[0.3] Chronomancer Megathread. WIP.

new eye of winter with flame wall deals exactly as much damage as just casting comet.

base damage eye of winter: 49,5
base damage flame wall: 40
total cast time: 1,4+1 second
2,4 seconds considering 75% cast speed = 1,371 seconds
89,5 base damage / 1,371 = 65 base dps + 900% = 650 dps

comet base damage: 1036
comet cast time: 1 second. with 75% cast speed = 0,571 plus 1 second added cast time = 1,571
1036 / 1,571 = 659 dps

now sure, i didnt include 100% damage as extra, because it will add more cast time. and its your best stat to get on wands and staffs, so it will be less effective. if you want to use a 3 button combo on a 15 second cooldown for 20% more dps over just using one button comet that can be unleashed go ahead. i think this is ridiculous and exactly what ruetoo was talking about. pull out a fucking calculator ggg.

edit: i didnt even put my main point across properly. 650 dps is ridiculous. you arent going to hit yellow maps by self casting comet. my point wouldnt be too important if 650dps was already insane. but its literally unplayable, like they might as well put 0 dps on that skill.
just compare caster skills to bow skills to understand how stupid the balance in this game is:
400dps bow costs less than 1d.
just lightning arrow: 250% effective damage *0.9 attack time = 2,25 multiplier = 400 dps * 2,25 = 900 dps
already 50% more damage
and thats not considering any lightning rod combos
thats not considering bows shotgunning potential
thats not considering the mana cost
thats not considering the clear potential of lightning arrow
thats not considering that you could get double damage if you invest into a better bow with flat added damage on rings and gloves.

nobody is going to sit there and just one button lightning arrow against arbiter on a 1d bow. imagine doing that with lightning arrow on a 15 second cooldown and FIVE TIMES THE MANACOST.....AND THAT WOULD STILL BE 50% MORE DAMAGE THAN 2 BUTTON EYE OF WINTER
Zuletzt bearbeitet von BimboBoy1994#7337 um 28.08.2025, 10:41:06
well not exactly. first there is value in burst.
Second, we are factoring only the first hit there.
eye of winter does multihit.

so, its 89.5 base hit. the first is dealing 890, then you still can get 4-5 more hits in. if we land 4 more hits, we are at 358+890 for 1248 per cast.

And third, yes it is a 15s cd, so we would be stupid to not build up that payoff higher. flamewall/orb of storms+ eye of winter should be dealing WAY more then comet. Shock, lightning infusions for flamewall, giving us +40 fire, and +40 lightning damage.

and ultimately, with eye of winter hitting harder, it probably will generate some decent Crit energy finally. thus we can also add Coc+comet as well. And, we would be stupid to not run siphon elements to generate infusions on ignite,shock. which give us Fire comets, and also help ensure lightning infused firewalls.
Zuletzt bearbeitet von Casia#1093 um 28.08.2025, 11:09:19
"

nobody is going to sit there and just one button lightning arrow against arbiter on a 1d bow. imagine doing that with lightning arrow on a 15 second cooldown and FIVE TIMES THE MANACOST.....AND THAT WOULD STILL BE 50% MORE DAMAGE THAN 2 BUTTON EYE OF WINTER


chill my chrono friend,we all know ggg does sh*tty balance.
it's about how we are having fun with chrono and looking for sth new that Stormweaver cant do.
- also,you count only ONE first shot of the Eye of winter,it can be much more when you slow down the speed of it.ggg said 35% more shots, so if slow enough ,i think the damage can be doubled or even more.Not to say that all the buttons we press are not useless,
frost bomb,elemental curse,even storm orb. As a multi-element build,they do some damage too.
No one would use a 15s CD spell to clear maps,its just a bossing finisher and it's way more better than just casting Comet.Just time snap,and all the piano damage is doubled,which Stormweaver can never do.
Zuletzt bearbeitet von DonbeShy#2335 um 28.08.2025, 11:15:44
A reminder, frost nova will be able to consume ice infusions to deal more damage, and generate chilled ground as well.
so, just spamming frost nova, will generate ice infusions, and can consume them.
I doubt, it will be viable over frost bomb for the eye of winter discussion. but its something to consider.

and we have frost darts to consider in any build as well.



our cast on crit is in danger.
frost bomb less damage, and bigger cd. less damage even means harder to pop walls with it. less energy gained all around here.

frost wall nerf is WAY less crit energy gained.

major hits to our bit crit energy generators.

frost bolt damage nerf is less crit energy.

eye of winter rework is bursty, more crit energy..

frost darts, and buffed nova might be CoC replacements.
"
Casia#1093 schrieb:


frost wall nerf is WAY less crit energy gained.


that first0.5s is okay i think,as for frost bolt,i dont think i'll use it HAHA
But frost darts...Hmmmm
the form of frost darts looks like a specialized single target spell...

— Frost Darts: Conjures a number of icy Projectiles that launch towards the target. Projectiles that Hit a Chilled or Frozen target create chunks of ice that deal additional damage on impacting the ground. Consumes a Cold Infusion if possible to cause each Projectile to lodge into the enemy then explode.

i'd like to see how the explosion works,and what will happen when it hits a frostwall.
if it explodes and do some multihits,then it can be considered

I do have some faith in Fireball and triggered living bomb,sounds like a solid little cycle to me

Zuletzt bearbeitet von DonbeShy#2335 um 28.08.2025, 11:58:11
Early game sorc is now starting to look strong with the added living bomb, should replace contagion and speed things up greatly. The frost bomb changes had me concerned the early campaign was going to be rough.


Thoughts on a curse mag effect + ritual cadence + blackflame + effigy setup for late game chrono? Maybe spark for hit storage w/ flamewall and a CoEA for the infusion side of things.
Zuletzt bearbeitet von gr0o0ve#1473 um 28.08.2025, 12:46:31
Sorry, but this build is a damned clusterfuck.

no thx
Everything gets a cooldown!

updates
"

Cold Snap: Has been reworked, and renamed to Snap. It can now be used on any frozen, shocked or ignited enemy or on a Frostbolt, 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). Cold Explosion now deals 50% more Damage against Unique Enemies. Now has a 4 second Cooldown.

Orb of Storms: Now triggers from casting any spell in its radius (previously only lightning spells, but incorrectly described as all lightning skills). It now creates a Lightning Infusion Remnant if all of its bolts are used up or its duration expires. It now has a maximum of 6 bolts at all Gem levels (previously 12–29 at Gem levels 3–20). It now has a base radius of 3.6 metres (previously 2.8 metres). It now deals 1–15 damage at gem level 3 (previously 4–12), scaling up to 14–260 damage at gem level 20 (previously 63–190). Now fires a bolt every 4 seconds, and when you use a Lightning Skill near the Orb (previously every 3.4-2.55 seconds at Gem levels 3-20). Orb duration is now 12 seconds (previously 10).

Minions now deal 3% more Damage with Hits and Ailments against non-unique monsters at skill level 3, scaling to 50% more Damage with Hits and Ailments against non-unique monsters by skill level 8.

not sure what was changed on orb of storms from the previous. bolt count?

edit: yes. found a copy of the notes.it was 8 count at first.
oh and damage was changed. the huge buff was reduced. it was first posted as 1-19 at level 3, to 19-353 at 20.


This does mean Snap can't be spammed on frostbolts. which is a huge nerf.
Zuletzt bearbeitet von Casia#1093 um 28.08.2025, 20:14:31
"
Casia#1093 schrieb:
Everything gets a cooldown!
Cold Snap: Now has a 4 second Cooldown.

not sure what was changed on orb of storms from the previous. bolt count?
This does mean Snap can't be spammed on frostbolts. which is a huge nerf.

-----------
okay no triggered Snaps anymore.
-orb of storm,6 bolts huh,I think its a buff.that means we may not need to put down the skill effect duration to get some lightning infusions.Just 4 or 5 spells and it expires.
-I think Snap is designed for some screenwipe-spells,but fire snap does little damage and cant garentee the chain reaction happens,it looks so unreliable to me now,not to mention it consumes Frozen.
Zuletzt bearbeitet von DonbeShy#2335 um 28.08.2025, 20:46:40
Alright, so.

Today's Snap nerf shows that we no longer need to bother much with Infusion. It's Stormweaver's feature now, simply bc they get a lot more of them.

I laughed a lot about the latest stuff, like

"
Chronomancers: We are a CD-based class. Give us smth.
GGG: We got this. Here *adding CD to existing skills*
Chronomancers:...
Stormweavers:...


Anyway. Thoughts:

1. Cross elements might not be as good for us as for Stormweavers.

~~~

2. Archons might be good, unless they have ridiculous requirements. I wished for full cold conversion back in 0.1.

~~~

3. Cold. Previous experience is so dead, be it 0.1 or 0.2. Forget about the former glory. Bomb, wall, frostbolt, cold snap, EoW, everything got nerfed.

What to check: If Frostbolt can be chained by Snap or not.
Slow down the Frostbolt, stack them, and Snap. Frostbolt explosions can shotgun. Snap probably can too. Pretty good nuke in theory. Cancerous, tho.

Darts, Whispering Ice, whatever new stuff.

~~~

4. Lightning. I'm 100% sure Lightning Archon is viable, and probably, the most reliable out of all elements. New Arc is good. LC's damage should be good. Cold-infused Spark is good.

The problem here is that the Lightning element is more dependent on infusions.

Lightning Archon is easy to get for us with just CoC-Comet or Mana Tempest + Temporal Rift, as usual. We were made for this kind of stuff.

~~~

5. Fire. My bet and go-to, honestly. Fire Archon + CoC-Comet + Inevitable Agony = big freaking ignite. But it is possible only if IA has a good % that can be stacked by the curse effect, and counts as a Hit.

Reworked Fire spells and Ignite, actually, seems pretty good overall. New ignite is smth like Freeze Build-up, but the chance to ignite is rising from 0 to 100. Why not.

Problem here, required stat diversity. Probably need to scale Ignite dot too.

~~~

6. Chaos. Be it Blackflame, ED+Cont, or Impending doom + IA (tl;dr: Agony + Cursed Ground + Impending Doom + Spell Echo should trigger both Agony and Doom bc of Cursed Ground limit. Casting new ground ends previous one, so it actually triggers).

Blackflame and ID+IA still depend on how good IA is.

~~~

7. Minions. Personally, not sure, but after a second thought, they should be ok at least.

~~~

8. Hollow Palm + Tempest Bell + IA, either bleed of poison stacking. Same as Fire/Chaos above.

~~~

9. Physical spells, other melee, ranged, idk.
Reap is staff-based, and it doesn't work as good as in PoE1 simply bc Spell Cascade doesn't work with Spell Echo.
Not sure about anything else.

~~~

Well. Hopefully, some of those things are good enough.

Anyway, there is a way.

Personally, I will go with Fire and the default slowmancer approach for the endgame. If it doesn't work, there is the Lightning Archon, which is the closest 0.1-0.2 builds in terms of building. Same CoC-Comet (or Elemental Invocation), just with some lightning skills.

The early game is more about cross-elements and depends on the weapon.
Zuletzt bearbeitet von monik390#5560 um 29.08.2025, 04:51:38

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