Chronomancer MEGA Feedback
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Quicksand
I have a feeling that it's not really useful either. How many caster builds do we actually have where that feels great? As in, yeah for a fireball I care about the cast speed but those 0.1m radius are kind of meh, but maybe for frost bomb radius matters? And then you eventually get cast speed on gear, spell echo & cascade. So yeah, just seems nice early on but than becomes a minor buff later on. Freeze & Snap Chances are that you are playing your class and that already has a billion buttons to press. So how likely is it that fat finger joe can use them? And what am I even supposed to do with those anyways? Agony So correct me if I'm wrong here. But for most builds I have seen, this is kind of useless at the early game because they do too little or too much damage, & it's useless at the late game. So what exactly is the point where this thing actually adds to your damage? Just group play then? Rapid River Why would I bother with this when the content I'm supposed to strife for will completely disable this? Cooldowns It used to be a nice feature, but then the fun cooldowns basically got deleted, skill limits, etc... I guess grenades still have cooldown? Biggest Problem With remnants we actually got an interesting time related passive but on storm weaver. And the current league also introduced an interesting time related passive for spell casting but on druid. Zuletzt bearbeitet von yunharla3000#5123 um 15.01.2026, 15:49:27
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Adding my post to feedback accumulated in this thread.
Sands of Time - decent effect with average 30% area increase and 30% cast speed increase, but both it and its prerequisite passive should affect skill speed instead of cast speed to make it more versatile. Inevitable Agony - while its effect could be useful its biggest issue is being applied only when curse expires and since its duration gets only increased with skill ranks and Chronomancer stacks skill duration for effects like Time Freeze on top of that its effect gets more and more delayed and quickly reaches the point where most enemies would die earlier than the curse would expire and it is just wasted. To fix that issue - consider changing Inevitable Agony to instead make affected enemies take X% of hit damage taken again Y seconds after it occured while curse is active - that would provide similar effect to current curse, but without necessity to wait till it expires since echoes would occur while it is active instead. In addition to that - consider making this echo effect occur against enemies affected by any curse from Chronomancer (akin to Blood Mage's passive Whispers of the Flesh that makes enemies affected by any curse from Blood Mage lose 15% of maximum life instead of requiring application of separate curse like in Chronomancer's case). Such change would allow to get this echo effect without necessity to waste an interface skill slot / meta gem support gem slot / separate button to trigger it. Its prerequisite passive should also be changed to curse duration or magnitude instead of lower curse delay, especially considering existence of effects like Windscream and Hand of Chayula that allow to bypass it entirely and make reduced delay effect wasted. Temporal Rift - I agree that it should also remove slows when triggered. If you return back in time to period when slow was not even applied to you it makes total sense to have it removed. Time Stop - I agree that it should also disable modifier effects for affected enemies, since stopping time for them should also mean stopping their additional effects. Now And Again - is too RNG based and unreliable, so would have been better if it was more controllable by player (especially being in Ascendancy that is literally about controlling time) like affecting every Xth used cooldown or reducing cooldowns by Y% instead of current 33% chance not to trigger them. Buff expiry rate minor passives - are very niche (I don't think Chronomancer even has any affected by them innate buffs) and should be replaced with more synergizing effect for Chronomancer like skill duration increase. Suggested possible additions (to provide bigger variety of builds and bring Chronomancer to 20 nodes and in line with Stormweaver that already has 20): - Branch that would contain effect that would make damage over time effects and ailments applied by Chronomancer deal their damage X% faster (pretty much speeding time flow for them) or even possibility to manually hasten them to the point where they would deal their remaining damage instantly (moving to a point in future where they have already done their remaining damage and expired). That would make Chronomancer synergize with Ignite and other damage over time based effects and simultaneously cover this missing gap for Sorceress (as Stormweaver and Disciple of Varashta do not have any Ignite or damaging ailments synergies). - Branch that would contain Chronomancer's version of Unleash support / weapon skill that would fit the theme or temporal echoes and be in line with Zarokh's support gems (as Zarokh is also a Chronomancer). That could be either via returning Unleash skill to Chronomancer tree or via making Chronomancer's own separate effect like every X seconds duplicating next spell used Y times. Zuletzt bearbeitet von Volsal#8024 um 19.01.2026, 00:26:43
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Several additional ideas for new / alternative notable nodes for Chronomancer that could improve its viability:
- Controlled time speedup for yourself ability that would increase skill and movement speed by X% for Y seconds with Z seconds cooldown. Unlike Sands of Time it is controllable (so can be better played around) and cooldown based (so synergizes with cooldown based nodes of right Chronomancer's tree branch). - Ability to summon a past version of yourself to duplicate non-cooldown spells you cast with X% effectiveness for Y seconds, pretty much caster's analogue of Mirage Archer. I also understand that many effects suggested here and in post above are quite strong, but don't forget that limit of 8 Ascendancy points does not go anywhere and you would not be able to take them all or without sacrificing something else. It would just be better to have a multitude of cool time based abilities and effects for players to pick from and form different builds instead of current situation of having 2-3 good abilities / effects in the tree with other abilities or effects being meh / very niche and not providing much diversity or excitement to pick. Zuletzt bearbeitet von Volsal#8024 um 16.01.2026, 06:25:52
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I've avoided running Chronomancer in SSF, because I think it is more unique-dependent than other ascendancies.
However, if the Vaal Temple surgery room goes core, providing a way to tattoo recoup onto your arms and legs, that would reduce the need for a unique chest piece to play Recoup Chronomancer. 0.4 SSF: Gemling Minions: https://poe.ninja/poe2/profile/DistributedAutomaton-5739/character/CrystalController
0.3 SSF: Evasion-only melee challenge character: https://poe.ninja/poe2/pob/119e9 |
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" Sacrosanctum used mainly to get ES recoup, life recoup it provide is just nice bonus |
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You are straight up building wrong.
Zuletzt bearbeitet von narg62#5820 um 18.01.2026, 13:58:07
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" Tell me how to build it right, really interesting |
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" What does this even mean? At least I posted how I made my build work, and it isn't a clone build either. If the idea is, "just copy xyz build", then that's part of the problem. If it's "get good bwo", also part of the problem. |
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