Chronomancer MEGA Feedback

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SalamiHaze#9389 schrieb:


Free points - I don`t think it`s proper way of buffing chronomancer or any other ascendanciy. Blood mage had to be reworked that way as it was mandatory ascendancy tech enabler and was unfair vs other ascendancies. There is no such case here, also it would make dangerous precedence for other unpopular ascendancies to require similar rework.

Matrix thing - so how would it work with time freeze? Time freeze 1 ends and then timefreeze 2? I think i prefer chance not to consume cooldown :D

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Can`t find it now but somewehere above i`ve seen suggestion to sands of time give not only cast speed but other speed type(attack f.e) - Big +1. While melee combat seems like no brainer i kinda think about movement speed too. Seems too busted tho.


What I was thinking was not enabler ability but defining ability that applies to damage abilities like Spell Echo gem but also let chronomancer have easier time getting the stats needed for build to work... I get the feeling, and it seems others too, that I have to go all over the place getting all the nodes for build to work. I was thinking also that there are some less used ideas for builds as well in passive tree that should be expanded like buff duration. Should duration anyhow be chronomancer's play ground?

How about two starting nodes that makes you choose one: first makes enemies slow and second makes you fast? Like some kind of time line thingy...

Speed is something I've noticed I come back to as chronomancer as well. That's why I suggested forward moving ability as well in my post.

Just suggestions... I didn't spend whole evening pondering on them. I became poe2 player because I got interested on chronomancer and got disappointed since it feels a lot harder to build than other ascendancies.
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SaiyanZ#3112 schrieb:
I played a lot of Chronomancer recoup in 0.3 and even a bit in 0.4. After playing the new sorcerer and scaling recharge delay/rate, I can safely say that the investment recoup requires (passives and giving up 1k ES chest) is not worth it. Recharge delay/rate works just as well, if not better most of the time, and you'll have a much higher ES pool. My recoup chronmancer tops out at around 14k-15k ES. Whereas my recharge delay/rate scaling Disciple of Varashta had around 23k ES.

Since the key thing this ascendancy gives is recoup, I don't think it's worth it anymore.

I am doing the setup with Darkness Entroned belt as body armor with Faster Start and Recharge since 0.3 recoup is just not worth it.
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default_mp3#9394 schrieb:
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SaiyanZ#3112 schrieb:
I played a lot of Chronomancer recoup in 0.3 and even a bit in 0.4. After playing the new sorcerer and scaling recharge delay/rate, I can safely say that the investment recoup requires (passives and giving up 1k ES chest) is not worth it. Recharge delay/rate works just as well, if not better most of the time, and you'll have a much higher ES pool. My recoup chronmancer tops out at around 14k-15k ES. Whereas my recharge delay/rate scaling Disciple of Varashta had around 23k ES.

Since the key thing this ascendancy gives is recoup, I don't think it's worth it anymore.

I am doing the setup with Darkness Entroned belt as body armor with Faster Start and Recharge since 0.3 recoup is just not worth it.


In vacuum recoup is stronger because it works while you take damage, when recharge require you taking no damage for some time to start working.

But in reality, making recharge good is much easier (takes less points and gear mods) than making recoup good.

Recharge already become good with 2-3 recharge branches and no extra mods on gear.

To make Recoup good, you must have to reach over 100% recoup, so taking damage will not slowly drain your ES, plus multiple Gear slots and Mods, plus going Chronomancer or investing into Recoup Speed.

Plus Recoup can't run %Less Recovery Mod unless you get so much Recoup that even with this Map Mod you still Recoup More Damage than you take.

Recharge also affected by %Less Recovery, but it doesn't matter that much, you just dodge and start recharging.
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Zuletzt bearbeitet von PaintMaster#2396 um 11.02.2026, 07:20:48
Topic bump. Maybe somebody gonna add something interesting.
Doing a home brew Chronomancer Twister Mind Over Matter Eldricth Battery build that completely trivializes the single player game with time Freeze. +Skill duration synergizes well with 10 second long twisters and Time freeze.

Blows up juiced endgame maps easily, and even the end game 20mil+ hp bosses are dead or on to the second phase before they unlock from the first Time freeze. Getting away with no armor/evasion or ES thanks to the mad slows.

Hard to look at this ascendency as being underpowered but I totally agree that several of the ascendency passives are 100% useless. I suppose the build I'm using might do more dps with a different ascendency but not sure I want to give up the comfy Time Freeze boss killing.

Now and Again - 33% chance to not use a cooldown? Far too unreliable to depend on. Since you have to operate under the assumption that it wont trigger, there's no reason to have it.

Unbound Encore - Not useful for anything but Time Freeze, but with support gems you can bank 2 uses, and 2 uses is all you'll ever need for any current fight anyway.

Inevitable agony - No use in a game where everything dies as fast as it does, and there's even the opportunity cost of setting it up and using it when you could just be spamming more attacks anyway.

Have not messed around with recoup effects at all in this game. Digging Chronamancer anyway, but will admit I haven't really played any of the meta builds so may not be the best to make comparisons there.

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