时空术士 Chronomancer - Rifle Mantra Support
此配装转载自 https://metabattle.com/wiki/Build:Chronomancer_-_Rifle_Mantra_Support
The community gave this build a rating,making it second-tier: 优秀 Good
使用场合:征服模式 PvP Conquest
Difficulty:
Normal
该配装最后更新于:3 月 16, 2024;并已与以下版本同步:1 月 30, 2024 patch.
概述 Overview
A support Chronomancer build utilizing the latest addition to the Mesmer arsenal, the Rifle.
技能 Skill Bar
步枪
Sword/Shield
Utility
技能变体 Skill Variants
Utility
For the optional slot:
- - high anti-projectile uptime, quite useful against specs like Rifle Deadeyes or Longbow Dragonhunters.
- - another stun break and extra healing via 。
- - if more condition cleansing is needed.
Elite
- - the CC could help set up kills for the team.
模板代码 Template Code
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特性 Specializations
变体 Variants- is another viable option, improving various clone related traits and skill. It's also the only real option when you're NOT playing with 和 。
装备 Equipment
步枪
法印
法印
利剑
盾牌
法印
法印
符文
项链
Relic
使用说明 Usage
Elite specialization basics
- Chronomancers gain access to brand new Shatter skills that are more or less the same as the old Shatter skills. F1 is still the power damage one, F2 still has Confusion and F3 Dazes targets.
- In the F5 slot Chronos gain a new Shatter that's unique to them: and its chain skill 。 More about these later.
- provides a passive movement speed bonus, rendering movement focused runes unnecessary.
General
- While Rifle adds a strong ranged option to the build, many of your important healing, cleansing and boon sharing tools like mantras and shatters still have to be used in melee range of allies.
- shot creates a portal for a brief amount of time that allows allies to teleport to your location, but in ranked games (especially solo) without voice communication the odds of someone actually reacting in time and taking the portal are virtually 0. View this as a ranged barrier sharing tool with extra Resistance on top.
- With Rifle you can afford to stay in range and support your team from a safe distance. When Rifle skills are used up you're going to have to go melee and provide support with mantras and shatters. The Sword/Shield set allows you to spend time in melee and survive enemy focus for some time.
- (MoR) has quite a long cast time when you have to charge it up - either block line of sight for enemies by hiding behind objects or Stability from shatter skills to protect it. This mantra unlocks the skill 。
- There's some decision making involved when you're using charges of 。 Upon pressing this skill 1 charge is consumed and immediately starts recharging, but you'll still have a second charge available. The recharge time is 20 seconds but you can speed it up with Alacrity。 If you end up using the 2nd charge before gaining back the 1st one, all the time you've spent waiting for the 1st charge to come back will be lost and will go on full CD. For this reason it's often beneficial to use both charges back-to-back if your allies are taking heavy damage and you feel like you couldn't wait for the 1st charge to come back before having to use the skill again, since using both charges together allows MoR itself to start recharging sooner. The downside is that you're losing out on an instant reactive heal when this mantra is on CD.
- Glamour skills such as grant Superspeed which could allow you to kite enemies or get to allies faster.
- You're free to spam shatters more freely while is available. This signet is mainly taken for its active, reseting all of the F1-4 shatters with the press of a button.
- Every shatter skill grants a small amount of Stability。 Timing here is key, but since shatters are all instant that's not a problem. This Stability could be used to negate interrupts (which is especially useful when channeling a rez, an important skill or a shield block)。 It's just enough to walk or dodge out of area-denial skills like too.
治疗
- Rifle has 3 ranged support skills (not counting the auto): , 和 。
- heals the least amount of the 3 but is the quickest to go off, making this the most reactive support skill on rifle.
- is slower, has a travel time and creates a combo field on the ground called 。 You heal allies by detonating Abstraction. Abstraction is a mix of raw healing and damage mitigation through Blind 和 Weakness and is the only source of condition removal you have aside from shatter skills.
- doesn't heal but rather it grants a higher amount of barrier than what the other skills could heal for. This can be used proactively to shield allies who are expected to take damage, or it could buy you time to heal low HP allies.
- The 2 main sources of healing outside Rifle are mantras and shatters. Both of these have to be used in melee range, hugging allies.
- On top of healing allies shatter skills also cleanse conditions and grant various boons via 。
- Shatter healing scales with the number of clones you have. Try using shatters after skills that spawn clones, like 。
Continuum Split (CS)
- allows you to use your skills twice.
- It's best used for double elite activation and allied healing. Press CS just before finishes casting then unload as many Shatters, Phantasms, Mantras, Wells and skills in general as you possibly can while CS is active.
- Important: CS prevents capture point contribution, same as 。 If you're the only one holding a point, sometimes you might want to try keeping the time spent in CS to the bare minimum.
- Phantasms, combo fields, and applied boons will still persist after CS has ended. Spam as many skills as possible while CS is active for the extra bonuses like Alacrity。 While your HP's going to revert to what it was when you activated CS, you get to keep everything else (boons, fields, auras) and teammates even get to keep the healing.
- If you absolutely have to, even itself could be used defensively. It reverts your HP back once it has ended, so if you can activate it right before taking damage then it acts like a healing skill with a delay. You'll also be returned to your original position, allowing you to pull off things like using CS before jumping off a wall and teleporting back with once the enemies jumped after you. This however is a bit predictable and could even backfire, as you're inevitably going to return to your starting position in a few seconds so they could just wait it out and burst you when CS ends.
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