Antiquary - Alacrity Support Condi DPS
This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.
Focused on: Condition damage
Designed for: Raids and Fractals
Overview
A condition
Alacrity DPS build for Antiquary.
As a Thief, it has excellent out-of-combat utility for speeding up fractals and raids.
Note that its
Alacrity uptime is dependent on so you cannot run other elites.
Skill Bar
Weapon Variants
The nature of initiative means that you rarely use more than one weapon, so there are a number of options:
- For players that only own Visions of Eternity, Dagger/Dagger is the best option.
- If you own Janthir Wilds, Spear is the strongest weapon, though it is needs to be in melee range, and is significantly more complicated to use. It is worth keeping Scepter/Dagger in the second set to give you a strong ranged option when necessary.
- You can bring an offhand Pistol to have CC available on swap.
Utility Variants
Template Code
Specializations
Equipment
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
Consumables
Food
- , or ascended alternatives
Utility
Usage
Key to Antiquary is the random artifacts that it steals with . Thanks to , each time there are three artifacts to choose from and you can use two of them. The first slot is an offensive artifact, the second is defensive, and the third is random.
When using , every three seconds a new set of artifacts will appear, and you can only use one artifact from each set. Additionally, there is a chance that one artifact will be replaced by an , which deals significant damage to you if used.
This means that Antiquary's effectiveness has a high degree of randomness, and learning to recognise the different artifacts is necessary for optimal play. As your primary boons are tied to artifact use, you always want to use them when available. It should come as no surprise that in general the offensive artifacts are more worthwhile than the defensive ones, but it is a bit more complication than that. Consider the following guidance:
Offensive Artifacts
- - In addition to the initial damage, this gives you a buff that continues to drop bombs at your location for some time. One of the strongest artifacts if you don't have the buff, but the duration doesn't stack so the effectiveness is reduced if the buff is still active.
- - Good damage, and the buff stacks so this is always a high priority.
- - Good damage, and provides a buff to strike damage for a duration. The duration doesn't stack, but as a condi build it's not that significant and the skill is high priority regardless.
- - Not amazing damage, and the cast time is long. Lower priority than all the other offensive artifacts, as well as some of the defensive ones.
Defensive Artifacts
- - The damage is irrelevant, but it causes the next utility skill's cooldown to be reduced by 80%. Ideally this is used on , but it's good for any utility. The interaction with the backfire mechanic on is awkward as it is wasted if not triggered on the use that backfires, so it's best to avoid using on this skill.
- - The damage is ok, but the real value is in the initiative refund that allows you to spam more .
- - Does enough damage to be a DPS increase, but is lower priority than all the artifacts listed above.
- - A DPS loss to cast, so there shouldn't be any reason to use this.
Boons
You grant AoE
Alacrity and Barrier each time you use an artifact, as well as either
Might or
Protection depending on whether the artifact is offensive or defensive. will not provide any boons if used.
Rotation
Utility
CC
- , if bringing offhand pistol
Support
All your Scepter skills can be used with an allied target to provide AoE barrier and boons. This is a DPS loss, but can be used to save people if a healer isn't going to (particularly helpful on the tank).
General Tips
Ratings
Comments
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