Antiquary - ABC-tiquary
This is a placeholder build that was useful in the past. Click here to view current builds.
Focused on: Condition damage
Designed for: PvP Conquest
Difficulty:
Hard
Overview
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Skill Bar
Axe/Dagger
Staff
Utility
Skill Variants
Utility
- over -- solid all-around tool, easy access to can help cover burst with additional conditions
Template Code
[&DQUsJxwmTSeFAAwBWAAZARkBNAFgHVsBDgEoAAAAAAAAAAAAAAAAAAAAAAADBQAvAGsAAA==]
Specializations
Equipment
Axe
Dagger
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Runes
- none, this build focuses on consistent, overwhelming condition pressure which Trapper heavily amplifies.
Sigils
- over on
Staff - great for surprise burst.
Weapons over
Staff:
Shortbow - extreme mobility. staff is better for duels, use whichever is needed.
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.
- is applied to you after using an artifact. Use it any time you have it for a free to regenerate initiative and cleanse conditions. You'll be using a coin toss either before or after every artifact you use so be sure to have the skill bound to something comfortable.
- Use until you have 6 axes, then recall them onto a target with . If 5 or more axes land, your target will be
Immobilized. This helps land deadly artifacts like .
- Use before recalling axes with to make them unblockable. This will also get you in range for .
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 all 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.
- is applied to you after using an artifact. Use it any time you have it for a free to regenerate initiative and cleanse conditions. You'll be using a coin toss either before or after every artifact you use so be sure to have the skill bound to something comfortable.
- 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: -- . These are situational but still good.
- Low value artifacts: -- . These are more niche artifacts. Both have synergy with ; Decoy is good for landing recalled axes, Chak Shield can cleanse conditions via a physical projectile combo.
- All artifacts used will grant boons; ones categorized as "Offensive" will give 8
Might &
Fury, while "Defensive" ones will give
Protection &
Regeneration.
- After landing a , use "offensive" artifacts to build
Might on yourself. As the game checks your stats each tick to calculate damage, stacking
Might, even after applying conditions, will greatly increase the damage they deal.
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.
Defense
- gives a short (1/2s) evade when used. Use it to "parry" attacks and reposition.
- Your second weapon,
Staff, has a number of useful defensive skills. , , and can all be used defensively.
- Your primary source of healing is . By continuously using axes, artifacts & , you can heal while applying pressure similar to an Elementalist. Your secondary heal is ().
- grants 975 barrier each time you use an artifact. Fire off as many artifacts as you can before acquiring a new set.
- is your primary source of condition cleansing. gives you a guaranteed , and you should always use up the buff before using any additional artifacts.
Advanced
- Combo fields are a way to get more out of your abilities. Abilities that are finishers will gain additional effects if used through combo fields. Your most relevant ones are listed below:
- Physical projectile finishers: Use through fire or other available fields whenever you can for additional damage. 's fire field is your most accessible field. You can also fields created by allies.
- 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 to cancel the animation and immediately gain the buff before using .
Ratings
Comments
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