Difference between revisions of "Dragonhunter - Power DH"
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===Variants=== | ===Variants=== | ||
{{Specialization|Virtues|top|top|bot|variant=y}} | {{Specialization|Virtues|top|top|bot|variant=y}} | ||
− | * Virtues trades a small amount of DPS for a stunbreak ({{trait|Indomitable Courage}}) that avoids sacrificing a valuable utility slot | + | * Replacing Zeal with Virtues trades a small amount of DPS for a stunbreak ({{trait|Indomitable Courage}}) that avoids sacrificing a valuable utility slot |
====Template Code==== | ====Template Code==== |
Revision as of 16:58, 23 February 2022
This build was last updated on February 23, 2022 and is up to date for the May 21, 2024 patch.
Overview
A build designed for massive AoE DPS, with great access to spike damage, ground AoE and ranged pressure.
Skill Bar
Staff
Scepter/Torch
Utility
Skill Variants
- - better sustain during spikes at the loss of a strong defensive tool
- Stability - access to self and group
- - projectile hate
Template Code
[&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- Replacing Zeal with Virtues trades a small amount of DPS for a stunbreak ( ) that avoids sacrificing a valuable utility slot
Template Code
[&DQEqOhA+LjUDAQAANgEAAEgBAAD/AAAAiRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Valkyrie
Valkyrie
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Marauder
Marauder
Sigil
Sigil
Scepter
Marauder
Marauder
Torch
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
- Use Berserker stats if you find you need more offensive stats
- And use Valkyrie stats to maintain 100% crit
- stacking sigil option
Consumables
-
- personal food option
Usage
General
- Output constant sustained damage using Symbols, other weapon skills like . You want to use these skills as they come off cooldown and constantly be swapping between weapons to maximize damage output.
- Use during melee and (from ) for single target burst
- Use
- Try not to predict the enemy group far in advance - the best use of these traps is during your own group spikes and just dropping them when you need them
and whenever the enemy group is pushing towards you or you believe they will hit the enemy to their fullest extent in melee range.
- will pull target(s) towards you at a long range. Use this on enemy Necromancers and other high value targets to secure kills, or to interrupt enemy Winds if you see them coming
- is an incredibly powerful mobility tool and can be used offensively and defensively - make sure you use this first before other defensive cooldowns to avoid damage
- will only block attacks from the front, meaning you need to face your enemies for this skill to be effective
- Because resets your virtues, you should use them as your primary defensive cooldowns before using RF
Is an extremely powerful form of Invulnerability you can use to escape from enemy spike damage or Winds/Wells.
Ratings
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.
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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