Boon Chronomancer

A Giver's and Minstrel's Chronomancer — Rifle and Sword/Shield, carrying the squad's Stability on Mantra of Concentration.

That mantra is the only skill on this bar that gives allies Stability — the shatter trait people credit for it, Bountiful Disillusionment, stabilises you. What Chronomancer has that our other Mesmer support does not is Well of Precognition, a block window you drop on the pile, and Time Warp — which through Temporal Enchanter also hands Resistance and Superspeed to anyone standing in it.

Why these traits

Shatter 2 is the loaded button in Chaos: Illusionary Defense gives nearby allies Protection, Illusionary Membrane puts a chaos aura on you, and Chaotic Transference turns that aura into boons for the people around you. Bountiful Disillusionment stabilises you and adds one ally boon depending on which shatter you pressed — the squad's Stability still comes off Mantra of Concentration.

Seize the Moment is the Quickness: one application per clone shattered, plus more whenever a phantasm goes out. Illusionary Reversion hands a clone straight back on every shatter — with Flow of Time underneath it, that is where the Alacrity comes from too. Restorative Mantras and Mental Defense are ally-facing, not personal sustain: mantra charges heal the people around you, and shatter 4 breaks them out of stuns.

Gear reasoning

Giver's and Minstrel's with Water — healing power and boon duration, because almost everything this build gives out is a boon with a duration on it.

Concentration comes from Chaotic Persistence, which pays you concentration and expertise for as long as you have Regeneration on you. Rivers is what keeps it there: alacrity and regeneration at the end of every dodge roll. Energy refunds half your endurance on a weapon swap, so you get more dodges to spend.

Frenzy shaves cooldowns off your whole bar on a kill and Life stacks healing power on one — kill-reward fillers, worth the slots in a zerg and not much anywhere else.

When not to run it

If the squad is dying rather than being pinned, Troubadour is the better Mesmer. Its healing sits on the utility bar where you can aim it; this build's healing is a by-product — Restorative Mantras when you spend a mantra charge, Illusionary Inspiration when an illusion goes out.

Chronomancer earns the slot when someone has to hold Well of Precognition for the push and Time Warp for the follow-up.

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