Chaotic time magic as a weapon, in the biggest branch of the class (Arcane-heavy): the Chronomancer spends the class's 4 Order/Chaos Charges on combination payoffs and rides what the timeline gives it.
It's a reactive, proc-chasing ranged DPS caster with echoes of every school of magic.
Casting damaging spells now reduces your damaging spell cooldowns by 10% of their remaining cooldown.
The closest retail feel is an Affliction/Destruction Warlock hybrid reworked in a chaos-and-time flavor: you seed punishing DoTs to trigger procs, then use a transformation cooldown that resets the big nuke and opens a free-cast burst window, much like a Warlock's Metamorphosis. Chromatic Shard ignores immunities and resistances like a chaos-school nuke, and Infinite Horizon gives the group a genuine damage bonus.
How is this number calculated?
World bosses only (Conquest of Azeroth has no instanced raid yet) — Snowgrave, Setis, Lord Kazzak, Azuregos, The Will of Soggoth, Kaldros Depthbreaker.
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss and the same group format: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss and the same format: a two-minute fight and a seven-minute one aren’t comparable, and a flex raid doesn’t give the same support as a 25-man.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured spec. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
How is this number calculated?
Mythic dungeons only — Ascension CoA has no Mythic+ tier yet (216 tracked encounters).
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss: 92.4% of dungeon fights are played in 5-player groups, and splitting by group size as well would discard more usable damage rows (4.5% lost against 1.4% when comparing by boss alone) for zero additional publishable spec — group size is therefore not part of the comparison.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured Dungeon spec — this column has its own distribution, it doesn’t reuse Raid’s cutoffs. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade.
Each performance above links to its own real combat report. Ascension Logs, however, doesn’t offer a rankings page covering every Mythic dungeon — unlike Raid, there’s no « View the source rankings » button here.
A reactive rotation: the difficulty comes less from raw execution than from tracking several DoTs and procs at once, then timing the burst window correctly.
Solo/duo, open with Timerend and Melt Reality to stack DoTs, let Anomaly Spikes proc off the ticks, and spend Chromatic Shard — which pierces immunities and resistances — as your main spender; Incarnation of Chaos opens a burst window to delete a single target fast, while Gravity Bomb and Shifting Chaos give you pack-clearing AoE for grinding.
In group content it's a sustained DoT/burst hybrid ranged DPS that also brings a hard-hitting AoE bomb for add waves.
- Core loop — Order/Chaos Charges (4 charges consumed for a combination bonus), Rule Bending.
- Signature (Infinite Power): casting damaging spells now reduces your damaging spell cooldowns by 10% of their remaining cooldown.
- Mitigation-piercing chaos damage — Chromatic Shard cuts through immunities and resistances, while Time Means Nothing and Destabilize Time amplify and slow the focus target.
- A real burst on a transformation cooldown — Incarnation of Chaos resets Chromatic Shard, frees the next cast, boosts damage, and Chaos Fusion lets you keep casting while moving, all fed by Infinite Power shaving your cooldowns.
- A deep, near-self-sustaining proc engine plus a group buff — rolling DoTs trigger Anomaly Spikes and stack haste with almost no extra input, and Infinite Horizon adds a raid-wide damage bonus.
- Thin personal defense for a caster — Reverse Wound is the only real self-heal, and the kit has no hard CC-break or damage immunity: chain-CC or a melee train can lock it down and kill it.
- Its damage ramps up through DoTs and procs before the Incarnation of Chaos window truly pays off, so it can't melt a fresh target instantly — burst is best once the proc engine is already spun up.
- Control stays soft and situational (Slipstream banish, Clasp of Infinity root, Destabilize Time cast-slow), with no stun: enough to peel and kite, but not to hard-lock a determined attacker.
Approachable, with a couple of systems to learn. Proc-driven, with few moving parts to juggle at once.
Enormous mastery ceiling — constantly reacting to and chaining procs.
See also: all Ascension builds · the talent tree builder
Talent data: ascension.gg
· Spec tiers & analysis: ascensionsidekick.com
Editorial rewrite, interactive talent tree, tooltips and fact-checking: KAMI LABS




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