Antiquary - Shortbow Artifact Duelist
The community gave this build a rating, making it top-tier: Great
Focused on: Condition damage and Control
Designed for: PvP Conquest
Overview
A rather obnoxious Antiquary build that weaves powerful artifacts with the unblockable skill to control and burn out targets with condition damage. As with other artifact-centric builds, there is some RNG from that must be quickly adapted to during gameplay.
It is recommended to use instant ground targeting for this build and to enable "Snap Ground Target to Current Target". Disabling "Autotargeting" is also recommended.
Skill Bar
Skill Variants
Heal
- - good for the cleanse, gives access to an easy
Immobilize on shortbow.
Utility
- over - simple low cooldown stunbreak + barrier that's good against stunlock builds. the skill can be reactivated while on cooldown with a chance of backfiring - if reactivated while more than 50% recharged (in this case 12.5s remaining) the backfire chance will be lower, but since the backfire effect of this skill is so detrimental it may be best to wait as long as possible.
Elite
- None: provides far too much value and is the backbone of the build.
Template Code
Specializations
Variants
- is worth it if you find yourself using S/D a lot, but Shortbow is your main set here.
Variants
- over is an equally viable option against builds with a lot of stability. Your damage output will be lower but you'll more consistently be able to
Daze targets out of key abilities.
Equipment
Equipment Variants
Relics
- As this build frequently dazes targets, provides good damage against both single targets and groups. If preferred, however, it can be swapped out for a number of other relics:
- - another considerable damage source. pairs well with the evasion provided by artifacts and shortbow.
- - upgrades your
Poison, doesn't need to interrupt to proc.
- - long ramp time, can be good in very grindy duels.
Runes
Use whichever is the most relevant for your situation.
- - similar stats to but more weighted towards damage.
- - a more general rune, good if you aren't sure what you're up against.
- - use against condition builds.
Sigils
- over - decent condition cleansing if needed
- over - if you better need more specific cleansing against roots & chill.
Spear - melee condition damage alternative with a cheap interrupt.
Scepter /
Pistol - ranged condition damage alternative, strong interrupt with the ability to team
Stealth.
Shortbow - dual shortbow allows you to make use of on-swap weapon sigils. You can either keep the recommended Sigil setup, or, alternatively for more energy, use and on both sets. Doing so lets you weapon swap every 8 seconds to restore energy while keeping the increased burning duration, at the cost of losing and . Ultimately it's about matchups and preference, do what feels best for you.
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 shortbow unless you need .
- is what you'll be spending most of your initiative on. It costs 7 initiative,
Dazes targets in its landing AoE for 1s, and is unblockable; this means projectile hate and blocks don't protect against it. The skill itself deals low damage and is mostly used for the
Daze, which in turn triggers other aspects of the build. The lion's share of damage this build has comes from other sources, primarily
Burning artifacts. Info on those can be found below.
- Interrupts trigger and . Your interrupts are , , and .
- Don't spam - try to get a feeling for when opponents will be casting skills and focus on timing it to interrupt.
- Avoid using on enemies with large numbers of
Stability.
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 ).
- High value artifacts: -- -- --
- Medium value artifacts: --
- Low value artifacts: -- --
- 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.
- Use artifacts near allies if possible to share 's boons.
Mobility
- Using gives 10s of
Swiftness. Dodging gives 6s.
- Use to quickly traverse the map. can provide two free uses.
Defense
- The third skill of both weapon sets give evasion for 1/2s when used. Evading any attack will trigger for 3s of
Vigor.
- Movement skills trigger for 2s of
Resistance. Many artifact skills are considered movement skills.
- and can both be used to escape, with the latter being much cheaper but requiring a target.
- and are your two primary sources of condition cleansing. Using the lingering effect from on to halve its cooldown is a good way to stay ahead on condition management.
- Key defensive artifacts are (evasion and high healing), (evasion and stunbreak), and (projectile hate & initiative refunds).
- is a leap finisher, and using a leap finisher through a poison field will inflict 8 seconds of
Weakness on whatever it hits. Utilizing this when possible is important against any strike damage focused opponent.
- causes any artifact categorized as "defensive" to give
Protection and
Regeneration.
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. Relevant fields and finishers this build has access to are listed below:
- Leap finishers: , best used into 's poison field for 8s of
Weakness, or for 5s of
Light Aura.
- Blast finishers: (only if not reactivated), if taken. Use inside to cleanse a condition in a pinch.
- Physical projectile finishers: (20% chance), Surprise Shot (shortbow stealth attack), Disabling Shot (shortbow 3). Use these either into poison or fire fields whenever you can for additional damage. If shot through a light field () into a target who is in melee range, it will cleanse a condition from you.
--
- The below table attempts to explain all available artifacts with more clarity than their in-game tooltip. The listed values imply is taken. Artifacts with a "low" priority can still be useful in niche situations, such as being an instant AoE knockback.
Artifact cheatsheet:
| Skill Name | Classification | Immediate Effect | Lingering Effect | Notes | Priority |
|---|---|---|---|---|---|
| ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ | Offensive | 4 pulses of low damage & |
Access to 2 stealth attacks, even outside of stealth | The long cast time can be mitigated by using a shadowstep before stun portion of the skill | Low |
| Offensive | Slow slide towards a target, dropping bombs along the way that deal strike damage and |
Continue to drop bombs at your feet for 13s | High value if you can get the bombs to hit. Can be used to kite away for good damage | Low | |
| Offensive | Lobs a projectile that creates a fire field upon impact, pulsing for strike damage & |
Next 7 attacks inflict |
The lingering buff lasts a while & can be applied out of combat for better burst | High | |
| Offensive | An immobile turret with a small range that shoots 8 projectiles, each dealing strike damage and |
Your attacks deal +15% damage to any target hit by its projectiles for 10s | The multiple hits are helpful against |
Medium | |
| Defensive | 5s projectile shield, 6 ticks of low strike damage to enemies inside it | Next 2 initiative skills refund all initiative | The bubble is a light field. The multiple hits are helpful against |
High | |
| Defensive | Leap finisher, 3/4s evade, strike damage & strong AoE heal on impact | Next 2 initiative skills trigger the AoE heal again at your location | Leap finisher, good source of |
High | |
| Defensive | AoE 3s |
Next 2 utility skills have 50% reduced cooldown (does not affect heal or elite) | Great for landing high value abilities. The decoy can be destroyed, ending the taunt early. The taunt effect ignores LoS | Medium | |
| Defensive | Stun break & evasion as long as skill is active > heavy |
If the first use connects on an enemy, skill can be reused twice | The first two uses of this skill can be "shotgunned" into a target if you're standing next to them | High | |
| Backfire | High strike damage in 180 radius + high self damage, small AoE knockback | +50% incoming strike & condition damage | The instant AoE knockback can be used while casting other abilities | Low |
Ratings
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