mechanic unique to the Chronomancer. It effects all damage, allowing us to build as a traditional spellcaster character, a damage over time character, or even a melee character. • Inevitable Agony now lets us manipulate the debuffs we put on enemies. We can apply damaging debuff(s) then reapply them with much greater effect. We could also use it to reapply something like Exposure or Armour Break with greater effect. • The right arm of the ascendency now focuses on recoup, another unique trait of the Chronomancer. It now effects Life, Mana, and Energy Shield, as we most often will be utilizing all three stats, and Temporal Rift is now here because it is basically a recoup effect in skill form. That's basically it. What do you think? Too strong? Too weak? Cool? Cringe? Share your own opinion(s). Last edited by SplashKing#6352 on Feb 8, 2026, 4:16:12 PM Last bumped on Feb 12, 2026, 4:14:12 AM
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Chronomancer will live in Temporalis's shadow as long as it tries to revolve around cooldowns.
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Tbh I genuinely tried to see what Inevitable Agony actually doing. But just failing to understand.
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" It shouldn't have to |
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" If you mean current version of Inevitable Agony, then it's fairly simple. It's curse, so once you inflict it, you will see it's icon on boss with value, that value shows how much damage it will deal once expire. So let's say you dealt 5 mil damage while that curse was up, and it had 20% magnitude, this means when it expire it will do 1 mil damage (20% of damage you dealt when that curse was up). www.youtube.com/@PaintMasterPoE
mobalytics.gg/poe-2/profile/paintmaster |
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You forgot time snap.
I think my build has a good chronomancer theme. It slows enemies, can rewind time for ourselves(temporal rift), freeze time, reset cooldowns. And we have a lot of cast speed/movement speed/blink. So it's like we're sped up, while everything else is slowed down. https://www.pathofexile.com/forum/view-thread/3768099 |
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Hiding temporal rift behind recoup nodes? Fuck no.
Getting rid of Time Snap? You mad? Easy access for Time Freeze? Maybe, but i still think temporal rift as step1 works better here. It just ties more to time freeze as both are active, based on intention time manipulations than recoup which is more like passive regen. Last edited by SalamiHaze#9389 on Feb 12, 2026, 2:16:39 AM
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Ok, so left side for 4 points you get 20% slow and 15% more Damage.
Stormweaver for 4 points can get 2 chills and 2 shocks, which will slow mobs more and give more damage than what you suggesting for Chronomancer... Current Sands of Time that give 0-60% cast speed and 60-0% AoE is fairly good. You for some reason want to remove AoE entirely, and cut Cast Speed in half to 0-30%, and make it Skill Speed, or 15% Skill Speed on average FOR WHOLE ASCENDANCY NOTABLE which seems like trolling... Current Inevitable Agony works with any damage, you deal x Damage during Inevitable Agony, then it expire and does % of Damage you dealt. But you for some reason want to nerf it to work only with DoT... Locking Temporal Rift behind Recoup Notable is just bad. Seems like you want Chrono to be played not by less than 1% of playerbase that it currently is, but less than 0.1% www.youtube.com/@PaintMasterPoE mobalytics.gg/poe-2/profile/paintmaster Last edited by PaintMaster#2396 on Feb 12, 2026, 4:16:05 AM
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