Dragonhunter - Meditrapper Roamer

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The community gave this build a rating, making it top-tier: Great.

Focused on: Roaming.

Designed for:


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

Skill Bar


Slot Changes


  • over
    - if mass cleansing or more stun breakers are needed.


  • - if you feel comfortable with no invulnerability or instant virtues recharge.



Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Marauder stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Marauder stat icon.png
PvE weapon swap.png
Marauder stat icon.png
Marauder stat icon.png
Superior Rune of Durability
Mighty WvW Infusion



  • Superior Sigil of Air Superior Sigil of Air
    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
    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
    Superior Sigil of Blood.pngSuperior Sigil of Blood
    50% Chance on Critical: Steal Health. (Cooldown: 5s)
    - armor ignoring damage.


  • - movement speed for solo roaming.
  • - allows you to kite and disengage.
  • - more damage and some mobility in combat from the proc.



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



  • The ring created by a triggered
    deals more damage than the initial trigger so attempt to force foes through it by pulling enemies with Hunter's Verdict (secondary skill of
    ), knocking foes through it by procc'ing
    , or
  • is unblockable and can be used to interrupt blocking skills with
  • is removes three conditions and gives a substantial heal to you and your teammates, use it often. Be careful since the heal is granted when you land being CCed in the air will stop you receiving the heal.
  • breaks stun and blocks all attacks in front of you, use it to relive pressure on you and your team, for example, you can stand facing foes attempting to cleave downed teammates while you or your team resses. 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 it also instantly recharges after you rezzed somebody so don't hesitate to use it when somebody of your team goes down.
  • Use
    while engaging or running away from a ranged projectile class such as a Ranger to mitigate damage.
  • Use
    to create gaps by targeting another enemy, ambient creature or random mob that's away from your enemy.


  • High sustain specs are going to wear you down eventually
Build rating - 5 stars
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3 Ratings
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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