.4 Chrono discussion

Cold chrono- more buffs to comet for some reason..
chrono itself is relatively unchanged.

just that buff to agonys pop.

paintmaster updated his standard crit cold chrono with .4 projections.
https://mobalytics.gg/poe-2/builds/cold-cast-on-crit-archmage-paintmaster

Chrono's slow aura, timestop, and temp shift are all fairly melee friendly. even the recoup...

Its possible, chrono will mesh with Shapeshifting very well.

new spells"
Lightning storm.
minor lighting damage.
drenched debuff. 25% more freeze buildup, 50% more shock chance.
I don't see it really fitting into any standard cold/lit builds.

Entangle.
this one I think is interesting.
physical damage. ground and vines. aoe
3 vines per target. 1 fissure, +3 vines for 4multihit. +2 vines overgrowth. 6 multihit.
15% slow. Another slow source. "EACH attached vine slows 15%". so it stacks too?
45% slow, and 75% slow overgrowth?
"Plant" and can overgrow. what other sources for overgrowth aside from lighting storm?
Entangle might be easy mode slowmancer.

volcano.
eh? hybrid skill. might be useful or hammer of the gods builds. but, is just more damage? not a lot of utility?

spell totems
never found a way to gen charges I liked...
spell totems can't be used on skills with CD's.
so no particular synergy comes to mind. weapon swap totems for something. but what?


I'll probably be looking into if plant witch will be a thing too.
Will plants have enough support, or is classic cold comet the only real option.
Last edited by Casia#1093 on Dec 8, 2025, 11:46:32 AM
Last bumped on Dec 14, 2025, 9:16:16 AM
My picks for Chrono in 0.4 are either Entangle or Lunar Wolf. Entangle seems interesting for slowmancer, but I'm curious to see how Lunar Blessing will interact with the Chrono's cooldown stuff.
Personally, I want to look into whether The Whispering Ice can be made viable. It got some massive buffs (+7 cold spell levels, 60% exposure), and it fits the fantasy of cold chrono super well. I have a few ideas floating around as to what to combo with it, I'll settle on something as I level.

Thanks for keeping the chrono discussion going, Casia.
Entangle seems like the main thing to use for the slow. However I think the damage might be lackluster as they want you to cast Thunderstorm to make the vines stronger (and even then the damage might not be great). So mapping with it will probably feel clunky.


So I feel like Entangle will just be used as an extra slow for bosses. Like on an ED+Cont build, just throw down an Entangle vs the boss. It's an extra 22.5% slow vs bosses with 3 vines attached. And since they do phys damage you can make them poison to enable other effects (like ailment consumption).


Could also try a poison stacking build with Entangle but it's a bit awkward as all the poison stacking nodes are on the right hand side of the tree. Plus the Thunderstorm does lightning damage.
Last edited by SaiyanZ#3112 on Dec 9, 2025, 5:43:22 AM
yeah, for Plant/phys Entangle. Apparently there is another spell coming. Vine slam?

That sounds like a more damage focused spell. Id assume like the act 1 plant boss slam...

And yeah, not sure raw phys scaling can work. but, bleed, poison or chaos conversion.


passive tree.

- 30% chance to impale in Cut to the bone.
- 10% bleed, and 45% dam ail mag in Blood tearing.
- 10% bleed, and enemies cant regen. Hemoraging cuts.
- 5% bleed, and 40% bleed mag versus pinned targets. Ruptring pins
- phys spell crit hits build pin Bone chains


Now, obviously this is all built for bloodmage witches... so yeah..


they also said the Overgrowth mechanic is being added to existing plant skills..
which are all Ranger attacks.

Poison nodes are all down in ranger.
we have access to chaos though.

And I have to assume new physical/plant based nodes are being added to druid.

Accelerated growth support
causes physical damage aoe explosions on plant abilities. scales with gem level.


"Tornado"
?? spell? attack?
Tornado is by default on location. sucks up ground effects. advancing storm support can make it move.
The druid is using a staff. is in ww form, shifts back to caster, and casts it.



-------------
old builds.
I don't see anyone discussing the changes to the Archons.

And the changes to EE. now a Round Robin, instead of a RNG.
"

The Elemental Equilibrium Keystone now grants Cold Infusion Remnants you create are instead Fire, Fire Infusion Remnants you create are instead Lightning, Lightning Infusion Remnants you create are instead Cold.


So this is huge for our old Cold Chronos. and paintmasters.

The good. frostbomb is creating fire infusions for comet. As well as ALL our cold/freezes with siphon elements.

the bad, need fire infusions for Lightning frost walls. and solar orb is a PITA. so only relying on ignites and siphon elements here.
Same with lighting>cold infusions for ice nova.

(I don't think he was really using ice nova anyway. I was using nova as my main. and didn't take EE that time either.)
the slower cast ice nova is a really stupid change. no idea why they think thats a good idea. freezing AOE knockback, CC skill. lets make it slower to cast when you are surrounded..



"
All instances of gaining Flame, Ice and Lightning Archon have been changed to gain Elemental Archon, to better support builds using multiple Elements. Archon related passives on the tree have been adjusted accordingly and condensed.

I didn't like the Archon pendulums much. but, changing them to be Elemental is interesting.

the trigger conditions for them were not balanced at all previously..
Last edited by Casia#1093 on Dec 9, 2025, 9:43:46 AM
the spell totems..

seriously. requires builder in power or end charges..
anything we would want to put in there, has a cooldown. except Comet.

like, spell totem frost jarts, while we drop flamewalls, etc sounds good.. but the charge requirement kills it.

ice nova totem? that actually.. maybe.
Thanks to the 0.4 update on Incinerate:
"
Incinerate: Now additionally deals 11.1 Fire Damage per second at Gem level 1, scaling to 57.5 Fire Damage per second at Gem level 20. Ignited Ground duration is now 8 seconds (previously 4).
that makes it better,
I'm going to try something similar to https://www.reddit.com/r/PathOfExile2/comments/1pjaeoi/immortal_pyromaniac_poe_2_chronomancer_final/ (maxroll, no pob: https://maxroll.gg/poe2/planner/hfkl0ydm)

I'm so glad to play builds that use Chronomancer skills other than timefreeze (my last "league" was 0.2).

[Edit] More from patch notes:
"
Igniting aura effects, including Ignited Ground, no longer apply infinite ignites. Instead they apply regular ignites with standard duration, and will reapply them after they expire the next time the aura applies flammability to that target (the same as if Ignite had been removed from the target).


From Jonathan and Talkativetri (37:00) about ignite on Wyvern new skill and on Incinerate only:
"
every time you hit them (enemy) the ignite grows and grows and grows, ... stacks very well on bosses, where you can stack ignites very huge


Last edited by Paperaland#5576 on Dec 10, 2025, 6:08:50 PM
Yeah, that looks fun.

note.

"
Farrul's Rune of Grace is now Limited to: 1.


That build/showcase has 5 of them. 3 in boots with 100% increased effect corruption, and 2 in belt with 97% increased effect.

https://poe2db.tw/us/Farruls_Rune_of_Grace

6% reduced Movement Speed Penalty from using Skills while moving

so, with out a new source of movement speed, its going to be WAAAAY slower.
patch update hit a number of things we used.

Curse area passives took a hit. and zone of control. weak.

"
Passive Tree Changes

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%).


"
Support Changes

Second Wind I can no longer support Meta skills.
Second Wind II can no longer support Meta skills.
Second Wind III now has Restore 1% of maximum Life on use per one second cooldown of Supported Skills (previously 2%). Can no longer support Meta skills.



"

Temporal Chains, Elemental Weakness, Enfeeble, Vulnerability, Despair and Inevitable Agony now have lowered radius scaling for Gem Level 20+, increasing by 0.1 metres every 3 levels (previously every level).


"
Curse Area of Effect Mods on Jewels have been reduced. Regular Jewels now grant 8-12% Curse Area of Effect (previously 15-25%) and Timeless Jewels now grant 3-6% (previously 6-12%)




I don't remember what the previous version was. I imagine the numbers were adjusted?
"

Ice Nova: Cold-Infused Ice Nova explosion and Chilled Ground radius are now 4.8 metres (previously 3.2). Cold-Infused Ice Nova now Deals 15 to 22 Cold Damage at Gem level 1-20 (previously 13-20), scaling to 448 to 672 Cold Damage at Gem level 20 (previously 394 to 591).

oh wait. the +.5s cast time is gone. they nixed that idea. good.



"

Incinerate: Now additionally deals 11.1 Fire Damage per second at Gem level 1, scaling to 57.5 Fire Damage per second at Gem level 20. Ignited Ground duration is now 8 seconds (previously 4). Now has Ignites from a single use of this Skill Compound if not from Ignited Ground. Quality now grants 20% more Ignite duration (previously ignite magnitude). Now gains 7-2 milliseconds of fuel per Mana spent (previously 10-5). Now can store up to 5 seconds of fuel (previously 10 seconds). No longer has multiple maximum stages or deals 30% more damage per stage. No longer has 50% Less Ignite duration. No longer has Inflicts 80% less Flammability Magnitude. Now ignites as though dealing 16 to 24 Fire damage at Gem level 9 (previously 80-120), scaling to 83 to 124 Fire damage at Gem level 20 (previously 414-622).


same here. is the 5s cap new to this update?
edit:yeah, the bold is new.

Really hits that incinerate build..

Last edited by Casia#1093 on Dec 10, 2025, 9:54:25 PM
Even without the incinerate rework/update, the gear on the build I linked from Redit was not easily obtainable, as you pointed out Cassia, ty. So, this wasn't a viable leaguestart from the start :astronaut meme:.
I want temporal rift to turn back time, to the good old days of incinerate °3°

Jokes aside, now I have no idea how to enhance a build using time/cooldown related Chronomancer ascendancy nodes.

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