.4 Chrono discussion

lol. oh, dang....


Disciple of Varashta tempting me away from Chrono...
yeah.
She makes it kinda silly to stay on chrono haha
====================================================
talk about shapeshifting,I hope someday quicksand can give us skill speed instead of cast speed.then it will be more reasonable to try melee stuffs
Last edited by DonbeShy#2335 on Dec 11, 2025, 10:58:13 PM
The non-summon stuff with Disciple of Varashta looks interesting, was thinking about going arm/es already, seems to overshadow chrono quite a bit :\ Or going for the cold summon stuff on a starter cold build.


Was originally thinking using a wyvern as a big damage button after freeze/ts. So many ideas haha.
Last edited by gr0o0ve#1473 on Dec 11, 2025, 11:03:01 PM
to recap chrono .4

Shapeshifting. should be a+
Sorc is near Druid start, so easy access to any druid passives.

bearform mostly, but others have Cooldowns. so, CD line will work for shapeshifting.
Apex aoe slow is useful for melee builds.
Temporal shift is great for melee builds.
Time stop is great for setting up bear or drake kills. same as hammer of the gods. wolf is more ice themed so won't need it as much.
recoup is also useful for melee builds. barkskin.


plant watering.

Plants don't seem especially flushed out.
we'll see.
no cooldowns. so, that line has no use.
recoup. same as always.
quicksand hourglass. they scale with cast speed, and aoe. so yes. a simple raw power boost.
timestop/temp rift just nice additions, but no insane synergies.

plants and thunderstorm don't seem enough. not sure how to even work thunderstorm or scale phys spells.
pin, and bonestorm. these two probably need to be incorporated. pinning/slowing entangle into bonestorm nukes ought to be good. not sure where thrashing vines fits in then.

Old builds
basically untouched.
Saiyans build, paintmasters.

Paintmaster was using infusions. and EE. which changed. infusions got buffed.
but, EE nerfed making getting the ones you want harder.

Fire infused comets are even crazier. Lit infused frost walls even crazier.

"inevitable agony"
and I still consider this trash.
ignoring curse limit is a buff of course. as well as the buff from 20-33% to a flat 50%.

But the core problem is still there.
1.5s delay to apply the curse, then 6-7.4seconds of duration, THEN applies the damage.
completely useless mapping, and 7.4s is also horrible for bossing except for ssf, and early game with trash gear. Anti-scaling.
sure reduced duration helps. but its another button to press, and the better your gear, the less useful this ability is.


It could at LEAST apply culling..
or better yet, as I've noted. this should be built into Time stop.
Last edited by Casia#1093 on Dec 12, 2025, 12:46:45 PM
poe.ninja has the tree up.

some things I noticed.

mental preservation moved to near chronomancy. neat.

not a ton of plant nodes.
50% armor break, +1 to fisures. and 10% of damage gained as added phys.
20% chance to overgrow, into debuffs you inflict have 5% increased slow mag.
a bunch of impale nodes.

is ok.
A couple poison nodes added in druid area. ok.


so there is impale on spells, but does impale still need an attack to consume the impale?

edit:

poe.ninja's build included oracle. the poison nodes were oracle.


playing now. entangle is surprisingly strong starter.

"wildsurge incantation" notable.also by chronomany node.

storm and plant spells, -deal 50% more damage, -cost 50% less, and have 75 % less duration.
wow. ok, so, plant spells do scale with duration very well. but this is still powerful.
Last edited by Casia#1093 on Dec 12, 2025, 2:33:10 PM
"
Casia#1093 wrote:
playing now. entangle is surprisingly strong starter.

"wildsurge incantation" notable.also by chronomany node.

storm and plant spells, -deal 50% more damage, -cost 50% less, and have 75 % less duration.
wow. ok, so, plant spells do scale with duration very well. but this is still powerful.


How's going so far?
I'm reading a lot about how bugged Disciple of Varashta is, yeee. Nothing new, since even in 0.1 many ascendancy nodes were bugged.
"
"
Casia#1093 wrote:
playing now. entangle is surprisingly strong starter.

"wildsurge incantation" notable.also by chronomany node.

storm and plant spells, -deal 50% more damage, -cost 50% less, and have 75 % less duration.
wow. ok, so, plant spells do scale with duration very well. but this is still powerful.


How's going so far?
I'm reading a lot about how bugged Disciple of Varashta is, yeee. Nothing new, since even in 0.1 many ascendancy nodes were bugged.


personally not great.

Entangle started great. but by the end of act one was horrible.
Thunderstorm didn't help.

I basically swapped over to bone cage which is doing better on every level.

I do see other people insisting plants are good, to Op... I struggle a bit to see how..

The Main thing is BEELINE for "Wildsurge incantation" as noted.

"

storm and plant spells,
-deal 50% more damage,
-cost 50% less,
- have 75 % less duration.


so, on paper this seems obviously great..

in reality its even better.


Entangle is complicated.
"
creates a fissure. 8m.
attaches vines to enemies within 1.5m.
fissure duration is 8s.
Attaches a vine every .1 s.

Overgrown fissures expire 25% slower
4-8 fissure limit.
deals 4-11 to 6-167phys damage. per fissure hit.


ok, then the vines.

"
each vine slows enemies 15%.
vines remain attached for up to 1second.
Can attach up to 3 vines to each enemy.

overgrown fissure can attach up to 3 added vines.

1-29 to 1-43 damage.

ok, so a normal lvl 20 entangle cast 1 fissure. 3 vines per target per second.
that 3 vines per targets per second is important.

notice that. entangle does damage over time. not as "damage over time" but keeps hitting the target with new vines as the old vines expire.

so 1 fissure = 11-167(89ave) phys hit. then 3 vines 29-43(36ave)x3 per second, 89hit+ 108dps
so, then extra fissures via passive, or supports, give shotgunning aoe potential on the fissure hits.
*accelerated growth* support also give extra explosions with this.

but more importantly we go back to wildsurge incantation.
75% less duration.
and vines remain attached for up to 1s. The tooltip doesn't reflect this, when I tested it. but, Allie insisted it works.
it reduces that 1s duration to .25s.
so the vines are no longer 3 per second. they are 3 per .25s or 12per second.
that 108dps is now, 432 dps.
and overgrown is 6 vines not 3. so, 832 dps.

now the fissure duration is also hit, so 2s duration there. you need to keep casting more often.
and that .1s vine spawn is the static, so going below .1s duration won't help.


So Idk, maybe the success others have had is due to beelining to this busted Notable. which that notable is likely going to get nerfed.

Edit: testing and I can't confirm the claims of reducing duration working. 2s fissures, I am only counting 6 hits. not 24. I think they are wrong.)
edit2: more testing. yeah. they are wrong. ignore all that less duration. nonsense.


IF you want to incorporate impale. it can be proced with living lighting, ravenous swarm, or djinn pretty easy.
Last edited by Casia#1093 on Dec 13, 2025, 5:03:11 PM
dps did scale up quick mid act 2 with entangle. and grabbing the plant passives. not sure if its going to just fade later, or not...
pin 2 seemed to help it a ton. pin2, brut 2, accel growth atm.


thrashing vines also seems to be a dud..
the random targeting ooph. bigger aoe just makes it worse.
Storm skills.

So, that "Wildsurge incantation" is still bonkers outside of plants.

"
storm and plant spells,
-deal 50% more damage,
-cost 50% less,
- have 75 % less duration.


"storms"

what is a storm?


Firestorm

mana tempest

thunderstorm

Tornado

icestorm. -whispering ice

apocalypse. (druid only)


Advancing storm support is new as well. making storms spawn on you, and move forward.

So, huge buff to firestorm.
Admittedly, not a ton of chrono synergies for the storms. more Stormweaver.. obviously. but still something to consider.


https://poe2db.tw/us/Coursing_Current
this one is new, and interesting.
Cooldown Time: 0.20 s (6 Times)

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