Antiquary - Hybrid Axetiquary
The community gave this build a rating, making it second-tier: Good
Focused on: Mobility and Hybrid damage
Designed for: PvP Conquest
Overview
An Antiquary build that makes extensive use of the Deadly Arts traitline to deal high damage with artifacts. Doesn't have the same access to stealth as most other Thief builds, but it has a lot of health, evasion, and decent
Protection uptime to compensate.
This build uses the (Repeat Ransacker) and traits along with to sustain itself and keep pushing damage. Between managing initiative, axe count, enemy projectile hate, Double Edge skill backfire probabilities, and random artifacts, this build features some of the highest required resource management of any current build.
Skill Bar
Skill Variants
Utility
- none
Elite
- none, is imperative to the build.
Template Codes
Specializations
Equipment
Equipment Variants
Relics
- - can be a viable sustain option, though you'll lose some damage from less Might.
Sigils
- or over (on
Shortbow) - Minor improvement to burst. Use if you're frequently swapping while might capped.
- over on
Shortbow - Good for breaking roots in a pinch.
Usage
Basics
- You'll be camping
Axe /
Dagger 90% of the time, generally only swapping to
Shortbow to move around the map faster with .
- Use axe skills 1 and 2 ( and ) to throw axes. These axes remain where they land for 10 seconds and can be recalled onto a target with your third skill, . Use your first two axe skills until you have 5 or 6 axes, then use an artifact classified as "offensive" (e.g. ) to give yourself
Fury and
Might. After that, recall your axes with for a huge burst of damage. Recalled axes deal full damage again while additionally applying
Torment, and also
Immobilize any targets hit by 5 or more axes. Comboing artifacts and axe recalls together like this is the main way the build does damage.
- Axe's stealth skill, , also leaves behind an axe. This is a great skill to hit as it also blinds targets in an AoE thanks to .
- gives you 1/2s of evasion when used and will shadowstep you to your target, making you especially hard to pin down in a fight.
Dagger's 5th skill is incredibly good if you can land it. The unfortunate downside is that many artifacts hit multiple times which will break you out of
Stealth, so use it wisely. As this build lacks
Superspeed and expendable blinks, the best targets for this skill are often ranger pets or mesmer illusions, basically whatever you can hit.
Elite specialization basics
- Antiquaries 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.
- Artifacts have two classifications: "offensive" and "defensive". This classification determines which buffs you get with .
- This build takes the trait, which for Antiquary lets you use both of your pilfered skills when using F1.
- Using an artifact restores 1 initiative. "Offensive" artifacts give
Might and
Fury and should always be used before landing other skills, if possible. "Defensive" artifacts tend to deal less damage but provide the defensive boons
Protection and
Regeneration and some other beneficial effect (e.g. an evade on ).
- 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.
Artifacts
- There are 8 available artifacts that you'll randomly get when you . Many are walls of text that feel daunting to read, but at first you can probably just spam them and have some moderate success. As you continue to play the spec, it'll make more and more sense when and where to use each artifact, as well as what their icons look like.
- Here is an abridged guide to each artifact. Each artifact has an active and lingering component which will be explained.
- These are good for offense:
- - Cast: moderate cast time, creates a stationary turret at your cursor. Deals very high damage via projectiles to the closest enemy. Secondary effect: you gain bonus damage against targets shot by the turret.
- - Cast: long channel, pulses damage and
Confusion in a small AoE around you. When the channel completes you do a small overhead swing that stuns nearby enemies. Secondary effect: If the channel finishes, you get 1 free stealth attack. - - Cast: channeled slide towards your cursor. Drop high damage bombs as you travel (minimum 1). Multiple bombs can't hit the same target. Secondary effect: bombs continue dropping at your feet every few seconds.
- - Cast: moderate cast time, shoots a projectile towards an area that creates a pulsing AoE when it lands. Secondary effect: Your next two attacks burn the target. Multiple instances of this buff can stack, up to 7(?) stacks.
- These are good for both:
- - Cast: instant (and usable while stunned), creates a projectile-destroying dome that pulses damage to enemies and barrier to allies. Secondary effect: Your next initiative spending ability refunds 50% of the cost.
- - Cast: an instant leap & evade towards your cursor. Upon landing, deal high strike damage to enemies and heal nearby allies. Secondary Effect: Your next initiative skill activates the heal again.
- - Cast: moderate cast time, places a decoy that taunts nearby enemies for 1 second upon being placed. The decoy also pulses might to nearby allies. Secondary effect: Your next utility skill's cooldown is reduced by 33%.
- Save these for defense:
- - Cast: instant, similar to , this one dashes towards your cursor, but you evade during the duration. Dashing further away or while rooted gives you more evasion. Deal strike damage, blind and burn enemies in a small AoE where you arrive, and also cleanse 3 conditions from yourself and nearby allies. Secondary effect: your next 2 initiative-spending abilities cleanse another condition.
General
- F1 ( is an extremely loaded skill in this build and should be used as often as possible. Artifacts reduce its cooldown by 2s when used, thanks to (Repeat Ransacker).
- Use (without a target) even during downtime to fish for good sets of artifacts. Since artifacts are such a big part of the build, deciding whether to use immediately as it's up or waiting to interrupt an ability with it is a choice you'll regularly have to make.
- Steal essentially resets the cooldown of . Learning how to space out or otherwise stack your coin tosses is key to playing the build at a high level.
- Pay attention to any projectile hate that would eat your axes - reflect fields, magnetic aura, etc.. If possible, use non-projectile artifacts while waiting for the hate to go away, or drop your target and throw your axes at nothing so you can recall them later.
- As axes require setup and a lot of initiative, it can be a good idea to swap to shortbow after landing a big and spam instead than trying to set up another recall.
Defense
- Remain at range while throwing axes, only entering melee with when a good opportunity presents itself. Always keep in mind which artifacts you have and formulate a followup plan based on them. Some artifacts such as deal high damage in addition to making you evade for the duration, making them excellent for countering attacks.
- gives a small window of evasion on use. If possible, use the skill to both recall your axes and dodge a powerful attack.
- Your cleanse is tricky to properly utilize and, outside of your heal , is tied to resource management. is the primary cleanse for this build, and since it's "reset" each time you steal, you'll want to be using a LOT of artifacts. This leads to the build being very fast paced but also tricky to get the most value out of in the heat of the moment. Of course, if you're lucky, you can also get which is an extremely strong cleanse; 3 on the initial use, and another 1 on your next two initiative-spending abilities.
- Any artifact categorized as "defensive" will give
Protection and
Regeneration when used thanks to .
Advanced
- Once you're comfortable with the main gameplay of Antiquary, you can start to play around your combo fields.
- 's projectiles will occasionally act (20% chance) as a "projectile finisher". This gives them added effects depending on which combo field they pass through. The main ones are , which creates a fire field and adds
Burning to the axe, and , which causes the axe to cleanse a condition (granted you're in melee range of the target. it's weird, but if you're using you can drop as the axes are coming in to benefit from the finishers).
- is a leap finisher. Use it through to gain
Light Aura or for
Fire Aura.
- Lastly, your stealth attack, , is a blast finisher. It's impractical to try and always combo this one with a field, but it's easy to use it with when recalling axes for additional condition cleansing.
Ratings
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