Dragonhunter - Glacial Hammer

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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.

Focused on: Direct damageControl.

Designed for:


Overview

A Dragonhunter burst build for PvP with a fair amount of sustain and CC.

Skill Bar

HammerHealingUtilityElite
Scepter/Focus

Slot Changes

Weapons

  • Longbow over Scepter/Focus for more ranged burst and CC over condition cleansing.
    • Replace with as the Dragonhunter Grandmaster trait.
  • Taking Sword instead of Scepter will improve your mobility.
  • Take Shield instead of Focus for additional CC at the cost of sustain.

Specializations




Equipment

Hammer.png
I.png
Superior Sigil of Intelligence
9Recharge.png
Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
I.png
Scepter.png
Shield.png
II.png
Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Blood
5Recharge.png
Superior Sigil of Blood.pngSuperior Sigil of Blood
50% Chance on Critical: Steal Health. (Cooldown: 5s)
II.png
Superior Rune of the Trapper
Superior Rune of the Trapper.pngSuperior Rune of the Trapper
(1): +25 Condition Damage (2): +10% Condition Duration (3): +50 Condition Damage (4): When you use a trap skill, gain 3 seconds of super speed. (5): +100 Condition Damage (6): Gain 3 seconds of stealth when using a trap skill.
Marauder Amulet
Marauder Amulet.pngMarauder Amulet
+1050 Power +1050 Precision +560 Vitality +560 Ferocity

Variants

Runes

  • Superior Rune of the Pack Superior Rune of the Pack
    Superior Rune of the Pack.pngSuperior Rune of the Pack
    (1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration

Usage

General

  • Traps daze targets in an area upon being triggered by them, which means even your healing skill can be used offensively. is a great way of mitigating/preventing enemy burst - it's instant cast, has CC and applies Protection to the caster.
    • Crossing the ring created by deals more damage than the initial trigger so attempt to force foes through it by pushing them out with and then pulling them back in with (chain skill of ), or by kiting foes through the edge.
  • Blocking attacks removes conditions via , making one of the build's strongest condition cleanses.
  • breaks stun for you and your allies. Use it to secure stomp or take you or your allies out of a CC chain.
  • Purification Purification
    ½Activation.png
    30Recharge.png
    Purification
    Trap. Heal yourself and imbue your light into a trap. Enemies that trigger this trap are damaged and blinded as the light returns to you for a second heal.
    Damage.pngDamage: 50
    Heal.pngInitial Heal: 2,192
    Heal.pngTrap Heal: 6,413
    Blind.pngBlind: Next outgoing attack misses.
    Regeneration.pngRegeneration (10s): 1,300 Health
    Radius.pngTrigger Radius: 180
    Radius.pngEffect Radius: 240
    is a bolstered healing skill for it procs
    Smite Condition Smite Condition
    20Recharge.png
    Smite Condition
    Meditation. Cure a condition and damage nearby foes. More damage if a condition is cured.
    Damage.pngDamage with No Conditions: 207
    Damage.pngDamage with Conditions: 463
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 360
    , clearing two conditions, granting fury and healing. Do not use it while standing near a
    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.
    or you will be immediately interrupted.
  • Take advantage of the Superspeed and Stealth from
    Superior Rune of the Trapper Superior Rune of the Trapper
    Superior Rune of the Trapper.pngSuperior Rune of the Trapper
    (1): +25 Condition Damage (2): +10% Condition Duration (3): +50 Condition Damage (4): When you use a trap skill, gain 3 seconds of super speed. (5): +100 Condition Damage (6): Gain 3 seconds of stealth when using a trap skill.
    to re-position or disengage.

Hammer

  • Hammer provides really good CC options: you have access to immobilize, launch and a ward, making it possible to decap a point.
  • Banish Banish
    1Activation.png
    25Recharge.png
    Banish
    Launch your foe with a powerful smash.
    Damage.pngDamage: 244
    Launch.pngLaunch: 750
    Range.pngRange: 130
    is one of the best skills to prevent a downed enemy from rallying - even if someone is ressing him while having Stability, you can go around it by Banishing the downed instead. Note that any fall damage will kill the downed. It can also be used to allow your enemy for a safe stomp. Use it one second before your enemy finishes stomping (or before if you're launching your enemy on a range close enough for the stomp), preventing your enemy from using any downed skill.
  • is a spammable Blast Finisher, be sure to use it to blast an allied fields.
    • Heal allies and your self by blasting Water Fields; common Water Fields:
      • Druid's and
      • Engineer's
      • Thief's Healing Seed (stolen skill).
    • Stack might by blasting Fire Fields; common Fire Fields:
      • Berserker's and
      • Tempests' .
    • You can grant high Light Aura up-time by blasting your own , , and


  • You can surprise your target by using
    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
    halfway through a skill's casting time, for example:
    • Trap unsuspecting enemies by using
      Ring of Warding Ring of Warding
      ¾Activation.png
      40Recharge.png
      Ring of Warding
      Ward. Create a ring around you that foes cannot cross. Trapped foes cannot exit the ring while it active.
      Duration.pngDuration: 5 seconds
      Radius.pngRadius: 180
      Combo.pngCombo Field: Light
      then teleporting 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
      halfway though the cast.
    • Burst from 1500 range by combining , 's explosion, and
      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
      .

Scepter/Focus

  • is both an excellent defensive and offensive tool: as it's instant cast it can be used to block incoming burst even while you're CC'd. If the stacks aren't depleted after 4 seconds, the exploding shield can hit rather hard (while the shield will barely explode in a combat scenario, with proper timing it can be used to deliver an opening burst on unsuspecting foes). The blast finisher that comes with activating the skill doesn't have much synergy with the build, but it can help with stacking Swiftness or Stealth in combo fields provided by other party members.
  • is mainly for condition cleansing and blindig foes while you're out of dodges/blocks, or to help allies stomp downed players by blinding them.
  • is a powerful area-denial tool.

Counters

TBD

Build rating - 2 stars
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3 Ratings
0 stars
CGSN gave this build 0 stars August 2016

This build is right on the edge of basic/good for me. I really, really liked hammer back pre-HoT, so I was surprised at how sluggish it felt when I came back to it. The pace and power of the game has increased a lot since the expansion, and this is one of the builds where I really felt it. Everything felt just shy of "good enough". The damage was just a little less than I'm happy with, the survivability as well, and the mobility became a noticeable problem when rotating between points.

I'm not sure if the virtues line is the right one to take. Yes, the hammer trait is in there, but the other two traits (and several minor ones) largely go to waste when running dragonhunter. Why bother with stability when Courage blocks everything anyway? How on earth will unscathed contender stay up for even a second in a fight? That line seems like it'd be better serving using any other line. Honor particularly jumps out at me for the symbol traits, but then this build would be so similar to the Symbolic build with just hammer swapped in.

I am a huge fan of trapper runes, and they're okay here, but definitely add to problem this build has dealing damage.

This build needs something to refine it a bit further. At the moment, it's just okay damage with okay burst with okay survivability. The CC is great, but the CC is great on every other guardian build as well, and this doesn't do enough to distinguish itself from the best.

0 stars
Bioalchemist gave this build 0 stars August 2016

Used this build for a chunk of games. I see the potential but all in all I felt the hammer is still too sluggish and easily interrupted when you hit though you can really hit. Other meta builds just seem more forgiving. One day hammer. One day.

5 stars
Zyke gave this build 5 stars August 2016

Good damage and high amounts of CC. Trapper runes enable easy re-positioning and unexpected knockbacks.