Antiquary - D/D Hoarder
This is a test build. You may comment and rate it.
Focused on: Hybrid damage and Sustain
Designed for: PvP Conquest
Difficulty:
Hard
This build was last updated on January 21, 2026.
Overview
A high APM hybrid-damage Antiquary build that foregoes the usual focus of buffing specific condition types and opts instead for a more generalist approach to damage. Makes use of Trickery's cooldown reduction, , and to generate tons of artifacts, maximize 's value, and fuel defense with > > .
Skill Bar
Dagger/Dagger
Shortbow
Utility
Skill Variants
Utility
- over - a good stunbreak against stunlock builds. you can use 's buff on this instead of .
Elite
- None: provides far too much value.
Template Code
[&DQUsJxwmTScKAQwBWAAZARkBNAFgHVsBfB0oAAAAAAAAAAAAAAAAAAAAAAACLwBrAAA=]
Specializations
Variants
- While it may be tempting to choose , actually provides more damage with the might granted by , as well as all the other benefits from artifacts.
Equipment
Dagger
Dagger
Sigil
Sigil
Shortbow
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Amulets
- todo
Relics
- - better sustain, especially against groups of enemies. lower damage.
Runes
- - similar stats to but more weighted towards damage.
- - +1000 raw health and a bit more condition damage in exchange for toughness. good against other condition builds, worse against most everything else. likely preferable to due to the frequency of use.
Sigils
- can be swapped out for or as needed
- can be swapped out for for more general condition removal, or for burst (good with & ).
Usage
Basics
- Use at the very start of the game to obtain a set of artifacts. Artifacts and information about them can be found below.
- Stay on dagger/dagger unless you need or -- the latter being an excellent way to secure kills in conjunction with (which dazes thanks to some traits).
- Use to regain initiative. With you get a free cast of it after using any artifact.
- and are what you'll be spending most of your initiative on. should be used to evade attacks and when you're standing in 's combo field, should be used to
Cripple targets at range or to deal heavy damage to pairs of enemies. Both of these skills are potent finishers and should always be used in/through combo fields whenever possible.
Elite specialization basics
- Antiquarians gain access to which functions as their and benefits from all traits that would affect it. Using with or without a target will give you a set of artifacts. This build takes which makes your artifact sets consist of 3 artifacts instead of the default 2, and you'll be able to use 3 artifacts from a pilfered set thanks to . Your F2 will always be an offensive artifact, F3 is always a defensive artifact, F4 can be either.
- Using an artifact restores 1 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.
- High value artifacts: -- -- . These are your best available artifacts.
- Medium value artifacts: -- -- (weapon stow after the first pulse) -- -- . These are generally more situational with lower numbers than the high value ones.
- Low value artifacts: . Avoid this one.
- is your elite. It gives you a fresh set of artifacts every 3 seconds as long as you remain in its radius. Due to the high average power of artifacts & the traits they trigger, you'll want to try and use one from each set you get. Being able to quickly adapt to which artifacts you get from this skill is key to the success of this build.
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.
- Before using an artifact, if you have , use .
Mobility
- Using gives 10s of
Swiftness.
- Use to quickly traverse the map. You can use artifacts to regenerate initiative through , & .
Defense
- is a 1/2s evade starting at the very beginning of the skill. It has a small window of vulnerability towards the end so you can't just spam it - time it to avoid attacks whenever possible.
- can be used to
Stealth in a pinch, but many artifacts have multiple hits and will reveal you.
- (shortbow 3) is a 1/2s evade and should be used to dodge attacks before or after using .
- is expensive but can be used to retreat from a fight. It shadowsteps you to your destination so there needs to be a clear path or you'll get a "no path available" message.
- is your primary source of condition cleansing. Use 's buff on at any time to cleanse conditions and regain initiative.
Advanced
- creates 3 Whirl finishers. Use it on top of a target while standing in 's fire field for high additional damage whenever possible. It also works well as a condition cleanse into a light field; see .
- is a Physical Projectile finisher. Use it through 's fire field for high additional damage whenever possible.
- only gives you its buff after your artifacts finish casting. Many artifacts have long aftercasts which you can animation-cancel to speed things along, notably and . Use , , whatever the moment calls for to cancel the animation and immediately gain the buff. This is something you'll need to get used to in order to make the build run at full speed.
Ratings
Comments
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