Antiquary - Alacrity Support Power DPS
This is a test build. You may comment and rate it.
Focused on: Direct damage
Designed for: Raids and Fractals
Overview
The power
Alacrity DPS raid build for Antiquary. Learning all of the possible artifacts will improve the DPS of this build considerably. Generates ~15
Might and ~50%
Fury. Can also provide a small amount of
Protection depending on the artifacts used.
Note that its
Alacrity uptime is dependent on so you cannot run other elites.
Skill Bar
Weapon Variants
Power Antiquary can use a wide variety of weapons, and mix and match between them as desired. In general, you will have a main weapon set that you camp and the second weapon set is either for ranged damage or burst damage. The artifact allows for a period where you have access to your stealth attack even when not stealthed (up to three uses), and you can maximise your damage by having a second weapon set with a very strong stealth attack to switch to whenever you use this artifact.
Main weapon options:
- Staff has the highest sustained damage but its stealth attack is a DPS loss, so it benefits a lot from having a second set to swap to.
- Spear is the highest sustained damage option for players that own Janthir Wilds, but it is the most complicated weapon.
- Rifle is the best sustained ranged option.
- If you don't intend to use the second set for damage, Shortbow can be taken for mobility such as getting to green circles on Dhuum, and for various skips in fractals.
Burst weapon options:
- Dagger/Pistol has almost as high sustained damage as Staff, but more of its damage is gated behind so the variability is higher. Be aware that the teleport on this set can be very annoying on large hitboxes. The best option for players that don't own Secrets of the Obscure.
- Axe/Pistol is another good burst option. Slightly less damage than Dagger, but has the benefit of range.
- For players that don't own Secrets of the Obscure, Pistol/Pistol does a similar job.
The most common pairings are Staff & Dagger/Pistol, and Spear & Axe/Pistol, but you can run whatever you prefer.
Skill Variants
Healing
- for a relatively weak but continuous healing effect. Good if you do not plan on using your heal skill.
- if you need an extra evade, or for fights that have a lot of movement impairing conditions.
Template Code
Specializations
Trait Variants
- Use if you're having trouble surviving.
Equipment
Berserker
Assassin
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x11
x7
- Antiquary can maintain
Alacrity without the need for any boon duration, but a is used to provide a bit more without losing too much DPS.
- You can also swap in
Diviner stats gear, but you'll need to make sure to maintain your crit chance. - can also be used to provide 3% more boon duration, with the added bonus of allowing you to run full
Berserker stats gear and power infusions.
- You can also swap in
- The DPS difference when using is negligible.
- If using Spear, the frequent
Daze from makes a stronger option. - If you do not have stat infusions, swap one accessory to
Assassin stats. - If you regularly swap between using or not, a much simpler gear setup involves using full
Berserker stats gear (and full Mighty infusions) and an
Assassin stats Amulet. Swap it to
Berserker stats if taking .
- Otherwise, you want to aim for ~2008 precision if not using .
Consumables
Food
- or ascended versions
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. You have to remain in the radius of this skill to continue receiving the artifacts.
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 complicated 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 provides a buff to strike damage for a duration. The duration doesn't stack, so ideally you'd want to spread out uses of this to cover as much time as possible.
- - Ok damage, and the buff stacks so it's always fine to use.
- - Not amazing damage, and the cast time is long, but unless you're camping Staff, it's fundamental to your rotation.
Defensive Artifacts
- - The damage is irrelevant, but it causes the next utility skill's cooldown to be reduced by 80%. Use on and the passive will reactivate before the active effect expires! Ideally you can build up a bit of initiative before using so that you can minimise autoattacks during the active duration.
- - The damage is ok, but the real value is in the initiative refund that allows you to spam more skills.
- - Worth it to extend the buff from , but otherwise avoid.
- - A DPS loss to cast, so there shouldn't be any reason to use this.
can be activated for additional burst damage, but due to the different timings on your major skills, keeping it passive is practically the same damage as using it outside of the opening burst.
If a boss becomes
Exposed (or otherwise takes increased damage for a time), using at this time will be advantageous, as will using it just before your target phases/dies.
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.
Aside from some specific artifacts, your only other source of boons is ~50%
Fury from .
Rotation
All Double Edge skills except for can be reactivated while cooldown down, but they have a chance to backfire when doing so, with the chance increasing the more cooldown is remaining.
In the case of , the backfire damage is higher than the regular skill damage, so you want to use it rapidly to trigger the backfire. By immediately using it again you are almost guaranteed to get the backfire on the second use, but if you are slow there's a small chance you will get an extra use so just keep using until it backfires. There is a small delay on being able to activate the skill again, so intersperse each use of with another skill. The damage on the backfire is quite significant so you may wish to move out of the AoE, but make sure to keep attacking to not lose DPS.
Once the backfire is triggered, you must wait for the full cooldown before using again.
Opener
With the exception of Spear, the opener is the same regardless of weapon.
You can use without a target, allowing you to start with artifacts ready. This can be particularly valuable if you are able to start with a as it means you can start on your burst weapon and swap back as soon as you've used the three stealth attacks.
- , or an Artifact if you have some prepared
- Artifact ⇒ if you prepared them
- if it still hasn't backfired
- Any remaining Artifacts
- Continue using Artifacts and spamming your best weapon skill as much as you can. Remember that you must remain within the AoE of Skritt Scuffle to keep receiving artifacts.
- Once you've used your last artifact from Skritt Scuffle, you can immediately use again.
On Spear, you can precast ⇒ ⇒ without a target to start with a - use it at step 4. Otherwise use the same opener as other weapons.
Rest of the rotation
The core principals of the rotation remain the same regardless of weapon:
- Use off cooldown.
- Use off cooldown, only delay it when it lines up with .
- Use good Artifacts (see guidance above).
- Use off cooldown (see above for notes on use).
- After the opener, use off cooldown - wait for it to fully recharge as the risk of losing crucial boons is too great.
- Use all adrenaline on your best weapon skill. These are:
- on Staff
- on Rifle
- on Dagger/Pistol - when your target is below 50% health, use instead
- Spear works differently due to its chain skills, so use the loop below
- Fill remaining time with autoattacks - try to complete auto chains if your weapon has them.
Spear is more complicated than other thief weapons as it employed a combo system where skills 2 and 3 each have three sub-skills that are classified as Lead Attacks, Follow Ups or Finishers. These flow together in order, with the active skills changing depending on where you are in the chain, and you can switch between 2 and 3 for different effects.
Additional complexity is added by your stealth attack, and skills 4 and 5, all gaining bonuses if they are used after a Finisher:
- regenerates 4 initiative
- grants a 10-second damage buff
- blocks additional attacks
If this isn't enough, will also count as a Lead Attack in this case, which means the next combo will skip .
On the very first loop, you need to open with a lead attack:
- ⇒ ⇒
On subsequent loops, replaces the lead attack:
- ⇒ ⇒
When you find yourself running low on initiative, you will need to refill it with your stealth attack. You can enter stealth with so that your loop is now:
- ⇒ ⇒ ⇒
After this you'll need to repeat a loop with before continuing as normal.
In general you want to delay using skills with cast times until after , but it's not essential as long as the cast time is not too long.
Guitar burst
You follow this rotation until you steal a :
- If you're camping Staff, you want to ignore this artifact.
- If there is another good artifact, use that first.
- Swap to your burst weapon (Dagger/Pistol, Axe/Pistol or Rifle) if you're not already on it. If your main weapon is Spear, wait until after you've used to swap.
- You want to use your stealth attack three times, with one or two skills in between.
- Axe/Pistol is slightly more complicated: ⇒ ⇒ (repeat three times)
- Follow the core rotation principals until you can swap back to your main weapon.
- On Axe/Pistol, you want to use one more time, then autoattack and use one final before swapping.
Utility
CC
General Tips
- can be used to blast for
Might or
Stealth - particularly useful in dungeons or fractals. Make sure not to double tap it as only the first skill counts as a blast finisher. - can be used to skip parts of certain fractals such as the lasers in Aetherblade and the scaffolding in Cliffside.
Group Stealth
Thief's unique support in groups is long-lasting group-wide
Stealth, which lets you run past trash without having to fight it. This lets you skip large sections of dungeons and certain fractals.
- should be used as the primary smoke field due to lack of cooldown. Have party members chain blasts in this field with you, while you blast it with . The smoke field only lasts 4s so you need help from your party in order to stack a significant amount of stealth.
- Use in less organised groups since it gives a longer stealth field for easier blasting.
- gives a large amount of area stealth without needing to use blast finishers. This skill is useful when stealthing next to or on top of mobs since most blast finishers deal damage and thus break stealth. It can also be used to reapply stealth in the middle of a skip. When possible retrait for Shadow Arts before using it to get the benefit of and the cooldown reduction of .
- gives 3s of stealth, is a blast finisher, and causes no damage making it very useful if you have to cover a long distance. It is often used in combination with Black Powder.
Pathing
Once you trigger certain mob groups while being in stealth they will follow you unless you "path" them. This is done by standing still until the Mobs reach you.
Skipping Ahead
After stealthing with your group you can use a lot of skills to skip ahead of your group to trigger bosses/events faster to save time. This requires you to be able to re-trait fast for full efficiency but isn't needed.
You should re-trait to for extreme mobility. You could also trait Shadow Arts for
Superspeed and initiative regeneration.
- Use to blink up ledges and for additional mobility.
- Use and/or to teleport to mobs (should be used out of range to not hit the mob).
- Use and/or Steal traited with to gain stealth to not aggro mobs.
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