[0.3] Chronomancer Megathread. WIP.

the new Living Bomb looks kinda good,0.6sfor400+damage+fire drop,
might work well in COC,always triggered with comet and comet lit the bomb,
fire drop usually makes skill bigger so might be convenient in mapping
Zuletzt bearbeitet von DonbeShy#2335 um 25.08.2025, 01:20:28
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DonbeShy#2335 schrieb:
the new Living Bomb looks kinda good,0.6sfor400+damage+fire drop,
might work well in COC,always triggered with comet and comet lit the bomb,
fire drop usually makes skill bigger so might be convenient in mapping


I agree. Also, the damage scaling of LB makes it useful during leveling. It does more damage than Frost Bomb now, I think.
What about minions with chronomancer? The new frost mage "Counts as frozen" could maybe open up some cool possibilities. Maybe a curse heavy build could be effective.

Unearth can be used on bosses, so maybe a setup where we get 20 unearth spiders, ice armour them and then snap a bunch. There's no way to cold snap minions?

Spectre buffs could also be useful.
Zuletzt bearbeitet von lufesg#0377 um 25.08.2025, 04:33:35
patch notes updated.
https://www.pathofexile.com/forum/view-thread/3826682


new-arcane surge nerfed. haha...
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NEW: The Arcane Surge Buff now grants 15% increased Cast Speed instead of 10% more Cast Speed.
(this is a buff below 50% increased cast speed.)
1x1.2x1.1=1.32
1x(1+.2+.15) 1.35


other NEW additions to patch notes. don't really effect us.
"

NEW: Armour Piercing Rounds: Quality now provides Break 0-20% of Armour (previously 0-30%).
NEW: Blood Hunt: Explosion now causes Life Loss rather than unscalable damage.
NEW: Combat Frenzy: Quality now provides 0-10% chance when you gain a Charge to gain an additional Charge (previously 0-20%).
NEW: Dark Effigy: Quality now provides +0-0.2 metres to Impact radius, instead of 0-20% chance to inflict Withered for 2 seconds on Hit.
NEW: Detonating Arrow: Quality now provides +0-1 to Maximum Stages (previously +0-2).
NEW: Falling Thunder: Quality now provides +0-20% more Damage per Power Charge Consumed (previously 0-10% Chance to not remove Charges on use).
NEW: Flicker Strike: Quality now provides +0-20% more Damage per Power Charge Consumed, instead of 0-20% Chance to not remove Charges on use.
NEW: Hand of Chayula: Quality now provides +0-20% increased Duration of Socketed Gems, instead of Supported Curses have 0-10% increased Magnitudes. It still also provides increased Effect of Socketed Marks
NEW: Mantra of Destruction: Quality now provides Requires 0-1 fewer Combo to use (previously 0-2).
NEW: Profane Ritual: Quality now provides 0-10% chance to not destroy Consumed Corpse (previously 0-20%).
NEW: Sorcery Ward: Quality now grants Barrier can take Elemental Damage up to +0-5% of your Armour and Evasion Rating (previously +0-10%).



the "updated patch notes" for the skills, don't seem to have any changes. not sure if they accidently copy/pasted and they arent changed. or accidently didn't actually type in the new changes.
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lufesg#0377 schrieb:
What about minions with chronomancer?


I don't mind, but why? There are 0 interactions between Chrono and minions. Witch does better here.
What Ascendancy passive nodes do you want to use with minions and for what reason? Time Freeze alone?

I would think about smth minion only if it could be so strong that it would be too hard to ignore. But even in 0.1, when minions were the strongest, the best minion build still lacked in comparison to the power creep we had back then. 0.2 hit hard minions too, and it's not like many things changed for them in 0.3.

Although Chronomancer doesn't have an identity at all, it is still a Sorceress, and I still think it's better to stick with casting, at least until more CD stuff like traps or mines are getting released.

At least, for now.

Also, there is no way to Snap frost mages right now, unless they can be destroyed by the chain reaction of the Snap from the enemy, like Frost Wall.

"
Casia#1093 schrieb:
patch notes updated.
https://www.pathofexile.com/forum/view-thread/3826682


new-arcane surge nerfed. haha...


I giggled about it for a second.

GGG found Stormweaver being "too strong" once again.

Still, it can be a sign that Infusion is that good, so they nerfed smth real quick.
Zuletzt bearbeitet von monik390#5560 um 25.08.2025, 09:44:32
I think its more indicative of a larger change. quicksand hourglass>sands of time also was swapped from "more" to "increased". I was questioning if that was a typo, but I don't think it is.

id bet "arcane tempo" support is still more. but most other sources of "more" are just increased cast speed now.


minions. yeah. no current reason to think minions would be something. poe2 has taken the bizarre choice to make builds/ascendancies very preplanned. witch gets minion passives sorc does not.

minions do not benefit from chrono CD talents.

lower attr costs might make companions revisited. along with potential new clusters/passives. there are new minion passives. if a poe2 equivalent of "spiritual aid" is added. that might change things.

but again, doubtful. I don't see any obvious synergies.


to rehash, things I've said before.

yeah. chrono identity is weak.


I think the CD line is fairly solid itself as is. "now and again", could be a bit stronger. up to 50%.
I think the chrono talents are fine. "time snap" is fine, more or less.
they are functionally build defining. they are class defining and reasons to get excited about Chrono.

its CD based spells, and supports THEMSELVES that are the problem.
what GGG seemd to think reasonable CD times are, and damage values for those skills is completely off.


"
>comet- no CD, balanced on cast time. 708-1062 damage,885 average damage. 2.8m aoe. 1s+1s total cast time. 2s cast time. 443 damage/sec. without castspeed, or triggers, etc included.

>old frost bomb- 3.5s cd 467-701 damage, 584 average. 2-2.7aoe. .8s cast time. 3s duration to pop. 166damage/sec based on cd, can be echoed. but won't scale with castspeed, or coc, or anything since locked to the CD.

>new frost bomb- 6s cd. 238-538 damage,388 ave. 4s detonation. 65damage/second based on CD.

They increased Frost bombs CD 71%, AND reduced its damage like 40%.... what the hell?
before anyone tries claiming its exposure element was buffed to compensate. remember this:
>Elemental Exposure now has 15% less effect on Magic monsters, 30% less effect on Rare monsters, and 50% less effect on Unique monsters.

now comet hits hard, so lets compare it to something spamable.

>ice nova- no cd. 127-191 damage, 159 average. 3.2m aoe. 1s cast time. no cd, so scales with echo, castspeed, etc.


this also goes into what GGG thinks is a short cd.
5s cooldowns on grenades/frost walls now. bad, but managable due to charges at least.

6s cd on frost bomb. 15s on flameblast.

>Hourglass support.
-skills deal 30% more damage, skills have +10s cooldown.
30% more damage for a 10s cd.. what insanity.

what game is GGG playing, that they think those are reasonable CD Times? how can you build rituals, simulacrums, breaches, that require casting ever .8s, and ALSO include cooldowns greater then 4seconds?

frostbombs 3.5s cd, being reduced down to 2.2s or so, with every CD Reduction in the game for a sorc/witch was BARELY viable, often not. so, I would also make the point, just increasing the damage of CD skills doesn't solve the problem. Poe2 is a game where Cooldowns should range from .5s-3s for active skills. 6-15s for large buffs. ults such as timesnap. 15-30s range. flamblast-2-3s. convalesance-10-15s.

ice nova w/ hourglass. 207 average damage, 10s cd. 20.7dps. beyond pathetic. low dps, and low alphastrike.

now obviously, there is value in alphastriking. so we can't ignore that. if hourglass was 400% increased damage. ice nova would be 795 ave damage, 10s cd. 79 dps. 79 dps would still be LOW. however, that instant on call nuke would be powerful. and of course, giving it to comet would make a massive nuke... but, result in less overall comet dps.

the alternative is to keep the 30% more damage, but give it a reasonable added CD... .5 or 1s..


now and again, and quicksand hourglass/sands of time.
exist.
they aren't build defining. aren't exciting. and aren't reasons to pick chronomancer. they are nice little additions to your build when nothing else is better.

rapid river
build defining yes... but little to no synergy with the rest of the talents. Recoup itself is horrible, outside of SUPER niche self harm builds. so, if the rest of the class's talents were solid, this would not be an issue. powerful niche tool, for niche application.

Temporal rift
lots of utility potential. reseting life, es, and mana to previous point. very complicated to use. rewards for that complication is VERY low. you can reset to lower life/mana then current. you can reset to a dangerous position. the reset can just fail, if the space is occupied. the risk/reward here is not great. its not a "convalescence", which basically has no downsides. like if temp rift automatically activated at low life, stunned, or oom, then much of the risk would be removed. the low rewards would be less of an issue, given the low risks of mistake in that situation.
still, arguably build defining.

time freeze
ineffective as defense. too short, cd is too large. doesn't work on projectiles etc.
its purpose is basically only to set up burst boss kills. Which Regular cold FROZEN does.
its not a force multiplier. it doesnt propagate, it doesn't magnify damage. it doesnt DO any damage.
its short duration doesn't really mesh with any of the rest of the chrono passives. except kindof Unleash. which is taken away.
it SHOULD be build defining, but isn't. its too weak, cd is too long, it doesn't really enable anything.

theres so many things it could do. time frozen enemies can't evade, block or dodge. hits again time frozen enemies have 100% increased crit chance, and take 100% more crit damage. "buffs/debuffs/ailments durations do not expire while time frozen."
and yes, no more then 20s CD.

unleash
was build defining. worked with now and again/time snap well. and in theory time freeze as well. a powerful offensive option.
admittedly, questionably how it matches chrono theme... if they called it time echo or something maybe..
short cd, worked with our tools. I liked it..

flood of echos
I got nothing... curse. which has no synergy with the rest of the passives. if this was built into time freeze ok. but its not. its another active skill. has no synergy with temp rift, freeze, time snap, now and again, apex or rapid river.
if this was just PASSIVE like apex of the moment. that would be something. just "enemies in your presence take 20% of the damage they receive again 4 seconds later."


That the Chronomancer has potentially FOUR active skills from its class is something that really needs to be addressed. why? why no tools to work with that at all either? no other class has more then 2 "grants skill"
temp rift, time snap, time freeze, and unleash did all have cooldowns. so, there was that...

it feels like somewhere in that, was the intended class theme and design. but, nothing is done with it. all those buttons to press, you might think the theme then would be triggers or something.
the alternative is then to make those active skills POWERFUL. and currently they aren't really. "time snap" is the closest to being really powerful. but most CD stuff got nerfed into oblivion. temp rift isnt bad... but its not as powerful as it should be given the required investment into chronomancer and the noted risks on using it as is. time freeze is of course massively underpowerrd for its investment cost, and compared to regular frozen.
Zuletzt bearbeitet von Casia#1093 um 25.08.2025, 13:38:37
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Casia#1093 schrieb:

id bet "arcane tempo" support is still more. but most other sources of "more" are just increased cast speed now.




It is not. 15% cast speed rank 1, 20% rank 2, Rank 3 is theorized to be 35% increased cast speed, but -50% damage.

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Casia#1093 schrieb:

the "updated patch notes" for the skills, don't seem to have any changes. not sure if they accidently copy/pasted and they arent changed. or accidently didn't actually type in the new changes.


More changes are coming, I'm sure.

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Cold Snap: Has been reworked, and renamed to Snap. It can now be used on any Orb spell or any frozen, shocked or ignited enemy, causing an explosion of the corresponding damage type and creating a remnant of the corresponding type from enemies. This explosion can chain react to a limited extent from enemies hit that are affected by the same ailment. Now deals 48-540 to 72-810 Cold Damage, 2-27 to 46-512 Lightning Damage, or 17-192 to 26-288 Fire Damage at Gem levels 5–20 (previously 70-670 to 105-1005 Cold Damage). Quality now grants 0-10% chance to spawn an additional remnant (previously 0-20% chance to not consume freeze).


I wanted to discuss more about this. If an enemy is affected by all three ailments (Ignite, Freeze, and Shock) does this trigger all three elemental explosions for one Snap cast? One would assume.

How does that work with Heavy Snows/Strike Twice? Do we get additional explosions for Snap because we have two "Shock/Freezes" applied?

I am really keen to see how Elemental Discharge works, if consuming freeze/shock/ignite is no longer a thing. Maybe it stayed the same. We need to see how "Snap" works. does it remove the ailment? Logically, it has too, or we just spam "Snap" endlessly with no CD.

Snap itself is super interesting with the support gem that has a 50% chance of creating an additional Remnant, and a 25% chance of a random remnant. After "Snapping", there could be 6-7 elemental remnants sitting on the ground of various types.

If evet there was a spell with Zarokh's Refrain https://poe2db.tw/us/Zarokhs_Refrain written on it, it is Snap.

On Living Bomb

Also, Ignited enemies exploding has interesting applications with the support Gem "Fiery Death", ignited enemies, which we in theory will be doing a lot of with Living Bomb, explode on Death. "Wildfire" will spread Ignites from living bomb, and when they die they have a 60% chance of exploding, which may also spread more ignites, because it's fire being dealt by the explosion, n'est pas? Provided the fire damage from the explosion can instantly ignite.
Zuletzt bearbeitet von VenaliterFA#4664 um 25.08.2025, 15:50:25
May I ask? I plan to make chronomancer in 0.3, with Blasphemy with Temporal chains. I tried to test it with passive nodes and 'Curse magnitude' or 'Aura magnitude' words in nodes had affected the slow. But skills with words 'Debuffs you inflict have x% increased Slow Magnitude' are not affecting the slow from Blasphemy with Temporal chains. Why? And why then the support gem 'Encumbrance' which is 'Debuffs inflicted with supported skill have increased 15% slow magnitude' works with Blasphemy? And moreover, in the ascendancy there are nodes 'Apex of the Moment' and previous to it 'Slow Effect' wich says 'Debuffs you inflict have 6% increased Slow Magnitude'. Strange to not to make those nodes work with Blasphemy TempChains, but working with 'Apex of the Moment' (is it working? I don't have the char to test it, strange to see the small passive not related to next big one in ascendacy).
So, what is a debuff/curse/aura then? Can't Blasphemy be all three at the same time?

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