Dragonhunter - Meditrapper Roamer



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Gold.png

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

Focused on: Roaming.

Designed for:

Overview

A Dragonhunter build for WvW roaming that mixes meditations and traps.

Skill Bar

Sword/ShieldHealingUtilityElite
Longbow

Slot Changes

Utility

Elite

  • Dragon's Maw.png Dragon's Maw - if you feel comfortable with no invulnerability or instant virtues recharge.

Specializations

Valor:


Smiter's Boon.png Smiter's Boon



Stalwart Defender.png Stalwart Defender



Monk's Focus.png Monk's Focus



Virtues:


Unscathed Contender.png Unscathed Contender



Absolute Resolution.png Absolute Resolution



Indomitable Courage.png Indomitable Courage



Dragonhunter:


Piercing Light.png Piercing Light



Hunter's Determination.png Hunter's Determination



Heavy Light.png Heavy Light



Equipment

Ascended Head (Heavy).png
Marauder stat icon.png
Ascended Shoulders (Heavy).png
Marauder stat icon.png
Ascended Chest (Heavy).png
Marauder stat icon.png
Ascended Hands (Heavy).png
Marauder stat icon.png
Ascended Legs (Heavy).png
Marauder stat icon.png
Ascended Feet (Heavy).png
Marauder stat icon.png
Ascended Back.png
Marauder stat icon.png
Ascended Accessory1.png
Berserker stat icon.png
Ascended Accessory2.png
Berserker stat icon.png
Ascended Amulet.png
Marauder stat icon.png
Ascended Ring1.png
Berserker stat icon.png
Ascended Ring2.png
Berserker stat icon.png
Ascended Longbow.png
Marauder stat icon.png
Superior Sigil of Intelligence.png
Superior Sigil of Agility.png
PvE weapon swap.png
Ascended Sword.png
Marauder stat icon.png
Ascended Shield.png
Marauder stat icon.png
Superior Sigil of Energy.png
Superior Sigil of Bloodlust.png
48px6x
Superior Rune of Fireworks
Mighty WvW Infusion.png18x
Mighty WvW Infusion

Variants

Sigils

  • Superior Sigil of Air Superior Sigil of Air
    3Recharge.png
    Superior Sigil of Air.pngSuperior Sigil of Air
    50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
    - strong damage proc.
  • Superior Sigil of Generosity Superior Sigil of Generosity
    9Recharge.png
    Superior Sigil of Generosity.pngSuperior Sigil of Generosity
    60% chance to transfer a condition to your foe on a critical hit. (Cooldown: 9s)
    - cleansing.
  • Superior Sigil of Blood Superior Sigil of Blood
    5Recharge.png
    Superior Sigil of Blood.pngSuperior Sigil of Blood
    50% Chance on Critical: Steal Health. (Cooldown: 5s)
    - armor ignoring damage.

Runes

  • - more sustain.
  • - more healing.
  • - allows you to kite and disengage with Stealth Stealth and Superspeed Superspeed.
  • - more damage and some mobility in combat from the proc.

Consumables

Food

  • - extra precision with an armor ignoring damage proc that also heals you.
  • - defensive option.
  • - offensive option.

Utility

Usage

General

  • The ring created by a triggered Test of Faith.png Test of Faith deals more damage than the initial trigger, and a significant portion of your burst damage comes from pulling/pushing foes through it.
  1. Drop the trap preferably at your target's feet so that they spring it immediately and not after you already blew a CC. Consider jumping in with Judge's Intervention.png Judge's Intervention if they were far away.
  2. Push them outside the ring with either Deflecting Shot.png Deflecting Shot or Shield of Absorption.png Shield of Absorption.
  3. Pull them back in with 24px Hunter's Verdict (secondary skill of Spear of Justice.png Spear of Justice).
  4. If possible, swap weapons and use the other knockback skill too that you didn't 2 steps before.
  • Test of Faith.png Test of Faith can also be used defensively as it's an instant cast skill that's also usable while stunned and grants Protection. If you're not going to combo it for some reason and don't need it defensively either, try to drop it at the edge of the capture point - this should limit your opponents' movement and make it harder not to cross it, potentially baiting out dodges.
  • Deflecting Shot.png Deflecting Shot is unblockable and can be used to interrupt blocking skills thanks to Heavy Light.png Heavy Light.
  • Wings of Resolve.png Wings of Resolve removes a total of 5 conditions and gives a substantial heal to you and your teammates, use it often. It's also an excellent mobility tool in combat.
  • Shield of Courage.png Shield of Courage breaks stun and blocks all attacks in front of you, use it to relive pressure from you and your team - for example, you can stand facing foes attempting to cleave downed teammates while you or your team is reviving them. If you are not getting focused hard you should try to keep it for situations where your team need to rez or stomp. Keep in mind that Courageous Return.png Courageous Return instantly recharges this virtue after you revived somebody, so don't hesitate to use it when somebody goes down.
  • Try to burn through all of your virtues before resorting to Renewed Focus.png Renewed Focus. RF is a great skill to use if you're being focues by the enemy team and you don't have any CDs left. Just keep in mind that this skill makes you lose capture point contribution for its duration.


Sword/Shield

  • This is the defensive set of the build, but still has some hard hitting skills.
  • The main source of burst damage here comes from Zealot's Defense.png Zealot's Defense. Note that the projectiles can be very unreliable in anything but melee range.
  • Symbol of Blades.png Symbol of Blades has many uses: vertical mobility via teleportation, symbol for cleaving, or a combo field which can be used for AoE cleansing by executing a blast finisher in it.
  • Use Shield of Judgment.png Shield of Judgment when you or an ally is about to be focused by the enemy, or if you're already pressured. It also applies boons in a cone, try to aim it at as many allies as possible.
  • As mentioned above, Shield of Absorption.png Shield of Absorption is mainly a combo tool, but you can also use it for general CC (even neutralizing enemy points) or to defend against some ranged attacks. It forms a dome around you for a couple of seconds, blocking projectiles. You can choose to detonate the dome with its chain skill, which will cause a bit of AoE healing.

Counters

  • High sustain specs are going to wear you down eventually
Build rating - 4 stars
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7 Ratings
4 stars
Staub gave this build 4 stars April 2019

Still a great build for roaming (thanks to Fireworks runes) and Zergs. LB crits for 8-9k from 1.500 /1.200 range which is a great way to dismount those pesky enemies who try to run away. Overall, still a strong tier-2 build.

2 stars
Top Cat gave this build 2 stars March 2019

I've spent a lot of time with this build and used to love it. Meditrapper is a pretty solid jack-of-all-trades, which made it good for extended small fights. Unfortunately this build does not excel at any one thing in particular, and the addition of mounts negates a lot of Dragonhunter's unique toolkit. Spear of Justice, Shield of Absorption, Deflecting Shot, Hunter's Ward, and Test of Faith were very effective at slowing down or interrupting foes. Mounts however cannot be CC'd and DH does not have the quick damage burst to dismount opponents. Right now DH does not stack up well compared to other specs that run with far more survivability or a much greater damage burst.

4 stars
Arcaedus gave this build 4 stars February 2019

Been running this build (and very similar variations) ever since HoTcame out. It's my favorite build to play.

This build is a decent roamer with strong (but gimmicky) burst, average sustained damage, above average sustain and average mobility. It's around middle of the totem pole currently.

Just wanted to leave a quick comment here about gearing: Both Firework Runes (if you prefer more offence) and Defender runes are superior to Durability runes for this build. The difference is not phenomenal but after extensively playing around with all three I can say I noticed a positive difference when playing either Defender or Firework runes.

4 More Ratings
4 stars
Tyroxin gave this build 4 stars January 2019

Not at the top anymore, but still a solid build to run combining power damage with respectable defense. Recent power builds, especially those with stability, are better however.

4 stars
Hanz gave this build 4 stars September 2018

Still useful, just not that strong anymore. Usually you're better off playing a newer elite spec, although this still torments squishies.

5 stars
Grxrg gave this build 5 stars August 2018

The stat combination is wrong and nonsense, Soldier pieces on armor is a big no.

Play the standard Full marauder armor, marauder weapons and full berserker trinkets and backpiece.

You end up with 16k hp without buffs, feel free to change one or two trinkets to marauder as well for extra crit chance and hp.

-Durability Runes are the way to go, no question.

-Full might infusions.

-Omnoberry ghost is a good food to use for sustain and precision (Dh relies a lot on crits to win).

-Sigil of energy in both weapon set.

Blood sigil on longbow for extra sustain and doom sigil on sword to deal with high regen professions helps a lot.

Those two can be swapped for air/fire, intelligence, agility, anything that you feel good.

With this set up you are extremely deadly and can take pretty much any 1vs1, rangers and good spellbreakers with megabane are tough. Mirages too, but they have no real counter.

Use Judges Intervention less as possible, unless you are sure to get the kill on a running target or for an emergency stunbreak, this is your only instant way to get immediately away from a fight tagging a random enemy in the map, rabbits and chickens works too to teleport.

5 stars
Th3Destroyah gave this build 5 stars March 2017

A very solid build for roaming in small groups or alone. Though I have some dificulties fighting engineers and condi mesmers with this build, I still enjoy it a lot. Best thing about this build is, you just need to adjust 2 or 3 traits and 2 skills and you become viable in zerg fights and not only in 1v1 or smaller group fights.

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