[BotW Submission] [0.4] The Greatest Magic of All (Chronomancy)
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[UPDATED FOR 0.4]
Blackflame Chronomancer 0.4 Changes Flameblast: Cooldown Time is now 10 seconds (previously 15). Living Bomb: Now deals 21 to 31 Fire Damage at Gem level 3 (previously 18 to 28), scaling to 481 to 721 Fire Damage at Gem level 20 (previously 340 to 510). Curse Area passive skills on the Passive Tree have been halved, now granting 10% Curse Area of Effect (previously 20%). The Zone of Control Notable skill now grants 20% increased Curse Area of Effect (previously 40%) but also grants 10% increased Curse Magnitudes (previously 8%). The Curse Area small passives on the Lich and Abyssal Lich now grant 15% increased Curse Area (previously 25%). Special Runes limited to 1. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Build Name: The Greatest Magic of All (Chronomancy) Reference: https://www.youtube.com/shorts/4DSZo96HEik 0.4 Guide https://maxroll.gg/poe2/planner/8v6xw0li PoB Link https://maxroll.gg/poe2/pob/nw5yu0ov Current Character https://poe.ninja/poe2/profile/imphilxd-4709/character/IgniteFlameblast ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mapping Showcase https://youtu.be/BlXXjTxO7RQ *T15 more monster life, full map effect passive atlas tree, also +4 boss on atlas. Bossing Showcase https://youtu.be/fBSLDiyk7xQ *T3 Xesht ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DISCLAIMER Blink currently needs a workaround to function correctly. If you press spacebar for more than 0.1 seconds, character will stumble like it just finished sprinting. https://www.reddit.com/r/pathofexile2builds/comments/1qbpda9/is_there_a_fix_to_blink_is_there_a_way_to_make_it/ Leveling Level as essence drain and contagion. *Optional. Add Blackflame, Living Bomb, and Flameblast. *Take the attributes for quest rewards in the prologue. Ascendancy: Sands of Time > Temporal Rift > Time Freeze Now and Again + Time Snap *When you get 4th Ascendancy Numbers - 2m Flameblast on Guardian/Pinnacle bosses. And 2m ignite per second for 8 seconds. - 100k Living Bomb and 45k ignite per second for 3.5 seconds. - 47k Fireball and 16k ignite per second for 3.5 seconds. - 6.6s Flameblast - 21.3s Time Freeze - 26.4s Time Snap x2 - 4.3s Temporal Rift x2 - 3s Blink x2 - 90% increased ignite magnitude - 80% increased withered magnitude - 65% increased shock magnitude Offensive Synergies Extra Projectiles* Cast Speed* Ailment Magnitude* Defences Chaos Inoculation* Temporal Rift Time Freeze Blasphemy + Temp Chains + Curse/Slow Magnitudes *80% Temp chains on white mobs. Hinder Important Stats Mana Cost Efficiency* Mana Regeneration Rate Recover Maximum Mana on Kill* Cooldown Recovery Rate* Cast Speed* Spirit 60 Blink 30 Withering Presence 54 Blasphemy + 18 Clarity II (23% Quality Blasphemy) Total = 163 *Need Solar Amulet with T1 Spirit roll if you want to use Clarity II. Budget - Currently 3k-3.5k divines spent. - The most expensive item would be the amulet, it's around 1-2k divines. - I overspent on some items and you can build it for less. You could get more ES nodes on the tree and drop some cast speed or slow/curse magnitude. *I paid close to 1k divines just on the gloves since I needed those specific resistances. - Also, the amulet, gloves, and ring desecrates are flexible since you can change them. The mods are easy to target with abyss omens since we're using influenced mods. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rotations Mapping: Living Bomb > Fireball > Snap *Can Fireball x3 > Snap on easier packs/waystones. Rares: Solar Orb > Flameblast *Can Solar Orb + 2x Living Bomb if Flameblast is on CD. Bosses: Sigil > Solar Orb > Time Freeze > Despair > Ember > Flameblast > Living Bomb Boss Debuffs 90% Wither 33% Shock -61% Despair -20% Temp chains -25% Chill (If you get cold as extra on weapon.) -8% Hinder *Swap Cracklecreep for Ming's Heart when bossing. If you have enough fire res. Notes and Tips Offensive Synergies *Extra projectiles help with clear. And each extra projectile gains the effects of fire infusion without using a charge. (Unleash uses an infusion per re-cast.) It also benefits ember fusillade so we can drop unleash for another damage support, which helps us shock more often. *Cast speed just makes casting feel faster and smoother and is extremely beneficial in this build due to the number of spells we're constantly casting. Plus it makes channeling flameblast a lot quicker, which is often when you're at the most risk of taking damage. It also synergizes with Vilenta's Propulsion. *Ailment magnitude scales both shock and ignite. *Note that an enemy can't be hit by more than 1 firebolt. Defences *Chaos Inoculation lets you use suffixes for faster start of es recharge and recharge rate. *Also, CI means you can get res capped easily so you get attributes instead for quest rewards. Plus this build has extra spells from ascendancy, so you use an extra 10 support gems or so.(My current build can only fit in 1 more support gem.) Important Stats *Mana costs are very high when you get to high spell levels. I had to get mana cost efficiency on the tree, helmet rune, and heart of the well for the build to feel comfy. *62% Mana Cost Efficiency *Mana regen and mana on kill are also required due to the high mana costs. For mapping, 2% mana on kill is enough most of the time, but I decided to get 4%. *CDR to help lower our cooldowns, I have CDR from prologue boon, anoint, amulet, and heart of the well. *I have 41% CDR, max rolls would be 43%. *Cast speed. More cast speed = more spells = more mana spent. So that's why mana is such a problem to solve. Cast speed also synergizes with Vilenta's Propulsion, which makes clear a lot faster. *Might need to use a damage support before Vilenta's, until you have enough fireball damage. Rotations *Ember Fusillade lets us shock and stack wither before Flameblast. Start channeling Flameblast before Fusillade fires. *Living Bomb spam while Flameblast ignite is ticking adds some more damage. (You can temporal rift after Flameblast for some more mana.) *Living Bomb helps penetrate dense packs, so you don't need to wait for ignite prolif. *You can also do LB chains where you just LB an ignited mob and so on. *Living Bomb > Fireball rotation means we barely use snap since LB gives us a Fire Infusion. *On easier maps, you can just use Fireball + Snap. *If I need infusions, like at the start of a waystone, I Solar Orb > Snap. Solar Orb ignites enemies. *Double Blink > Time Freeze > Solar Orb > Flameblast > Temporal Rift and wait for everything to die is also fun. Weapon Sets I only have Temporal Rift, Time Snap, and Despair on weapon set 2. Time Freeze on weapon set 1 since I have skill duration on it. Waystone Mods *Less Curse Effect, Less CDR - Avoid *-Maximum Res - Usually Avoid *Increased Ailment Threshold - Fine to run Extra *Citadels with 6mod T15 and +4 Boss. Boss dies in 1 rotation. *Struggles with the last rares in abyss harder pits, but do-able. *Uber Arbiter phased in P1 without seeing any mechanics. Had to do 1 mechanic in P2. *For level 99, I would path to Inner Faith. *Please don't nerf if accepted into Breath of the Wild. :) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Upgrades ![]() *Level 20 Solar Orb is unnecessary since we don't need the damage or 5th support. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Thoughts on Build In progress... Last edited by imphilxd#4709 on Feb 3, 2026, 9:08:17 PM Last bumped on Feb 9, 2026, 1:35:17 PM
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Hi,
First of all, thank you very much for your post and your guide to a fire-oriented build. Since I've been trying to set this up, I see I'm not the only one :D The 0.2.0g was deployed this morning. I'm going to start from scratch, following your guide, to see how it goes and I'll get back to you on that. FYI, I have quite a few hours on the game (about 350H currently), but I don't consider myself a “very good” player. More like an “average” player. Can't wait to test it out :) |
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" Sounds good. Good Luck! Leveling was rough as a fresh start, I'll probably update the leveling section when I go through the campaign again. Also, I still want to try leveling as cold and then doing a big respec. Let me know how it goes. |
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Hi, there,
I'm back with some pretty cool news of my own! I've been looking at how to make a build that allows you to start on fire as soon as possible. So I've been concentrating exclusively on the leveling aspect (I'm at the very end of act 3 right now (I've had a busy week with Expedition 33 :D ). I've been “cooking” this for a week now, and in the last few hours, I think I've finally found what (for me) satisfies me. I'm sharing my build “yard” with you. For normal acts, I think we're very good, but since my very recent discovery, I think incorporating Frost Wall is almost mandatory (and I hadn't thought of it before). (I speak French so I'll try to make an effort to be understandable in English :p ) ---- https://maxroll.gg/poe2/planner/s91p90os In a few words: The main skills are: "Frost Wall" > Firestorm > Incinerate > (Orb of Solar > Orb of Storms) Nothing complicated here, we're just trying to make the ice walls explode with Firestorm, which is augmented with incinerate's ignite. And we've got Orb of Solar + Orb of Storms for support/debuff etc.) --- I'll do a detailed explanatory post when I've finished everything properly :) (I've strayed pretty far from your build in the end, it's true) Translated with DeepL.com (free version) |
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Bump. Updated for 0.4.
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Hey, saw your build while exploring ninja to prep for 0.5 chrono starter revolving around flameblast. Of course this is roughly preplanning and many things might change after patchnotes are revealed but:
1 - In leveling section You say ed+contagion is the safest bet. Haver You tried to level with fireball using tech similar to your endgame version? I wonder wether its viable option in case of ed/c nerf or going cold/light is the way to go for campaign. 2 - Have You seen ele weakness + doedre tech? Saw some yt clips, including chronoblasters using this and seems like legit idea for the future. 3 - How necessary is Solar Orb here? I played this league with a lightining bolt as main single target and found that relying on weapon skill is pain in the ass. Not only You have to find proper affixes but they have to be in specific base. 20 lvl ones can be absurdly expensive while being only option to scale for endgame. |
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" 1. I have tried leveling as fire and going ignite prolif early. Fire is terrible for leveling. Especially on league start. Fireball is just very weak for the campaign. You'll also have a weak ignite and no clear. You're also just not reliably igniting enemies. Ed/c is just so strong early and uses such a similar tree that I think it's the best for leveling this build. I doubt ed/c will see significant nerfs. I am currently testing cold leveling and it seems to be strong. It's not going to better than ed/c though. I'm not as experienced in lightning leveling. 2. No. But it looks like they're using it to trigger CoC for comet. 3. I would say Solar Orb is very necessary. I would say Sigil isn't as important early. You can also use any random Solar Orb staff for your weapon swap. Also, getting level 20 Solar Orb isn't necessary. We only use it to increase flammability magnitude and to target our flameblast. The damage on it isn't important. And we only really need 2-3 supports on it anyways. |
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" Wow such a quick reply :o 1 - Ok so fire gone, noted. Actually glad about that since i heard it`s least optimized element and can cause performance issues even on strong pcs. This league i leveled two casters. Ice nova BM as starter and later a bit twinked Arc Chrono. Whats funny is that witch/bm leveling d1 ladder was dominated by edc, while sorc/chrono had a lot of diversity in that matter. I`m a sucker for cold builds, i`m a sucker for nova animation in poe2, was sucker for blizz/ice nova in diablo 2 so much i even delayed astral projection on my BM. Using cold ailments gives you some more CC that Chrono actually is in no need for. Probably using spark would be better than arc but i really wanted to play offmeta stuff. No matter the choice, both should be fine. The question is whether edc is better. 2 - In most metaclose build yes, but in our chronoblaster ofmeta world not necesarily. https://poe.ninja/poe2/profile/Bananabacon-6651/character/%E0%B8%9A%E0%B8%B2%E0%B8%94%E0%B9%80%E0%B8%A5%E0%B8%B7%E0%B8%AD%E0%B8%94%E0%B9%81%E0%B8%84%E0%B9%88%E0%B8%99 Showcase here https://www.youtube.com/watch?v=K7xG4_b9F1w https://poe.ninja/poe2/builds/vaal/character/Rudi50-7814/Dalasnips?i=0&search=class%3DChronomancer%26skills%3DElemental%2BWeakness%252CFlameblast https://poe.ninja/poe2/builds/vaal/character/Lundrah-7373/lundrafov?i=6&search=class%3DChronomancer%26skills%3DElemental%2BWeakness%252CFlameblast 3x living bomb + thunderstorm or just a living bomb https://poe.ninja/poe2/builds/vaal/character/%E6%9C%88%E6%9C%88%E4%B8%8D%E5%AD%A4%E7%8B%AC-3111/Vaal_Mingyue?i=2&search=class%3DChronomancer%26skills%3DElemental%2BWeakness%252CFlameblast All of them are CoAs with thunderstorm serving as CoA engine so a bit different tech. Nevertheless Doedred Ele Weakness is really intriguing as mapping skill capable of doing serious damage. 3 - okay, that`s a relief. Last edited by SalamiHaze#9389 on Feb 9, 2026, 11:07:28 AM
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" I see, the curse explosion looks cool. But you also lose blasphemy temp chains and I think my build has a lot of good synergy already. You could try it. I also saw some ed/c incinerate builds which play kind of similarly which looked good. Last edited by imphilxd#4709 on Feb 9, 2026, 10:53:57 PM
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