[Nevermind i've discovered its true value] Chronomancer Time Freeze - underwhelming

please ignore prior feedback - i was wrong :D
Zuletzt bearbeitet von Direfell#7544 um 06.02.2025, 12:37:45
Zuletzt angestoßen am 03.02.2025, 10:52:13
Tell me you can't play the game without telling me
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Direfell#7544 schrieb:
The chronomancers "time freeze" makes enemies stop moving/attacking, but any mods that have affects that go off on regular intervals continue ticking. Lightning bolts, volatile cores, periodic elemental explosions in close range, etc. all stay active while 'time is frozen'.

-This skill takes 4 ascendancy points to get.
-Has a 1 minute cooldown.
-Does the same thing stun/freeze would do but without being able to benefit from mechanics like climate change / ice bit / extra damage to stunned enemies, etc.
-Does zero damage.
-Has huge diminishing returns on its affects if doubled up with second wind / time snap.
-without investing in a fair amount of +aoe size enemies at mid range wont be frozen (expanse cannot support it).
-takes 0.7s to cast and lasts only 3 seconds.

It's not useless, but it doesn't help much either. The few times it's saved my characters life was when being swarmed by enemies my stun charm would allow me to get the 0.7 cast time off. At which point i was still body-blocked in by mobs and had 2-3 seconds to fix the situation.


*Have a suggestion for temporal rift as well. I think it would be better to leave after images based on distance travelled rather every 0.25s. It's best use is to get away from where the character currently is. But movement slows down a lot when fighting tough enemies, so unless im using flicker strike temporal rift tends to move me from infront of the enemy to in front of the enemy but slightly to the left.


It's not oriented to the play style you are lookinflooking for, just play other thing.
you can get to a point where the time freeze lasts over 15 seconds normal and over 25 seconds with temporal chains boosting it. sure it takes investment to make this happen but it is cool to have this. i will agree it's a little weird that rare modifiers still are going off while time frozen though. in my chrono's build i can time freeze a boss for over 1 min though using the second wind and timesnap combinations.
Build guide plz
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MadSheo#0280 schrieb:
Tell me you can't play the game without telling me


No reason to be a dick.

Maybe there's some mechanics im not understanding about it in which case I'd like to hear them.

But compared to an infernalists that can get infinite mana and 30% more crit bonus for the same # of ascendancy points, i just dont get it.
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suniskilled#1140 schrieb:


It's not oriented to the play style you are lookinflooking for, just play other thing.


Okay, probably good advice.

Could you perhaps point me to what playstyle it is good for?
It's more that Chrono is essentially the Aura bot of PoE2.

Time Freeze isn't the reason you're getting backlash. It's more the busted designs of the game and their ability to reduce action speed to 0% on any and everything.

Time Freeze only works currently because it lets you stack Chill, Slow, Curse. When it's over bosses still don't get to move. I'm not even sure most even use the skill.
"Never trust floating women." -Officer Kirac
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Direfell#7544 schrieb:
Maybe there's some mechanics im not understanding about it in which case I'd like to hear them.

It's pretty simple: do stuff that boosts the duration. It turns the mobs, including uniques, into a practice dummy for you to unleash on, no risk.

Now, for trash mobs, not worth using as much, as you can just them with Temporal Chains and get pretty much the same benefit, at lower investment, less hassle. But against big nasties, it is definitely one of the more powerful abilities in the game. And if/when top end DPS gets balanced, it'll only grow in power. 10+ seconds to stand in whatever buffs you've placed and just unleash?

But, currently, offense is way out of whack, so that's what people focus on, especially when said offense is good in all situations.
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Axterix13#5693 schrieb:
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Direfell#7544 schrieb:
Maybe there's some mechanics im not understanding about it in which case I'd like to hear them.

It's pretty simple: do stuff that boosts the duration. It turns the mobs, including uniques, into a practice dummy for you to unleash on, no risk.

Now, for trash mobs, not worth using as much, as you can just them with Temporal Chains and get pretty much the same benefit, at lower investment, less hassle. But against big nasties, it is definitely one of the more powerful abilities in the game. And if/when top end DPS gets balanced, it'll only grow in power. 10+ seconds to stand in whatever buffs you've placed and just unleash?

But, currently, offense is way out of whack, so that's what people focus on, especially when said offense is good in all situations.


Ah okay, that makes sense. I guess it was naive of me to assume it should be powerful without investment. Even those infernalist examples i gave take some work to become useful.

Thanks, much appreciated.

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