[0.3] Chronomancer Megathread. WIP.

Added the option to assign your equipped weapon(s) to both of your weapon sets instead of needing to use different items in each weapon set. This can be enabled by right clicking the weapon set icon on keyboard and mouse, or holding Y/triangle with the weapon highlighted on controller.

Cold Snap: Has been reworked, and renamed to Snap. It can now be used on any frozen, shocked or ignited enemy or on a Frostbolt, causing an explosion of the corresponding damage type and creating a remnant of the corresponding type from enemies. This explosion can chain react to a limited extent from enemies hit that are affected by the same ailment. Now deals 48-540 to 72-810 Cold Damage, 2-27 to 46-512 Lightning Damage, or 17-192 to 26-288 Fire Damage at Gem levels 5–20 (previously 70-670 to 105-1005 Cold Damage). Quality now grants 0-10% chance to spawn an additional remnant (previously 0-20% chance to not consume freeze). Cold Explosion now deals 50% more Damage against Unique Enemies.

Frost Bomb: Now deals 7-11 Cold Damage at Gem level 1 (previously 16-23), scaling up to 238-538 at Gem level 20 (previously 467-701). Now has a Cooldown of 6 seconds (previously 3.5), and now has a 4 second Detonation Time instead of a 3 second Duration before Exploding. Now Chills Enemies as though dealing 300% more Damage, and now applies Elemental Exposure instead of Cold Exposure. It initially applies 20% Elemental Exposure, and 2% per Pulse, up to a maximum of 50%. Quality now provides +0-10% more Maximum Elemental Exposure applied (previously 0-20% increased Cold Exposure Effect). Now has a limit of 1.


Few updated patch notes; couple nerfs aimed our way. Cold Snap no longer can target orbs,

and Frost bomb has a limit of 1.
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VenaliterFA#4664 написал:

Few updated patch notes; couple nerfs aimed our way. Cold Snap no longer can target orbs,
and Frost bomb has a limit of 1.

GGG:just go stormweaver to play elements XD
frost bomb is SLOWER and MORE limited,i dont see why still nerfing it =(
that means,even if we refresh the cd,we still need a +1 limit to cast it,so hilarious.
-------------------------------------------
just seen the witchhunter update,kind of busted if you dig into the passive tree that deep.

Does that mean chrono maybe the one at the bottom?Chayula looks extreamly busted,witchhunter looks fun to play,pathfinder gets a big buff.yet Chrono is a perfect class that has so many tools with nearly 0 damage buffs,and no need to be buffed XD.Just give the damage-storing sh*t to our boy Time freeze and bring us back Unleash,our new toy.
"
VenaliterFA#4664 написал:

Cold Snap: Has been reworked, and renamed to Snap. It can now be used on any frozen, shocked or ignited enemy or on a Frostbolt, causing an explosion of the corresponding damage type and creating a remnant of the corresponding type from enemies. This explosion can chain react to a limited extent from enemies hit that are affected by the same ailment. Now deals 48-540 to 72-810 Cold Damage, 2-27 to 46-512 Lightning Damage, or 17-192 to 26-288 Fire Damage at Gem levels 5–20 (previously 70-670 to 105-1005 Cold Damage). Quality now grants 0-10% chance to spawn an additional remnant (previously 0-20% chance to not consume freeze). Cold Explosion now deals 50% more Damage against Unique Enemies.

Frost Bomb: Now deals 7-11 Cold Damage at Gem level 1 (previously 16-23), scaling up to 238-538 at Gem level 20 (previously 467-701). Now has a Cooldown of 6 seconds (previously 3.5), and now has a 4 second Detonation Time instead of a 3 second Duration before Exploding. Now Chills Enemies as though dealing 300% more Damage, and now applies Elemental Exposure instead of Cold Exposure. It initially applies 20% Elemental Exposure, and 2% per Pulse, up to a maximum of 50%. Quality now provides +0-10% more Maximum Elemental Exposure applied (previously 0-20% increased Cold Exposure Effect). Now has a limit of 1.


Few updated patch notes; couple nerfs aimed our way. Cold Snap no longer can target orbs,

and Frost bomb has a limit of 1.


what the heck are they doing? lol.

cold snap:
targeting orbs seemed like a big intent thing. odd to walk that back.

"Cold explosion now deals 50% more damage against Unique Enemies."
also a strange change. so I guess they wanted to restore some of its cold snap thematic history?
originally 670-1005 cold damage at 20. 837 average damage.

new, is 540-810 cold. 675 average.
27-512 lightning, 269 ave.
192-288 fire, 240 ave.

so, STILL is FAR heavier into cold damage. an oddity as it is.
675x 1.5 more=1012. so, would be even higher cold damage than before, against bosses.
(problem is as before. can't echo it, can't cascade/shotgun it, and it consumes freeze so 1 hit only.)

I can't help notice, no mention of consuming still.. theres no way right?

actually I suppose the cold damage makes some sense. its Frozen, not chilled. ignite, and shocked are far easier to apply. since frozen requires build up, I suppose it makes some sense the cold aspect hits far harder.

Frost bomb:
what even the heck? limit just puts it in line with the other orbs I guess.
but you know, then remove the CD, and buff its effect.
Последняя редакция: Casia#1093. Время: 26 авг. 2025 г., 23:42:01
the witchhunter update really upsets me.
its just a massive boost of numbers and the class become so playable
we do need a big number like that to make sure our identity as chrono,even as SLOWromancer.for temp chain,we only get a 6% slow mag,anyone can make a 100%slow aura,
no need to be chrono...
as for the cd part,i think we can just get a -2s for all cds,then we can be unstoppable
with temporalis HAHA
we really need some busted numbers.someone is getting permanent 300%+gain chaos damage,and someone is only casting 1to60% faster(turned to increase...ewwww)
"
Casia#1093 написал:


I can't help notice, no mention of consuming still.. theres no way right?

actually I suppose the cold damage makes some sense. its Frozen, not chilled. ignite, and shocked are far easier to apply. since frozen requires build up, I suppose it makes some sense the cold aspect hits far harder.



It's gotta consume. There is no way they will let us spam Cold Snap. Also, it will (should) be detonating ALL ailments present, but just one random one.
Hey don't get too negative about Chrono not being super strong. I'm aware Chrono isn't the strongest - but I like the concept and tool given to us - and I like to explore those things. Playing Chrono is about FUN - not about WINNING.


I heavily am against selfcasting TempChains... that really feels bad. The benefits of the TempChains aura are huge! Mobs are slowed as soon as they enter the screen. We barely get hit by anything ever - so the only thing we need are a big ES pool - high resists and a high freez threshhold. if we do get hit we use our panic button "Temporal Rift" and instantly teleport back in time - out of danger and reset our ES pool to full.
"
Wolfbrother86#0515 написал:
Hey don't get too negative about Chrono not being super strong. I'm aware Chrono isn't the strongest - but I like the concept and tool given to us - and I like to explore those things. Playing Chrono is about FUN - not about WINNING.

chrono is playable i would say.but the thing is:ggg give us another SLOW tool(which is a curse,disrupting our passive skill tree)and take away unleash.it was a fine skill,just no other proper spells to launch.now we may have some good spells,but ggg take it away.

i bet no one is giving up time freeze when playing chrono,so our choise is kinda limited
i dont mind to run COC-comet chrono again,but i just need sth new,sth more unique =(

------------------------------------
waiting with hope
ggg will buff chrono
Последняя редакция: DonbeShy#2335. Время: 27 авг. 2025 г., 11:04:04
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DonbeShy#2335 написал:
take away unleash


ok you dont seem to be aware at all that unleash has simply been moved into the base game. you can now get staffs with unleash and also staffs has been massively buffed so its worth running those now.
Последняя редакция: BimboBoy1994#7337. Время: 27 авг. 2025 г., 11:37:01
I thought about it a bit, and I realize we have been too harsh on the new Frost bomb.

Exposure. does not stack. A direct reduction in enemy resistances. can go negative.

I often discussed with monik of how good exposure was, and often prioritized it in the early game over penetration. Ultimately, it was competing with other more multipliers and had its limits.

"normal" exposure is 20%. with a 4s duration.

Old frost bomb was 20%, 8s duration with +20% increased effect with quality.

Passive tree investment.
2 points into glaciation for 25% inc cold effect.
4 points into overexposure for 30%. (there are 2 more 10% nodes next to this, we COULD take, but aren't)

strip away 20% increased exposure effect.

95% increased exposure effect, with some investment.
39% exposure.

New frost bomb is 20%, +2% per pulse up to 50% max. +10% more maximum with quality.

a few things here are unclear. how fast it ramps up to 50% or 60%. is that 10% added? would only make sense if it was. does it scale up to 50-60% over the 4s of bomb? 4s or 8s duration on exposure.

50%, or 60% BASE exposure is VERY strong.
with strip away, and glaciation/overexposure, we are also talking about 75% increased cold exposure/50% elemental.

87.5% cold exposure. 105% with quality.
thats pretty insane.

And this is because of two things. 1. exposure does not stack. so a SINGLE sources of 60% base is insane.
as well as percentages of course.. 50% of 20 is ok. 50% of 60 is alot.

in fact, given how much it is, its probably worth getting those 2 extra 10% nodes.

117% cold exposure.


It sucks to lose it as a primary skill. but that exposure is a massive damage multiplier now.


edit. oh ...... double checking.. sigh..

"
Elemental Exposure now has 15% less effect on Magic monsters, 30% less effect on Rare monsters, and 50% less effect on Unique monsters.


this completely negates 90% of the gains. so while still "good", its back to not actually being worth investing in. 60% with strip away for 72% is good enough. being reduced to 36% versus bosses.
Последняя редакция: Casia#1093. Время: 27 авг. 2025 г., 13:58:47
also to note. I dont think I mentioned it here.
the travel nodes removed for us were here: circled nodes are gone. (yellow hand draw, not the red)



the left hand one is not great. we rarely pathed through there. maybe for chronomancy...

however, the right hand one WAS a high used pathway. pliable flesh, hindered cap, zone of control, eb, mental alacrity, echoing wheel, etc.
so +1 to many of our potential builds for sure.
Последняя редакция: Casia#1093. Время: 27 авг. 2025 г., 15:05:24

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