Antiquary - A/D Condition Artifacts
This is a placeholder build that was useful in the past. Click here to view current builds.
Focused on: Mobility, Condition damage and Utility
Designed for: PvP Conquest
Overview
An Antiquarian build focused on high sustained condition damage, mobility, and boon theft. Performs best in skirmishes but is a capable duelist as well. As with other artifact-centric builds, there is some RNG from that must be quickly adapted to during gameplay.
Skill Bar
Skill Variants
Heal
The default healing skill provides a lot of value but can be tricky to use with artifacts that deal multiple ticks of damage. For less clunky options, consider:
- - a quick heal with some condition cleansing and overall good healing numbers. great for triggering relics.
- - evade frames, good vs. burst.
Utility
There are other viable options for the two utility slots that aren't , depending on what you need:
- - stunbreak, 3/4 second evade and refunds 4 initiative. good against bursty builds like Chronomancer and Dragonhunter, or against teams with a lot of reveal where wouldn't be as useful.
- - condition cleanse & initiative gain without any cast time investment, covers a specific weakness in the build. can be used while on cooldown with a risk of backfiring - if the skill has 7 or fewer seconds on its cooldown, the backfire chance is much lower.
Elite
- None: provides far too much value.
Template Code
Specializations
Variants
- Take for better axe damage at the cost of utility. good if you regularly fish for .
- Take against power-focused comps for the
Weakness. - Take if you're unsure, or if you're against condition-heavy comps.
Equipment
Equipment Variants
Relics
- provides a source of
Vigor which helps with survivability, but it can be swapped out for utility or damage relics:
- - great mobility moving in and out of stealth, helps keep your positioning
- - good for burst, the proc condition is easily met with
- - good sustained damage
- - the build struggles with removing conditions if it can't gain stealth; this relic helps mitigate that weakness and provides some team utility
- - blast finishers from , leap finishers from and various artifacts can trigger this relic frequently, aiding with the build's poor condition cleansing outside of stealth
- - strong if you plan on using immediately after
- - good with if stability is needed
Runes
- - damage over raw health.
- - Antiquary can struggle against conditions so this can be good against certain comps if you're okay losing a lot of damage.
Sigils
- over - a more offensive option to compliment the build's boon theft capabilities
- over - if you better need better cleansing against damaging conditions rather than roots
Usage
Basics
- Use axe skills 1 and 2 ( and ) to throw axes. When you have 5 or 6 axes, recall them with your third skill, for the full axe damage again plus additional torment. Your stealth skill also leaves behind an axe and can be recalled.
- has a 1/2 second evade and will shadowstep you to your target. From there you can either utilize your Artifacts or use to stealth and reposition. This is the core gameplay loop for the build.
- To stealth, either use Dagger's 5th skill, , or swap to your second weapon set and use > . Each leap finisher through a smoke field gives 3 seconds of stealth. Dagger/pistol does little to no damage in this build, don't try and fight with it - only swap to it outside of combat or if you need to escape.
Elite specialization basics
- Antiquarians gain access to which functions as their , benefiting from all traits that would affect it. Using it (with or without a target) will give you a set of artifacts. Your F2 will always be an offensive artifact, F3 is always a defensive artifact.
- Using an artifact restores 2 initiative.
- All artifacts have an immediate effect and a lingering bonus effect. The lingering effects are applied when the skill finishes casting. They don't need to hit anything for you to get the lingering effects (except for ).
- High priority artifacts: , , , ,
- Medium priority artifacts: ,
- Low priority artifacts: ,
General
- Use without a target during downtime to fish for good sets of artifacts, or during combat on a target to interrupt a key ability.
- Pay attention to any projectile hate that would eat your axes - if possible, use non-projectile artifacts during that time instead.
- Don't stealth after using an artifact with multiple ticks of damage like , you'll quickly be revealed by it.
Defense
- Remain at range while throwing axes, only entering melee with when a safe opportunity presents itself. Cover yourself with defensive artifacts if you have any, then try and land when
Revealed fades to enter
Stealth.
- After gaining
Stealth, reposition with 's
Superspeed as needed.
- gives a small window of evasion after use. If possible, use the skill to both recall your axes and dodge a powerful attack.
- Key defensive artifacts are & (evasion), and (projectile hate & initiative refunding).
- Any artifact categorized as "defensive" will give
Protection and
Regeneration when used, thanks to .
Advanced
- The below table briefly explains each artifact as well as their average impact (see the "priority" column). The listed values imply is taken. Traits with a "low" priority can still be useful in niche situations, such as being an instant AoE knockback.
Artifact cheatsheet:
| Skill | Classification | Immediate Effect | Lingering Effect | Notes | Priority |
|---|---|---|---|---|---|
| Offensive | 4 pulses of low damage & |
Access to 2 stealth attacks, even outside of stealth | The long cast time can be mitigated by using or before the stun portion of the skill | High | |
| Offensive | Slow slide towards a target, dropping bombs along the way that deal strike damage and mediocre |
Continue to drop bombs at your feet for 13s | The bombs aren't projectiles, making the skill a decent option into projectile hate. The additional bombs can break your stealth | Low | |
| Offensive | Slow moving projectile that creates a fire field upon impact, pulsing for strike damage & |
Next 7 attacks inflict |
The lingering buff lasts a while & can be applied out of combat for better burst | High | |
| Offensive | Small range immobile turret that shoots 8 projectiles, each dealing strike damage and |
Your attacks deal +15% damage to any target hit by its projectiles for 10s | The multiple hits are helpful against |
Medium | |
| Defensive | 5s projectile shield, 6 ticks of low strike damage to enemies inside it | Next 2 initiative skills refund all initiative | The bubble is a light field. The multiple hits are helpful against |
High | |
| Defensive | Leap finisher, 3/4s evade, strike damage & strong AoE heal on impact | Next 2 initiative skills trigger the AoE heal again at your location | Good backup leap finisher for | High | |
| Defensive | AoE 3s |
Next 2 utility skills have 50% reduced cooldown (does not affect heal or elite) | Great for landing high value abilities. The decoy can be destroyed, ending the taunt early. The taunt effect ignores LoS | Medium | |
| Defensive | Stun break & evasion as long as skill is active > heavy |
If an enemy is within the 180 radius upon arrival, skill can be reused twice | The first two uses of this skill can be "shotgunned" into a target if you're standing next to them | High | |
| Backfire | High strike damage in 180 radius + high self damage, small AoE knockback | +50% incoming strike & condition damage | The instant AoE knockback can be used while casting other abilities | Low |
Ratings
Comments
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