Dragonhunter - Power DH

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Dps

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons builds

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


Variants

Weapons
  • Swapping Staff to Longbow is a DPS loss but gives access to
  • Swapping Staff to Greatsword is a large DPS gain if you can consistently melee
Skills


Template Code

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Specializations


Variants

  • Swapping Virtues to Radiance is a substantial DPS increase but comes at the cost of your only stunbreak and should only be used if you are very confident in your party support


Template Code

[&DQEqOhA+LjUDAQAANgEAAEgBAAD/AAAAiRIAAAAAAAAAAAAAAAAAAAAAAAA=]
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Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Staff
Marauder
Sigil
Sigil
Scepter
Marauder
Torch
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Variants

Stats
Sigils


Radiance variant equipment
Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Dragon
Accessory
Marauder
Amulet
Dragon
Ring
Marauder
Ring
Marauder
Staff
Dragon
Sigil
Sigil
Scepter
Dragon
Torch
Dragon
Sigil
Sigil
Rune
x6
Infusion
x18


Consumables

    • personal food option


Usage

Priorities

High
  • Traps - in melee
  • Ranged Spike
Moderate
  • Sustained damage
  • - zeal/radiance only
Low
  • Single target
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Use if you're separated from your group and can't safely move back
      • Beware of ground CCs () that will interrupt your movement
  • This builds has high active defenses
    • Beware of unblockable CCs () when using
      • Standing briefly still while channeling can sometimes be better than moving straight back to your group
    • will only block attacks from the front
      • To block ground AoE face the player that cast it
      • Save to break stuns with
    • Do not use until and are on cooldown, unless you will die without it
Active defense priority
  • - for Immobilize Immobilize
  • - for Stunbreaking
  • Dodge
  • - general use


Detailed Explanations

Traps

  • Use and when the enemy group is pushing towards you or your group is in melee
  • Don't try to predict the enemy group far in advance or precast traps, wait until you have an opportunity to get immediate value
  • can be used offensively to position yourself for traps
    • Don't put yourself in a position where you could die trying to get better traps off


Ranged Spike

  • Open with staff, using
    • If the groups continue into 900 range, swap to Scepter/Torch and use , otherwise wait in Staff for the next engage


Sustained damage

  • When using ground AoEs like Symbol skills or , try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
  • Try to swap between weapons as often as possible, keeping all damage skills on cooldown
    • It is worth delaying the swap for 1-2 seconds to fit another Symbol skill
    • If you are frequently delaying your swap out of Staff it is likely you aren't swapping weapons fast enough
  • Use your Symbol skills quickly after swapping weapons so that the cooldowns will line up for future swaps
  • Combine your Symbol skills with other damage to generate higher spikes
  • Try to hit your own group with as well if you can, but prioritize hitting enemies
Skill priority
  • /
  • - when no projectile block present ( flip skill)
  • - in melee


Shield of Courage

  • Use when pushing to block damage for your group
    • will only block attacks from the front, face your enemies, but don't let yourself get out of position


Single Target

  • Pull targets with ( flip skill) as the enemy group disengages from yours, never while both groups are crossing through each other
  • can be left on a target without using to apply Revealed Revealed
  • Use to follow up on or to catch targets as enemies disengage
  • If you have a chance to use on an isolated target without projectile block, take it


CC

  • Don't use unless your DPS skills are on cooldown, other builds are better at providing CC
  • Use your CC when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing


Ratings

This build has a rating of 5 stars based on 1 votes.
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5 stars
Tao1013 gave this build 5 stars • May 2022
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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