Antiquary - Lucky TC Roamer
This is a test build. You may comment and rate it.
Focused on: Hybrid damage and Mobility
Designed for: PvP Conquest
Overview
A high APM hybrid damage Antiquary build that repeatedly uses Scepter/Dagger's dual skill to deal heavy single target damage from range, inflicting a wide array of conditions including permanent
Chill. Each cast of costs 5 initiative, making it a quick and cost-effective way to loop > > . It's possible to generate near-infinite initiative with this loop and continue pressuring opponents long beyond when one normally would be able to.
This build extremely unfriendly to players not already familiar with Antiquary. Since triggers after artifacts are done casting, learning the ins-and-outs of each artifact's aftercast and how to cancel them with other abilities is key to success with this build. If is reactivated without , it will backfire and you won't be able to use it for another 15 seconds. This effectively takes you out of the fight like a Holosmith's Overheat and should be avoided at all costs.
Skill Bar
Skill Variants
Utility
- over - simple low cooldown stunbreak + barrier that's good against stunlock builds. good synergy with though it can be a bit buggy and not give barrier when it should.
Elite
- None, 's evasion fills a gap in the build's defenses. is redundant and generally unnecessary.
Template Code
Specializations
- Variants
over - lower burst but the
Immobilize can be useful.
Equipment
Equipment Variants
Relics
- This section currently needs testing. is very helpful for repositioning after since the build doesn't take Shadow Arts, but other relics that seem to work well are:
- - triggers with every , the build lacks
Vulnerability outside of so this helps provide a consistent cover condition & small damage boost.
- - two s > or will trigger this.
- - plenty of multihit attacks in the build, this might be good, might not be. needs testing.
Runes
- Todo
Sigils
- Todo
Weapons over
Shortbow:
- Todo
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.
- Spam on an ally at the gates of spawn as the round is about to start to stack
Swiftness on allies.
- Use repeatedly until triggers. You'll get a fresh set of artifacts; quickly use one, then once the artifact's animation is complete and you get the buff, use . You'll regain most of your initiative and you can continue spamming .
- If out of initiative or to interrupt a key skill, use then quickly use the best artifacts you get. Any existing artifacts will be overriden by when it triggers, so be careful using immediately after stealing.
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 2 artifacts from a pilfered set. Your F2 will always be an offensive artifact, F3 is always a defensive artifact, F4 can be either.
- 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 ).
- Unlike other Antiquary builds, due to the power of , the best artifacts are those which simply help you land more of them. in particular aids with the build's lack of defense, and since it outputs so many other conditions the taunt can be difficult to cleanse. This also makes multiple Decoys in quick succession stronger since targets will likely run out of stunbreaks and cleanse.
- High value artifacts (in order): -- --
- Medium value artifacts: -- --
- Low value artifacts: --
- Naturally, the value of artifacts can vary depending on the situation. and are better when you're under pressure, is good against PvE objectives (such as forest creatures) where you can actually land the bombs, is invaluable against projectile focused builds...
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.
Mobility
- Using gives 10s of
Swiftness. You can use on an ally to grant allies
Swiftness in an AoE around your target, including you if you stand near them.
- Use and artifacts to quickly traverse the map. Since artifacts refund initiative & give you additional es, the effectiveness of your roaming is tightly tied to how well you can juggle artifacts, initiative and stacks.
Defense
- is your best escape tool.
- 's
Daze can be a better defense than Shortbow 3 (Disabling Shot)'s 1/2s evade if you have the initiative for it.
- is the primary source of condition cleansing. You get a free use with , so as long as you continue spending initiative, you'll be able to keep cleansing conditions.
- Key defensive artifacts are (evasion and high healing), (evasion and stunbreak), and (projectile hate & initiative refunds).
Advanced
- Now for the tricky part... When you use an artifact with equipped, you don't get the buff when you start casting an artifact -- only whenever the cast finishes. This makes the buff timing vastly different for each artifact, and if you're new to Antiquary this can be a nightmare to learn. To practice, try this:
- Go into the PvP lobby and start using against the Target Golems there. Use while the first combo is casting. After the third combo you'll get a set of artifacts from -- immediately look down at your artifacts bar and start parsing them. Try to get used to their icons and colors and learn what the best artifacts look like. Cast another if you need more time to think. Pick one to use, use it, then queue up another . This will cancel any aftercast animation the used artifact might have which maximizes the build's efficiency and APM, and causes 's buff to appear as soon as the Combo cast starts. Use another and keep using until you have another set of artifacts and repeat the loop. If you run out of initiative, use and two of the artifacts you get to refund a minimum 6 initiative, and once you're comfortable with the timings, you can also use during all of that.
- If your attention is needed elsewhere and you can't watch your artifacts bar, simply spamming your F3 slot, which will always be a defensive artifact, can be a solid option as all defensive artifacts work well with this build.
- To simplify; 3x , using as the first combo is casting > use an artifact from the set you get > 1x to cancel the aftercast of the artifact > IMMEDIATELY use as combo starts > repeat. Replace the additional 1x with if you don't have enough initiative, and then use both artifacts before you get another trigger.
- Practice makes perfect!
Ratings
Comments
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium