Chronicon Guide

Spray and Pray Templar (v0.75.1) for Chronicon

Spray and Pray Templar (v0.75.1)

Overview

Last updated for version 0.75. Not up to date

Progress/update notes

March 7:

  • Finally got around to testing out the build after v0.74.0. This patch introduced a fix to Expulsion and Hallowed (they were doing extra crit damage). The build is still performing very well, but the damage isn’t quite so crazy. Will likely make a new gameplay video in the coming days that shows the build in the current version of the game.

Feb 8th:

  • Updates to recommended skills, gear enchantments, and a new vid. Updated the info sections a bit as well.

Gameplay vid(s)

Here’s an updated vid with the new recommendations in effect. The HuD is enormous so I can easily see buff timers and Anomaly progress.

Gear

Build overview

The build is using 2 piece Ayeela’s and 2 piece Soulpurger’s. Using 2 pieces of each set allows you to benefit from the offensive strengths of both sets, and the effect is pretty insane.

On their own, the sets are still good – Soulpurger’s is excellent at clearing levels, and Ayeela’s is good for killing bosses. However, they each struggle where the other excels.

While the 3 piece bonuses of each set do have some usefulness, the real drawback of not using a 4 piece set in this case is losing the 40% damage reduction. This can become increasingly problematic as you progress up in Anomaly levels. The necessary adjustments can be tricky at first, but it is possible to reliably survive, even in extreme cases. I did extensive playtesting on the 0.73.0 test build at Anomaly 4k with 1k Mastery.

I’ll touch on gameplay a bit more later. For now, here’s the gear:

Soulpurger’s

I chose the Soulpurger weapon because it has reach, while Ayeela’s weapon has 55 life on hit. It’s an aggressive choice, and I’m not totally convinced it’s the correct one. Either will work, for sure.

The Soulpurger’s chest piece is superior to Ayeela’s because it comes with a free Overpower enchantment built in, while Ayeela’s only has mana regen. Again though, either will work.

Ayeela’s

Since we took the previous Soulpurger pieces, that means these two slots have to be Ayeela’s.

Boots

More options


They’re all good for different reasons, and I think it mostly comes down to preference. Of the 3, I think Hermes are the strongest all-around.

Accessory

Running with Health Injector for now for the extra defense. This is what I currently recommend. Any legendary accessory is sufficient.

Jewelry

Jeopardy’s effect is ridiculously strong on a Templar because the class does not have many built-in sources of crit chance and crit damage.

Amulet of Despair’s effect is a 1.2x multiplier to all damage, which is nice. A slow gem in the weapon is needed to activate the effect.

Stats/attributes

All the attribute and stat recommendations are already included in the other sections. This is an optional section with some explanations about the choices I make.

Going over the stat choices briefly for now, and this section will be cleaned up and filled in as time goes by.

The enchantments shown on gear are biased toward survivability at higher Anomalies. The main thing the build needs is to avoid being one-shot. It has excellent automatic healing, primarily from Ascension.

Damage resistance on the amulet is superior to crown.

Jeopardy fixes crit perfectly, so nothing is needed there if you have the ring.

Overpower at 100% becomes more and more important as you go up in Anomaly levels and monster resistances approach 50% across the board, and the build has just enough Overpower on gear to hit 100% with Mastery assistance.

Only 3 pieces of gear with 15% resistance to all is needed in order to hit 80% resistance to all inside anomalies after Mastery and Aura support.

Cooldown to 90% is mandatory.

Reach is primarily used to increase the radius of Expulsion.

Effect duration is important, we’re taking it as the 3rd priority for minor enchantments.

Block chance will be at 70% if you follow the guide, and blocked amount will be maxxed out after mastery support. After taking War Dance out of the build, we have to choose between max block and a major enchantment on the shield in order to achieve max block rate – taking health on the shield instead of increased block rate actually yields more effective health, so that’s what we’re doing.

Crown on the weapon is nice, but not actually required. Health is a good option as well.

Attack speed will not increase the speed of either of the attacks used in the build.

Skills

Vengeance


This is where most of the defense and mobility of the build comes from. I prefer to have Slice travel the minimum distance. Several of these points aren’t doing anything besides giving a bit of extra health and unlocking the build’s important skills.

Wrath


One of the recent changes is taking the Alacrity aura instead of the War Dance utility. Basically, War Dance was not worth casting because the extra damage was excessive for all reasonable Mastery/Anomaly ratios, so it was only useful for its passive block chance increase.

Taking Alacrity over War Dance allows us to drop 2 cooldown gems from the weapon and take overpower gems instead. Then, we can take health on an item instead of overpower. This yields more effective health than before, even after going down to 70% block rate.

Redemption

And here’s where most of the offensive abilities of the build come from. Some of these points are simply there to unlock later skills or boost life on hit a tiny bit (like Soul Purge).

Skillbar



This skill is amazing. It can be used to clear the entire screen at range, and it’s extremely potent at close range.


Insane movement ability. It’s tricky to use, but well worth the effort to make it work.


Getting 30 to all resistances from this opens up 2 major enchantments.


The effect duration buff is excellent, and the cooldown reduction is required for the build to work.


This makes Divine Storm and Slice spammable because of the cooldown reduction. The health and mana on hit provided are critical as well.


This is here for the extra cooldown %. It only takes 4 skill points to get the extra cooldown we need. The “Use:” part of this isn’t needed unless you just croaked x_x

Mastery

Do not spend all your points like this unless you have over 600 Mastery. I recommend spending all points in Divine Storm, Expulsion, and Hallowed for the first 200 Mastery levels, and then gradually branching out into other Masteries.

Mastery Core


Below is a full Mastery guide, broken down into 100 Mastery chunks. This is a fairly optimized way to spend points, but it’s not required.

0-100:

In any order
Note: this will require a respec since you can’t spend points in Expulsion for the first few levels. How you spend before that doesn’t matter much.
Increase expulsion and hallowed to 10 each
Increase divine storm to 77

101-200

In any order
Increase expulsion and hallowed to 40
Increase Divine Storm to 117

201-300:

In any order
Max out Swordplay (Sword Mastery capstone)
Max out the overpower in sword mastery
Increase expulsion and hallowed to 55
Increase divine storm to 160

301-400:

In any order
Max out effect duration, movespeed, and aura bonus.
Increase Overpower until you reach 100%
Increase expulsion and hallowed to 60
Increase divine storm to 173

400-500:

In any order
Max out expulsion and hallowed
Increase resist all in the sword mastery line to 10
Increase one of the other resist all to 4
Increase Divine Storm to 180

501-600:

In any order
Increase total resist all mastery to 28 (which should yield 80 to all resists inside anomalies)
Increase block chance to 10
Increase block amount to 5
Increase crit damage to 10
Increase reach to 10
Increase divine storm to 237

601-900:

All points in Divine Storm

901+:

In any order
Half in divine storm
Half in damage (finesse)

Mechanics and gameplay

Divine Storm’s mechanics

Divine Storm releases 15 swords over 1 second each time it is activated. If you move before they finish casting, they will continue to appear at the spot you cast it at. When chain casting it, the swords from the previous cast will still be coming out when the swords from the current cast start appearing.

Attacking

Be mindful of your positioning. Place yourself near multiple packs whenever possible. In maps with walls or obstacles, use intersections and the open areas to get many kills at once.

Don’t necessarily start attacking at the first good spot you see, especially on open maps. Sometimes advancing just half a screen further will allow you to kill dozens more monsters in the same amount of time.

It is possible to have all 15 swords hit one monster if you overlap it with your character – this is the go-to strategy for bosses (which means mobile bosses take the longest to kill)

For extending killstreaks in low-density areas, use Slice to continue moving while tagging stray monsters to keep the timer running.

Survivability

For the first few hundred Anomaly levels, survivability is not a problem. Eventually, you will blossom into a glass cannon.

So here’s a few gameplay things related to surviving once things start to hurt a lot. Some of this stuff will seem simple to you guys, but I want to cover as many bases as I can.

  • 1. Put yourself in position to deal damage whenever there are monsters agro on you. This will allow you to heal by hitting them with Divine Storm.
  • 2. Further to 1, always make sure your cooldown buffs are active before going into a fight. If either one drops, the cooldown on Divine Storm will double, and you might not be able to rebuff or sustain without dying.
  • 3. Because this is a stop-and-go build, Slicing into the middle of some packs is a bad idea. You can take fatal damage before being able to attack vs some monsters.
  • 3. Keep the resistance buff up at all times. I recommend binding Bolster, and Prayer to the same key so you can refresh both of them by holding the button down briefly. Put Prayer to the right of Bolster so you can do a quick tap to activate it only when you really need to get it up.
  • 4. Learn which enemy attacks will kill you. Find ways to avoid them (simply attacking those enemies from range, dodging their attacks with slice, etc). You will need to continue to update this strategy as you progress up in Anomaly levels because enemy damage keeps increasing.

New player? Or starting a new Templar?

New players
  • You can start using a no-set version of this build pretty early on (level 25-30) to level up and get through the story.
  • Play on whatever difficulty will allow you to speed through everything.
  • Spend all your points in the Holy skill tree until you have Divine Storm, Prayer, Expulsion, Ascension, and all their useful passives maxxed out. Ignore Hallowed completely for now.
  • If you don’t have max cooldown, next go to the lightning tree to unlock the cooldown aura.
  • Once your cooldown is maxxed, go to the physical tree and take Slice.
Experienced players starting a New Templar

Since you have some gems and crystals saved up from your other characters, you can put them to use for a really fast start.

  • (Optional) At level 10, gamble for a full set of unique items (or better).
  • At level 30, Gamble for at least 2 pieces of Soulpurgers (3 is ideal), and go ham.
  • Collect the other set pieces as you level up.
  • Add in 2pc Ayeela’s whenever stationary bosses start to take more than 3-4 seconds to kill.

Stat Priorities

(gear only – see Mastery section for those priorities)

This applies to both new and experienced players up to Anomaly level 250 or so. After that, simply start enchanting the gear that drops for you as shown in the recommendations in the gear section.

  • Major Enchants:
    • 1. Movement Speed (including gems on hat, chest, and boots)
    • 2. Damage (sword, shield, ring – and damage on kill on ring as well)
    • 3. Crit Chance (only until you have a Jeopardy ring, then drop this entirely)
    • 4. Holy Damage/Crit Damage

  • Minor Enchants:
    • 1. Cooldown Reduction (the most important enchantment overall – get cooldown gems in your weapon as well).
    • 2. Reach
    • 3. Effect Duration

Recommendations for Mastery have priority over these stat priorities

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