Dragonhunter - Burning

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Designed for:

Overview

A more offensive version of Guardian - Burst Burning, this build trades the safety and utility of the Virtues trait line for higher burn stacks and spammable cripple.

Skill Bar

Sword/FocusHealingUtilityElite
Scepter/Torch

Specializations



Variants

  • for some extra vulnerability.

Equipment

Sword.png
Focus.png
I.png
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Scepter.png
Torch.png
II.png
Superior Sigil of Geomancy
9Recharge.png
Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
II.png
Superior Rune of Balthazar
Superior Rune of Balthazar.pngSuperior Rune of Balthazar
(1): +25 Condition Damage (2): +10% Burning Duration (3): +50 Condition Damage (4): +20% Burning Duration (5): +100 Condition Damage (6): +20% Burning Duration; +10% maximum health.
Carrion Amulet
Carrion Amulet.pngCarrion Amulet
+900 Power +900 Vitality +1200 Condition Damage

Variants

Sigils

  • Superior Sigil of Energy Superior Sigil of Energy
    9Recharge.png
    Superior Sigil of Energy.pngSuperior Sigil of Energy
    Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
  • Superior Sigil of Geomancy Superior Sigil of Geomancy
    9Recharge.png
    Superior Sigil of Geomancy.pngSuperior Sigil of Geomancy
    Inflict bleeding on nearby foes for 10 seconds when you swap to this weapon while in combat. (Cooldown: 9s)

Runes

  • Superior Rune of the Flame Legion Superior Rune of the Flame Legion
    Superior Rune of the Flame Legion.pngSuperior Rune of the Flame Legion
    (1): +25 Power (2): +10% Burning Duration (3): +50 Power (4): 25% chance to cause burning for 1 sec when hit. (Cooldown: 10s) (5): +100 Power (6): +20% Burning Duration; +7% damage against burning foes.

Amulets

  • Sinister Amulet for the brave

Usage

Offense

  • Your main source of pressure is
    Zealot's Flame Zealot's Flame
    15Recharge.png
    Zealot's Flame
    Set yourself alight, periodically burning up to three nearby foes.
    Zealot's Flame.pngZealot's Flame (3s): Burn nearby foes.
    Burn.pngBurning (6s): 786 Damage
    Book.pngNumber of Targets: 3
    Radius.pngRadius: 180
    Unblockable.pngUnblockable
    which can also trigger on crit from
    Radiant Fire Radiant Fire
    Trait V.pngRadiant Fire
    Gain zealot's flame when you critically hit an enemy. Burning duration to enemies is increased. Torch abilities recharge 20% faster
    , the triggered trait does not share a CD with the trait proc nor does it stack duration, this enables you to throw it twice (if you are on torch) every 12 seconds and therefore gives you a condi burst every 12 seconds (8-10 stacks of burning). As
    Zealot's Fire Zealot's Fire
    ¾Activation.png
    Zealot's Fire
    Throw you Zealot's Flame at the targeted foe, damaging them but increasing the skill's recharge time by 50%.
    Damage.pngDamage: 720
    Burn.png3Burning (3s): 1,179 Damage
    Range.pngRange: 1,200
    is a bit clunky its best to throw it in melee range to prevent it from being obstructed or dodged.
  • Purging Flames Purging Flames
    ¾Activation.png
    35Recharge.png
    Purging Flames
    Consecration. Create a ring of fire that burns foes and cures conditions on allies.
    Burn.png3Burning (5s): 1,965 Damage
    Purging Flames.pngPurging Flames: Condition duration is reduced by 33%
    Book.pngConditions Removed: 3
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Fire
    adds 3 stacks of burning on activation and then again every single time an enemys walks through it. These burn stacks are incredibly long and therefore should be used after the enemy wasted his cleanses. It's also a great defensive skill and provides great party utility in the form of AoE condition cleansing. You can also pull enemies through the border with
    Spear of Justice Spear of Justice
    ¼Activation.png
    20Recharge.png
    Spear of Justice
    Virtue. Burn foes every few attacks.
    Activate: Hurl a spear of light that passes through foes. Enemies struck become tethered and receive burning periodically.
    Damage.pngDamage: 224
    Spear of Light.pngJustice (6s): Periodically applies burning as long as you are within range of the caster.
    Burn.pngBurning (passive effect) (2s): 262 Damage
    Burn.pngBurning (active effect) (2s): 262 Damage
    Book.pngNumber of Attacks to Trigger: 5
    Radius.pngInterval: 1s
    Book.pngPierces
    Book.pngUnblockable
    Range.pngRange: 1,200
    .
  • Wait for enemies to waste their cleanses before bursting them in teamfights, as you don't really have conditions to cover Burn stacks with.
  • Try to cover up conditions. Make sure your weaponswap hits.
  • Cleansing Flame Cleansing Flame
    Activation.png
    15Recharge.png
    Cleansing Flame
    Breathe magical flames that damage foes and cure conditions on allies.
    Damage.png10Damage: 800
    Book.pngNumber of Targets: 3
    Book.pngPulses: 9
    Range.pngRange: 400
    is mainly used for support. If you want to use this offensively (to proc Spear of Justice passive (2 burn stacks)), keep in mind to not use it on enemies with Retaliation Retaliation. This skill does little to no dmg (less then autoattack) and retaliation will reflect higher damage back, it is preferred to use this skill as a support utility to cleanse allies in teamfights. Note: this skill won't cleanse the caster.
  • As
    Spear of Justice Spear of Justice
    ¼Activation.png
    20Recharge.png
    Spear of Justice
    Virtue. Burn foes every few attacks.
    Activate: Hurl a spear of light that passes through foes. Enemies struck become tethered and receive burning periodically.
    Damage.pngDamage: 224
    Spear of Light.pngJustice (6s): Periodically applies burning as long as you are within range of the caster.
    Burn.pngBurning (passive effect) (2s): 262 Damage
    Burn.pngBurning (active effect) (2s): 262 Damage
    Book.pngNumber of Attacks to Trigger: 5
    Radius.pngInterval: 1s
    Book.pngPierces
    Book.pngUnblockable
    Range.pngRange: 1,200
    gives you a good amount of burns through its passive proc and also applies cripple due to
    Zealot's Aggression Zealot's Aggression
    Trait V.pngZealot's Aggression
    Deal 10% more damage to crippled enemies. Justices's passive cripples enemies for 1.5s.
    , it is better not to use its active offensively at first. The minor trait
    Renewed Justice Renewed Justice
    Guardian-minor-trait.pngRenewed Justice
    Justice is renewed when you kill a foe
    makes Spear of Justice reset if you get the stomp/kill.
  • Blocking attacks through
    Shield of Wrath Shield of Wrath
    36Recharge.png
    Shield of Wrath
    Create a shield to block next three attacks. If the shield is not destroyed, it explodes and damages nearby foes.
    Damage.pngDamage: 609
    Shield of Wrath.png3Shield of Wrath (4s): Block attacks. Explodes when it ends.
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    and Shield of Courage will enable your next attack to cause burning through Defender's Dogma and will also apply burning to the source through
    Amplified Wrath Amplified Wrath
    Trait VII.pngAmplified Wrath
    Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect has a 1 second internal cooldown
    ; you can chain these two skills together to apply large amounts of burn stacks in a short amount of time in relative safety.

Defensive

  • Shelter can be used to mitigate incoming burst.
  • Purging Flames can be used to cleanse conditions off of teammates and help sustain against condi-heavy opponents.
  • Shield of Wrath Shield of Wrath
    36Recharge.png
    Shield of Wrath
    Create a shield to block next three attacks. If the shield is not destroyed, it explodes and damages nearby foes.
    Damage.pngDamage: 609
    Shield of Wrath.png3Shield of Wrath (4s): Block attacks. Explodes when it ends.
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Combo.pngCombo Finisher: Blast
    can be used to secure stomps or resses.
  • Shield of Courage can also be used to stomp or res, be sure to face the threat as it will not block attacks coming from behind or the side. Shield of Courage also refreshes on successful reses, keep that in mind when choosing skills.

Tips

  • Against Engineers: Try to condi burst them once the heal is out as most engineers don't have any other source of condition cleansing.
  • Against Necromancers: Current meta necros (celestial signet) can transfer conditions by various skills and even traits but can't directly cleanse them. Try to LoS a lot to make them unable to transfer, for instance you can cast
    Purging Flames Purging Flames
    ¾Activation.png
    35Recharge.png
    Purging Flames
    Consecration. Create a ring of fire that burns foes and cures conditions on allies.
    Burn.png3Burning (5s): 1,965 Damage
    Purging Flames.pngPurging Flames: Condition duration is reduced by 33%
    Book.pngConditions Removed: 3
    Book.pngNumber of Targets: 5
    Duration.pngDuration: 5 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Fire
    on them at max rang, then run away and once the burning ran out you can go back, condi burst with
    Judge's Intervention Judge's Intervention
    45Recharge.png
    Judge's Intervention
    Meditation. Teleport to your target and burn nearby foes.
    Damage.pngDamage: 133
    Burn.png3Burning (3s): 1,179 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    , run away again with
    Renewed Focus Renewed Focus
    3Activation.png
    90Recharge.png
    Renewed Focus
    Meditation. Focus, making yourself invulnerable and recharging your virtues.
    Duration.pngDuration: 3 seconds
    Book.pngPrevents Capture-Point Contribution
    (watch out
    Plague Signet Plague Signet
    30Recharge.png
    Plague Signet
    Signet Passive: Transfers conditions from nearby allies to yourself.
    Signet Active: Send your conditions to a foe.
    Book.pngConditions transferred: 3
    Book.pngConditions sent: 5
    Radius.pngPassive Radius: 1,200
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    is instant). If the transfer trait already proc'd its safe to burst them while they are in
    Death Shroud Death Shroud
    10Recharge.png
    Death Shroud
    Assume a spectral form and gain new skills, turning your life force into health.
    . Once they used their active Plague Signet you can also burst them the moment they leave staff and switch to Dagger/Warhorn. Watch out for Warhorn 4
    Wail of Doom Wail of Doom
    ½Activation.png
    30Recharge.png
    Wail of Doom
    Screech a wail of doom in a cone pattern, dazing foes.
    Daze.pngDaze (2s): Unable to use skills.
    Book.pngNumber of Targets: 5
    Range.pngRange: 600
    Unblockable.pngUnblockable
    as it can interrupt your
    Shelter Shelter
    Activation.png
    30Recharge.png
    Shelter
    Block attacks while healing.
    Heal.pngHealing: 4,555
    Duration.pngBlock Duration: 2 seconds
    , and all of their Staff marks (ncluding the condi transfer mark) are Unblockable.
  • Against Eles: Wait for them to go in and out of Water Attunement before you apply your burns. Watch out for
    Shocking Aura Shocking Aura
    25Recharge.png
    Shocking Aura
    Envelop yourself with electrical energy that stuns nearby foes if they attack you. Each attaker can be affected by this only once every 2 seconds.
    Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
    Stun.pngStun (1s): Unable to use skills or move.
    , it can interrupt your
    Shelter Shelter
    Activation.png
    30Recharge.png
    Shelter
    Block attacks while healing.
    Heal.pngHealing: 4,555
    Duration.pngBlock Duration: 2 seconds
    if they get hit by the Smite Conditions proc, Shield of Courage blocks the stun from Shocking Aura, this also enables you to apply pressure on him even if he uses the aura defensively.

Always ask for a target in the teamfight you are heading to - you can press T to take the target and then use

Judge's Intervention Judge's Intervention
45Recharge.png
Judge's Intervention
Meditation. Teleport to your target and burn nearby foes.
Damage.pngDamage: 133
Burn.png3Burning (3s): 1,179 Damage
Book.pngNumber of Targets: 5
Radius.pngRadius: 240
Stun-Break.pngBreaks stun
Range.pngRange: 1,200

or

Flashing Blade Flashing Blade
10Recharge.png
Flashing Blade
Teleport to your target, striking them and blinding nearby foes.
Damage.pngDamage: 49
Blind.pngBlindness (3s): Next outgoing attack misses.
Book.pngNumber of Targets: 3
Range.pngRange: 600

- this lets you make shortcuts, for example teleporting up to midpoint on Battle of Khylo from outside of the building - not to mention the entirely unexpected burst.

Counters

Build rating - 0 stars
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1 Ratings
0 stars
CGSN gave this build 0 stars November 2015

I liked the idea, but my problem when playing was this-- The traditional burn build already is pretty much as all-in as it got. The virtues line was one of the few things that helped it survive barely long enough to deal more damage than it took. Spear of Justice applies some nice burn, sure, but is it more than the passive would apply in the first place? Barely, and then it goes on cooldown as well when using it which it doesn't in the traditional build, so it adds a tiinnnny bit of burst damage upfront but is a net loss (and you also lose the utility of the Spear of Justice pull since it ends the burn). So you gain cripple by going into Dragonhunter, which is ok, but is it worth the massive boon benefits and condition clear/stunbreakers of the Virtues line in the normal build? After my playtest, I personally am going with a resounding no.

It's unfortunate too, because Dragonhunter's virtues are really, really freakin' good and would be a godsend in a Burn Guardian build, but there are too many key abilities spread out among the other three lines in the normal build to make it worth dropping.

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