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    Heal Boon Chronomancer
    February 2025

    Group PvE
    Defensive Support
    Recommended icon Recommended

    Traits

    Armor

     Helm
     Shoulders
     Chest
     Gloves
     Legs
     Boots

    Weapons & Sigils

     Rifle
     Scepter
     Shield

    Trinkets

     Backpiece
     Accessory
     Accessory
     Amulet
     Ring
     Ring

    Food

    Infusions

    20 x

    Weapon Skills

    Utility Skills

    copied

    Skill Priority

    Scepter/Shield

    Prioritize the following skills:

    Rifle

    1. for and clone generation
    2. for or .
    3. for and
    4. for and barrier

    Shatters

    Use these as soon as you have 3 clones:

    Target Stats

    10001000100010000000
    1000159225%150%00%0%

    Introduction

    Heal Boon Chronomancer is a flexible defensive support with solid healing, condition cleanse, and Crowd Control (CC) while providing permanent , , , , and 25 stacks of along with a good amount of . Additionally, Chronomancer can provide and on demand.

    Build Fundamentals

    Select the trait or if your team needs or .

    Summon Phantasms on both Rifle and Scepter/Shield and use Shatter skills to give or . Use Mantras and Wells to heal, cleanse conditions, and provide other boons.

    Build Specifics

    or is generated by summoning Phantasms and using your Shatters:

    • summons one phantasm per charge. Each charge has a 20-second cooldown.
    • summons one phantasm at the end of the cast. If you block an attack during the channel of this skill, you summon the phantasm immediately and unlock , which allows you to block again and summon another phantasm.
    • Use Shatter skills when you have three clones to maximize boon uptime.

    Boon Application

    • is generated by using , , , and the first activation of . Using will heal instead of providing boons from .
    • – Use your Shatters and . Use a Shatter with more clones to maximize uptime.
    • – Use , , a Combo Finisher inside an Ethereal Field, and also healing skills thanks to .
    • – Use . Consider using for extra uptime upon using a healing skill.
    • – Generated by . Using this skill with three clones active will reduce its cooldown, making it easier to permanently maintain .
    • – provides and on the target location. If reactivated, it opens a single-use portal that will teleport a player using it toward your location. Opening the portal will increase the cooldown of .

    and :

    • provides 3 stacks of to yourself and other allies around you. Additionally, it provides but only to your allies.
    • provides self for a short time and pulses up to three times to you and allies inside the well.
    • at the end of the channeling provides 4 stacks and . Then you get two charges that you can use to provide 3 stacks of on each use, for a shorter duration

    Healing:

    • Rifle skills heal consistently:
      • heals allies on each impact
      • heals and generates a clone on impact
      • grants a burst of healing on the target location instead of boons.
    • – first activation and using charges from any mantra heals you and your allies. Also, If you need more condition cleanses you can take instead.
    • The last pulse of any Well skill heals everyone inside it.
    • Each time you use a Shatter skill, you heal and cleanse conditions. The effect is increased if you have more clones active.
    • Summon Illusions to heal allies. This healing is pretty low, so during high-pressure moments, prioritize shatters, mantras, and wells as those skills have more burst healing.

    After using use any skills you want to double up on, as after expires or you use all the skills used in this time, your health, and endurance will be reverted to the moment you used the first time. This effectively “cancels” the cooldown of the skills you used.

    Note this is a Shatter skill, so you get stronger which increases the time limit by 1.5 seconds per clone shattered before automatically triggers. Zero clones gives 1.5 seconds, up to 6 seconds when you shatter with 3 clones, increasing the number of skills you can use.

    can be used to precast more boons at the start of the fight or in situations where you need extra CC or portals. It’s useful to use it when channeling long casting skills too, so you save a short time that you can spend to cast extra skills.

    will not get reverted if used during .

    Notes

    and must have a proper target in range to summon phantasms and generate .

    alone cannot provide permanent to the team. Use it while you have the effect of  to use it twice when you precast all the boons. is a good option to improve generation.

    and illusions auto-attacking the target while in Staff will give extra and , but since the projectile giving boons bounces only two times, you shouldn’t rely only on this for and generation for the entire team.

    Crowd Control

    • – for good area CC and healing at the end. This skill has very high Crowd Control if the target stays in all of the pulses.
    • high CC on single target
    • high CC when used with 3 clones active.
    • on each activation

    Alternatives

    Utility Skills

    You can swap  and for the following skills:

    • – for and . Note that you give and stronger only after the channeling. When you use your charges you give only stability for a shorter duration.
    • – for Condi Cleanses
    • – to teleport players
    • – to reflect projectiles.
    • – fast and high breakbar damage.

    Weapons

    Depending on the encounter, you can consider taking the following weapons:

    • Focus – for pulling enemies
    • Staff – for more phantasms generating and random pulses of , , or .

    Gear

    Change your gear stats into Giver’s or Minstrel’s if you want to tank. Full Giver’s is recommended to have the best toughness with the same healing power and boon duration as Harrier.

    Sigils

    You can swap to for additional stun duration. To gain back the boon duration lost, you can swap your minstrel pieces to giver in the tank setup.

    Relics

    You can change to for better coverage if necessary.

    Traits

    Armor

     Helm
     Shoulders
     Chest
     Gloves
     Legs
     Boots

    Weapons & Sigils

     Rifle
     Scepter
     Shield

    Trinkets

     Backpiece
     Accessory
     Accessory
     Amulet
     Ring
     Ring

    Food

    Infusions

    20 x

    Weapon Skills

    Utility Skills

    copied

    Skill Priority

    Scepter/Shield

    Prioritize the following skills:

    Rifle

    1. for and clone generation
    2. for or .
    3. for and
    4. for and barrier

    Shatters

    Use these as soon as you have 3 clones:

    Target Stats

    10001000100010000000
    1000159225%150%00%0%

    Introduction

    Heal Boon Chronomancer is a flexible defensive support with solid healing, condition cleanse, and Crowd Control (CC) while providing permanent , , , , and 25 stacks of along with a good amount of . Additionally, Chronomancer can provide and on demand.

    Build Fundamentals

    Select the trait or if your team needs or .

    Summon Phantasms on both Rifle and Scepter/Shield and use Shatter skills to give or . Use Mantras and Wells to heal, cleanse conditions, and provide other boons.

    Build Specifics

    or is generated by summoning Phantasms and using your Shatters:

    • summons one phantasm per charge. Each charge has a 20-second cooldown.
    • summons one phantasm at the end of the cast. If you block an attack during the channel of this skill, you summon the phantasm immediately and unlock , which allows you to block again and summon another phantasm.
    • Use Shatter skills when you have three clones to maximize boon uptime.

    Boon Application

    • is generated by using , , , and the first activation of . Using will heal instead of providing boons from .
    • – Use your Shatters and . Use a Shatter with more clones to maximize uptime.
    • – Use , , a Combo Finisher inside an Ethereal Field, and also healing skills thanks to .
    • – Use . Consider using for extra uptime upon using a healing skill.
    • – Generated by . Using this skill with three clones active will reduce its cooldown, making it easier to permanently maintain .
    • – provides and on the target location. If reactivated, it opens a single-use portal that will teleport a player using it toward your location. Opening the portal will increase the cooldown of .

    and :

    • provides 3 stacks of to yourself and other allies around you. Additionally, it provides but only to your allies.
    • provides self for a short time and pulses up to three times to you and allies inside the well.
    • at the end of the channeling provides 4 stacks and . Then you get two charges that you can use to provide 3 stacks of on each use, for a shorter duration

    Healing:

    • Rifle skills heal consistently:
      • heals allies on each impact
      • heals and generates a clone on impact
      • grants a burst of healing on the target location instead of boons.
    • – first activation and using charges from any mantra heals you and your allies. Also, If you need more condition cleanses you can take instead.
    • The last pulse of any Well skill heals everyone inside it.
    • Each time you use a Shatter skill, you heal and cleanse conditions. The effect is increased if you have more clones active.
    • Summon Illusions to heal allies. This healing is pretty low, so during high-pressure moments, prioritize shatters, mantras, and wells as those skills have more burst healing.

    After using use any skills you want to double up on, as after expires or you use all the skills used in this time, your health, and endurance will be reverted to the moment you used the first time. This effectively “cancels” the cooldown of the skills you used.

    Note this is a Shatter skill, so you get stronger which increases the time limit by 1.5 seconds per clone shattered before automatically triggers. Zero clones gives 1.5 seconds, up to 6 seconds when you shatter with 3 clones, increasing the number of skills you can use.

    can be used to precast more boons at the start of the fight or in situations where you need extra CC or portals. It’s useful to use it when channeling long casting skills too, so you save a short time that you can spend to cast extra skills.

    will not get reverted if used during .

    Notes

    and must have a proper target in range to summon phantasms and generate .

    alone cannot provide permanent to the team. Use it while you have the effect of  to use it twice when you precast all the boons. is a good option to improve generation.

    and illusions auto-attacking the target while in Staff will give extra and , but since the projectile giving boons bounces only two times, you shouldn’t rely only on this for and generation for the entire team.

    Crowd Control

    • – for good area CC and healing at the end. This skill has very high Crowd Control if the target stays in all of the pulses.
    • high CC on single target
    • high CC when used with 3 clones active.
    • on each activation

    Alternatives

    Utility Skills

    You can swap  and for the following skills:

    • – for and . Note that you give and stronger only after the channeling. When you use your charges you give only stability for a shorter duration.
    • – for Condi Cleanses
    • – to teleport players
    • – to reflect projectiles.
    • – fast and high breakbar damage.

    Weapons

    Depending on the encounter, you can consider taking the following weapons:

    • Focus – for pulling enemies
    • Staff – for more phantasms generating and random pulses of , , or .

    Gear

    Change your gear stats into Giver’s or Minstrel’s if you want to tank. Full Giver’s is recommended to have the best toughness with the same healing power and boon duration as Harrier.

    Sigils

    You can swap to for additional stun duration. To gain back the boon duration lost, you can swap your minstrel pieces to giver in the tank setup.

    Relics

    You can change to for better coverage if necessary.

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