[0.2] Ignite Chronomancer

Introduction

Thoughts on Chronomancer.

CD based class makes dots more appealing.
Ascendancy is focused on defense which lets you itemize for more damage.

Playstyle
You blink around the map casting flame wall > fireball for trash. Solar orb for tougher mobs, small packs, or stragglers. On rares you solar orb > flameblast. On bosses you solar orb > flammability > flameblast. For maximum damage when mapping, flame wall > solar orb the front of the pack > fireball and it will spread a larger ignite with the help of fire exposure.

Solar orb is also good against shielded mobs which stop your projectiles. Solar orb only ignites and applies fire exposure to enemies close to it.

Ember fusillade is for when your flameblast is down.

Video included below.

Offense
It has decent mapping with ignite proliferation, but it really shines at deleting rares with flameblast. Flameblast can also be used on very dense packs. Also theoretically very good against bosses.(I haven't done much bossing yet.)

Defense
Temporal rift is on a very short cd and this lets you reset your life/es when you get hit or use it to get out of dangerous situations.

Time freeze is about a 36 second cooldown and is very good at letting you get into a large group of mobs or rares and lets you safely channel your flameblast. It's also very good at keeping hasted and mana siphon monsters away.

I went with hybrid life/es because I didn't want to just rely on temporal rift to reset my hp. Also didn't want to rely on es recharge only.

Utilizes blasphemy temp chains to slow and hinder enemies. This helps you kite monsters and cast spells more safely.


Pros and Cons

+ Very good bossing
+ Good at sniping rares

- A lot of buttons and cooldowns(very active playstyle(pro?))
- Extremely high mana costs so you have to use the mana flask constantly
(Hopefully gets fixed by GGG, all spell costs are too high)
- Takes a while for the build to feel good(levels, cast speed)
- Fire spells are underwhelming through the campaign
- Visual clutter
- Dot playstle(better to just kill enemies faster)
(Can be good while doing boss mechanics)


Build

Build Rating

Difficulty 2/5
Budget 2/5
Mapping 3/5
Bossing 5/5
Defense 4/5

Build Cost
Budget version is about 50 ex to take you into yellow maps.
Current version is about 10 divs.

Note: Temporalis would be extremely good on this build. If you wanted a chase item.


Videos
Spoiler

T15 map
https://youtu.be/K2wApuqFfog

T15 level 80 map
https://youtu.be/p-rE4HESrzY

Slightly harder map, with +ailment threshold also. I normally just slowly full clear, but I went fast for the video.


I don't play too much and am still currently learning about citadels and bossing. Will maybe include some bossing videos in the future.

But I think ignite chrono would be especially good as a bosser.



Pob and Maxroll



Leveling
Spoiler

https://maxroll.gg/poe2/planner/uo1vb0bv

I made a leveling tree in the maxroll planner. I leveled this on patch day and I struggled with damage and survivability. They did nerf all the hp by 25% though so it may be easier now. Maybe leveling as cold and then swapping would be better.

Also when I leveled, I didn't take any lightning nodes or ele damage after shocking. That would have helped when I was using spark.

I went for flamewall + spark early because you don't have any good fire spells yet. I think going for proj early is good because it helps spark, fusillade, and fireball. I dropped spark after I got fireball. Also start taking ignite nodes after flameblast. You'll feel weak until around 55-60. After I got flameblast and all the ignite nodes, it started feeling pretty good. I'd also pick up the closer fire pen nodes until you get the fire pen at the top with the other fire damage nodes.

You can also drop raging spirits when you get blink. The damage falls off pretty fast especially only on a 3 link.



Ascendancy
Spoiler

1 - Footprints in the Sand(Temporal Rift)
2 - Ultimate Command(Time Freeze
3 - Now and Again(Could take the slow if you wanted, but I find 33% chance to not consume a cooldown is more helpful. We already have temp chains and hinder)
4 - Unbound Encore(Time Snap)



Gems
Spoiler

https://maxroll.gg/poe2/planner/uo1vb0bv

This is my final gem loadout. I would prioritize links for fireball since you don't struggle at all with single target and fireball feels weak.

Fireball > flameblast > ember fusillade

I have fireball as a level 18 gem and everything else is level 17. I can't level them up or I would have even worse mana issues. I already can't even do solar orb > flammability > flameblast. I have to use a mana flask or I won't have enough mana to channel a full flameblast.

I took ignition on flameblast to guarantee ignites early but that may not be necessary. Swap to deliberation when you want.

Arcane tempo on flame wall since you need that spell cast as quickly as possible to combo with fireball. Igniting enemies before fireball will drastically increase your damage.

I think there could be a better support to use than fire mastery, but I'm not sure yet.

Also I think scattershot is very bad since we struggle with damage early on as it is.



Gearing
Spoiler

Only one unique required. Cracklecreep.

Itemize for as much cast speed as possible, this lets you get your casts off faster which also keeps you safer. Since casting spells slows your character down considerably.

All of the ignite stats come from the tree except for a jewel that gives max 30% magnitude.

For the weapon, I would get ignite chance and cast speed, then as much fire/spell gem levels and fire/spell damage as you can.

For armor, high es is a bit more useful than a high life roll. Since with the %es nodes on the tree, we can get more than 4k es. You could probably go CI but I think getting close to chaos resistance cap is easy. And I like having some hp paired with the 20% instant flask recovery belt. It's useful if your temporal rift/time freeze don't go off immediately.

Attributes: The int requirement for gem level 20 is so high that I had to grab int on two items. This can be mixed and matched depending on what you find. Also I took the %int and an extra es/int node on the tree.

Since mana is such a huge issue, I grabbed it anywhere I could but didn't prioritize it too much. Also get the mana regen chest armor. Also a %mana on kill jewel is slightly helpful.

Anoint: Fulmination
Not sure if there's anything better.



Map mods
Spoiler

There are only a few mods that I avoid. The increased hp of monsters, less cooldown recovery rate for players, and the increased aoe mod. I think the other mods are do-able but should be avoided if possible. I think having to do the below mods is fine, otherwise you're going to lose too many maps.

I've done the monsters penetrate 25% res, -10-15% flat res, enfeeble, and +ele res to monsters. Surprisingly enfeeble and +ele res to monsters weren't too bad. And usually as long as you don't get 1 shot, you can temporal rift so we're surprisingly tanky enough to do maps with 1-2 damage mods on them. I don't worry about ele damage as extra, crit, chaos as extra, and monsters deal more damage. Monsters have faster move, cast, attack speed is a bit tougher though, especially when paired with another damage mod. But when we have so much cast speed and mobility, it's not too hard.



Tips
Spoiler

Solar orb placement is important to make sure the monster you're hitting has exposure so you will hit harder and the ignite spread will be bigger. I like to try and place it at the very front of the pack so your fireball will hit enemies that have exposure. Only enemies very close to the orb are ignited and get exposure. It's also very useful for sniping dangerous mobs that maybe you can't reach with fireball. Usually flamewall > fireball is enough for most white mobs yhough.

I only use flammability on bosses. But for extra tanky rares, you can cast flammability after ignite is already ticking. With cursed ground, it will instantly curse the monster and start causing your ignite to deal a lot more damage.

In maps with smaller corridors, I just use Solar Orb > fireball. Since it's faster and more damage than flamewall > fireball. All the monsters are grouped up for the ignite prolif and Solar Orb itself deals a lot of damage.



Other thoughts
Spoiler


For level 100, taking the two other jewel sockets could give us 60% more ignite magnitude. The travel nodes would also help with attribute requirements.

I think it plays somewhat a bit like a D3 sorc. You can group up monsters to nuke them all down. On some of the more open maps, you can run around to group up a bunch of enemies before you use time freeze and flameblast. Sometimes I can get multiple rares together, it's very satisfying. Also, if you're feeling risky, you can double blink onto the rare, time freeze > solar orb > flameblast > temporal rift out.

Mana costs are way too high. Even when a level 18 Fireball is six linked with inspiration, it costs a little over 400 mana per cast. My mana pool is only about 1000. All fire spell mana costs should probably be lowered by 50% at the top end. Not being able to level a gem to 20 due to mana costs feels awful.

Fire spells on the lower end definitely need a buff. Fire spells at the top end are probably fine, especially since I have all my gems at level 17.

I think they should revert the nerf for ignite prolif from 1.5m back to 2m. They buffed the prolif time from 2 seconds to 1 seconds but decided to tack on a nerf. Makes no sense since the purpose was to buff ignite archetype that was too weak already. It would help in larger maps where there's constantly numerous stragglers.

Ember fusillade sucks to use. It was definitely developed for using with WASD. Since we already have enough buttons as it is, I only use the mouse for movement. I hope they give it better auto-targetting in the future. It sucks when you charge up ember fusillade, have to run away, then fire all your projectiles into the wall.

I think fireball could use a buff at all levels. It's currently not doing enough damage to some white mobs. It also definitely doesn't do enough damage for delirium or wisps. I think since people are using it as a gimmick with ricochet in other builds, GGG doesn't see a need to buff it or are afraid to. Fire currently has no other mobbing skill besides fireball, so it needs to be stronger imo.

Chrono skills are a bit buggy. Time freeze doesn't prevent shroudwalking. Also some monsters won't get frozen.

Temporal rift sometimes won't work when you're holding click to move. It will activate and just keep you in the same spot. It's also still bugged with clarity and vitality. You can't temporal rift even if you have enough spirit to reserve those auras.

It's still early access, hopefully these things get fixed.



First time making a guide, so let me know if you think I missed anything or if anything else should be included.
Zuletzt bearbeitet von imphilxd#4709 um 24.04.2025, 05:26:48
Zuletzt angestoßen am 20.04.2025, 05:32:00

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