Dragonhunter - Power DH

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage and Dps

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
Normal
This build was last updated on March 19, 2024 and is up to date for the April 16, 2024 patch.

Overview

A build designed for massive AoE DPS, with great access to spike damage, ground AoE and ranged pressure. See also: Dragonhunter - Staff DH for an alternative build with Staff instead of Longbow.


Skill Bar

Longbow
Scepter/Torch
Utility


Variants

Weapons
  • Longbow to Staff very common alternative. DPS increase but loses Hunter's Ward
  • Longbow to Greatsword large DPS gain if you can consistently melee
Skills
  • "Stand Your Ground!" access to self and group Stability Stability


Template Code

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Copy Template Code


Specializations


Variants

  • Swapping Virtues to Radiance is a substantial DPS increase but comes at the cost of your only stunbreak and should only be used if you are very confident in your party support


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Longbow
Marauder
Sigil
Sigil
Scepter
Marauder
Torch
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Variants

Relic
  • Relic of Speed
  • Relic of Isgarren
Sigils
  • Sigil of Superior Sigil of Force
Radiance variant equipment Toggle
Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Dragon
Accessory
Marauder
Amulet
Dragon
Ring
Marauder
Ring
Marauder
Staff
Dragon
Sigil
Sigil
Scepter
Dragon
Torch
Dragon
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Consumables

    • personal food option


Usage

Priorities

High
  • Traps - in melee
  • Ranged Spike
Moderate
  • Sustained damage
  • Shield of Courage - zeal/radiance only
Low
  • Single target
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Use Wings of Resolve if you're separated from your group and can't safely move back
      • Beware of ground CCs (Line of Warding) that will interrupt your movement
  • This builds has high active defenses
    • Beware of unblockable CCs (Line of Warding) when using Shelter
      • Standing briefly still while channeling Shelter can sometimes be better than moving straight back to your group
    • Shield of Courage will only block attacks from the front
      • To block ground AoE face the player that cast it
      • Save Shield of Courage to break stuns with Indomitable Courage
    • Do not use Renewed Focus until Wings of Resolve and Shield of Courage are on cooldown, unless you will die without it
Active defense priority Toggle
  • Wings of Resolve - for Immobilize Immobilize
  • Shield of Courage - for Stunbreaking
  • Dodge
  • Shelter
  • Shield of Courage
  • Wings of Resolve - general use
  • Renewed Focus


Detailed Explanations

Traps

  • Use Procession of Blades and Test of Faith when the enemy group is pushing towards you or your group is in melee
  • Don't try to predict the enemy group far in advance or precast traps, wait until you have an opportunity to get immediate value
  • Wings of Resolve can be used offensively to position yourself for traps
    • Don't put yourself in a position where you could die trying to get better traps off


Ranged Spike

  • Open with Scepter/Torch and use Symbol of Punishment Sword of Justice


Sustained damage

  • When using ground AoEs like Symbol skills or Sword of Justice, try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
  • Since Longbow skills other than Hunter's Ward are all projectiles, camp Scepter/Torch until projectile block is down unless you're aiming to land a Hunter's Ward for CC
    • Fire Symbol of Energy at your feet when the enemy is pushing to avoid projectile block
  • Use your Symbol skills quickly after swapping weapons so that the cooldowns will line up for future swaps
  • Combine your Symbol skills with other damage to generate higher spikes
    • Symbol of Punishment Sword of Justice
  • Try to hit your own group with Cleansing Flame as well if you can, but prioritize hitting enemies
Skill priority Toggle
  • Test of Faith/Procession of Blades
  • Symbol of Punishment
  • Zealot's Fire - when no projectile block present (Zealot's Flame flip skill)
  • Cleansing Flame - in melee
  • Sword of Justice


Shield of Courage - for Zeal/Radiance

Show Toggle
  • Use Shield of Courage when pushing to block damage for your group
    • Shield of Courage will only block attacks from the front, face your enemies, but don't let yourself get out of position


Single Target

  • Pull targets with Hunter's Verdict (Spear of Justice flip skill) as the enemy group disengages from yours, never while both groups are crossing through each other
  • Spear of Justice can be left on a target without using Hunter's Verdict to apply Revealed Revealed
  • Use Chains of Light to follow up on Hunter's Verdict or to catch targets as enemies disengage
  • If you have a chance to use Zealot's Fire or True Shot on an isolated target without projectile block, take it


CC

  • Use Hunter's Ward when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Use Deflecting Shot when your group is crossing the enemy


Ratings

This build has a rating of 4 stars based on 2 votes.
Log in or register to rate this build.
3 stars
Goon gave this build 3 stars • March 2023
Dhunter is a very lackluster build that only really still sees play due to force of habit. While traps can allow you to do insane melee damage they are very easy to bait and or avoid. A reliance on traps for melee damage/stopping power thus makes you extremely vulnerable to skilled groups. A berserker or vindicator will always be a better pick over dhunters as they can provide just as much stopping power (if played properly) with significantly less downtime.
5 stars
Tao1013 gave this build 5 stars • May 2022
Still a solid meta build. An insane amount of relentless a.o.e. damage to employee, and just so you don't get bored, you can always play that wonderful little game of spearing and pulling the enemy onto deadly traps, simply the most fun you can have with your clothes on. Plus now there is a little flexibility on weapon variants, and a glass cannon build variant, just to keep things interesting.

Comments

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