Dragonhunter - DH Frontliner

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Gold.png

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

Focused on: Direct damageSupportUtility.

Designed for:

Overview

Dragonhunter brings personal mobility and damage in exchange for less group condition clear compared to core frontliner Guardian builds.

Skill Bar

HammerHealingUtilityElite
Staff

Weapon Variants

Greatsword/

Take greatsword instead of hammer for a leap, pull and more damage at the cost of CC and a blast-finisher.

Skill Variants

Heal

  • for more group sustain.

Utility

  • for projectile hate at the cost of condition removal.

Elite

  • for more damage and CC at the cost of personal sustain.

Specializations

Variants

  • Only one Guardian per party needs to take
    since its effect does not stack.

Variants

  • The extra stability from Hunter's Determination can be useful in uncoordinated groups (Keep in mind it will proc even if you already have stability)

Variants

Swap Valor to Honor for extra Stability Stability at the cost of personal survivability.

Equipment

Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Soldier stat icon.png
Soldier stat icon.png
Soldier stat icon.png
Soldier stat icon.png
Soldier stat icon.png
Soldier stat icon.png
Marauder stat icon.png
PvE weapon swap.png
Marauder stat icon.png
6x
Superior Rune of Durability
18x
Mighty WvW Infusion

Variants

Stats

  • Marauder's can be replaced with Berserker's or Soldier's to personal preference.
  • Soldier's can be replaced with Marauder's or Berserker's to personal preference.

Sigils

  • Superior Sigil of Fire Superior Sigil of Fire
    5Recharge.png
    Superior Sigil of Fire.pngSuperior Sigil of Fire
    50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
  • Superior Sigil of Concentration Superior Sigil of Concentration
    9Recharge.png
    Superior Sigil of Concentration.pngSuperior Sigil of Concentration
    Boons you apply last 33% longer for 7 seconds when you swap to this weapon while in combat. (Cooldown: 9s)

Runes

  • Superior Rune of Hoelbrak Superior Rune of Hoelbrak
    Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
    (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
    - Additional damage at the cost of survivability and group boons.
  • Superior Rune of Melandru Superior Rune of Melandru
    Superior Rune of Melandru.pngSuperior Rune of Melandru
    (1): +25 Toughness (2): +35 Vitality (3): +50 Toughness (4): -10% Incoming Condition Duration; -10% Incoming Stun Duration (5): +100 Toughness (6): -15% Incoming Condition Duration; -15% Incoming Stun Duration
    - Additional stun reduction and condition duration decreases at the cost of group boons.

Consumables

Food

  • Plate of Mussels Gnashblade Plate of Mussels Gnashblade
    Plate of Mussels Gnashblade.pngPlate of Mussels Gnashblade
    Nourishment (30 min):
    Food.png+10% Damage Reduction+70 Concentrationn+10% Experience from kills
    Consumable
    Defensive option.
  • Fried Oyster Sandwich Fried Oyster Sandwich
    Fried Oyster Sandwich.pngFried Oyster Sandwich
    Nourishment (30 m):
    Food.png+10% Damage Reduction+70 Power+10 Experience from kills
    Consumable
    Offensive option.
  • Bowl of Sweet and Spicy Butternut Squash Soup Bowl of Sweet and Spicy Butternut Squash Soup
    Bowl of Sweet and Spicy Butternut Squash Soup.pngBowl of Sweet and Spicy Butternut Squash Soup
    Nourishment (1 h):
    Food.png+100 Power+70 Ferocity+10% Experience from Kills
    Consumable
    Alternate offensive option.
  • Carrot Soufflé Carrot Soufflé
    Carrot Soufflé.pngCarrot Soufflé
    Nourishment (60 m):
    Food.png+200 power for 30s after killing an enemy+70 Ferocity+10% Experience from kills
    Consumable
    Alternate damage option.
  • Loaf of Saffron Bread Loaf of Saffron Bread
    Loaf of Saffron Bread.pngLoaf of Saffron Bread
    Nourishment (30 m):
    Food.pngIncoming damage reduced by 20% while stunned, knocked down, or knocked back.-20% condition duration+10 Experience from kills
    Consumable
    Alternate defensive option vs condi pressure.

Utility

  • Magnanimous Sharpening Stone Magnanimous Sharpening Stone
    Magnanimous Sharpening Stone.pngMagnanimous Sharpening Stone
    Nourishment (30 m):
    Potion.pngGain Power equal to 3% of your VitalityGain Power equal to 3% of your Toughness+10% Experience from Kills
    Consumable
    Offensive option.
  • Magnanimous Maintenance Oil Magnanimous Maintenance Oil
    Magnanimous Maintenance Oil.pngMagnanimous Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain Concentration equal to 3% of your VitalityGain Concentration equal to 3% of your Toughness+10% Experience from Kills
    Consumable
    Support option.

Usage

Rotations

Hammer

  • Beginning in staff use
    as close to your allies as possible.
  • The use
    on the enemy push followed by
    for ranged damage
  • Swap to Hammer
  • Use
    ahead to catch enemies in an immobilize.
  • Activate
    just before going in on the enemy zerg. If you are allocated as the second stability in your party, skip this step and activate during the boon's downtime or to secure a stomp/revive.
  • Leap in to the enemy with
    for damage and to blast blackline combo fields.
  • Follow up with
    to strip some stability and damage enemies as they move around you
    • can be activated whilst casting and moving, so continue to autoattack whilst casting.
    • can be used to drag enemies through the damage of this trap and in to your zerg.
  • Use
    to trap enemies in your damage
  • Inside your or close to your
    , place
    to drag enemies in, CCing them and forcing stunbreaks, stability or invulns (as you cannot dodge through this CC)
  • Use
    on enemies caught for additional damage.
    • During the course of this combo you will be under enemy pressure.
      can be used to tank enemy damage whilst still letting you dish out damage to enemies. Its best use is during a stability downtime for your group, as it in an AoE stabiltiy granting skill.
  • Continue to autoattack until the groups disengage, using
    when it is off cooldown.
  • Disengage from the enemy, and if it is up, use
    to blast allied water fields.
  • Switch to Staff, double tap skill 2 Can't find such skill "Orb of Light"! Please refer to our skill index. to receive the healing of
    in an AoE around you.
  • Repeat from step 1.

Greatsword

  • Beginning in staff use
    as close to your allies as possible.
  • The use
    on the enemy push followed by
    for ranged damage
  • Swap to Greatsword
  • Activate
    just before going in on the enemy zerg. If you are allocated as the second stability in your party, skip this step and activate during the boon's downtime or to secure a stomp/revive.
  • Use
    to get in to the enemy zerg
  • Follow up with
    to strip some stability and damage enemies as they move around you
    • can be activated whilst casting and moving, so continue to autoattack whilst casting.
    • can be used to drag enemies through the damage of this trap and in to your zerg.
  • Use
    to pull enemies through the trap's damage and in to your zerg's bomb
  • Place
    followed by
    for AoE condition clear and damage
  • As enemies try to disengage, use
    to pull them back in for finishing damage and CC, to either bait out a waste of stability, keep them off their regroup, or to finish off low enemies trying to escape.
  • Continue to autoattack until disengage.
  • Disengage from the enemy
  • Switch to Staff, double tap skill 2 Can't find such skill "Orb of Light"! Please refer to our skill index. to receive the healing of
    in an AoE around you.
  • Repeat from step 1.

Virtues

  • This skill blocks all attacks in front of your position, use it to mitigate damage for your frontline.
  • The healing from this skill applies only at the end of the leap.
  • This skill can sometimes hit targets it otherwise would not if aimed with action camera mode (particularly in siege situations).

Gameplay Tips

  • Hammer's
    is a blast finisher - use it on combo fields like fire, water, and chill.
  • The Greatsword's
    can kill you if you use it on an enemy with Retaliation.
  • Is a burst condition cleanse and heal that can disengage you from the enemy that will always remove immobilize.
  • Applying boons to party members and yourself will heal you via
    .
  • Stack might for your team with
    (and by blasting fire field if you have Hammer). It will also heal you for a huge amount because of
    , plus a bit of AoE heal when the skill ends.
  • Use (
    and
    ) to escape damage. Unlike normal Guardian virtues, you cannot activate Dragonhunter virtues whilst casting renewed focus. Try to ensure that have been used before you begin to channel to get the most benefit.
  • Use
    when you are being overwhelmed with conditions.
  • - gives area Stability to help secure stomps/resurrection or mitigate the effectiveness of an enemy CC (try to use SYG proactively, before a bomb). It is only a stun break for yourself, not your party.
  • When running to/from objectives, speed up your zerg with
    .
  • can be used to throw downed enemies away from their zerg, preventing a revive or warbanner. Use carefully however, and ensure you do not move them away from lethal damage or a stomp from your group.
Build rating - 4 stars
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6 Ratings
3 stars
Tyroxin gave this build 3 stars September 2018

Completely irrelevant as of now, core of the frontline is better covered by Support FB, Damage is better with the Radiance traitline (both power or condition), any form of dps/support hybrid hasn't been in use since roughly PoF. What's left is a bit of unique utility with the F3 but those are also available with the DPS options.

3 stars
Xivor gave this build 3 stars September 2018

This build is outshined by Radiance DH frontliners in DPS. This originally was a DH variant of the old AH Guardian from the core game. It was stronger in its time, but Radiance trait line updates made that trait line more desireable. This build has viability, but diminished strength and is heavily outclassed.

2 stars
Freya gave this build 2 stars September 2018

It's just bad. It was not even used in HoT era and now it's even more outclassed by firebrand in almost everything and in those things it is not it's outclassed by other proffesions.

3 More Ratings
5 stars
Haru gave this build 5 stars June 2016

Not a fan of this build. It simply offers a lot less to the table than Core Guardian specializations. Guilds tend to enjoy it because of the novelty, but usually learn that the traditional AH Frontliner is the optimal way to play Guardian in WvW large combat.

5 stars
Haadthor gave this build 5 stars June 2016

This is a good build , but DH simply isnt viable in a GvG setting . The DH traitline brings nothing to the table in terms of support and utility. Without honor , as a melee guard , you have no protective reviver (madness in the current GvG meta) , no Strength In Numbers (second most important trait on the class next to AH) and your dodges and shouts have longer cooldowns . The DH virtues seem very useful at first glance but they all have cast times and can be interrupted , niether can they be popped while channeling other skills , the ability to , for example , pop your remaining virtues for healing while in renewed focus is the kind of thing that makes guardians so perfect for melee . You simply cant sustain as much with DH .

5 stars
The Blue Rangerr gave this build 5 stars May 2016

A solid build for frontline combat, however does not support the group as much as regular guardian without the dragonhunter spec.

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