Dragonhunter - Power DH (GvG)


This build is unrated.

Focused on: Strike damage and Dps

Designed for: WvW GvG

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
Easy

Overview

A build designed for massive AoE DPS, with great access to spike damage, ground AoE and ranged pressure.


Skill Bar

Longbow
Scepter/Torch
Utility


Variants

Weapons
  • Longbow Greatsword
Skills


Template Code

[&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
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Specializations


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
Longbow
Marauder
Sigil
Sigil
Scepter
Marauder
Torch
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic

Equipment Variants

Sigils


Consumables

    • personal food option


Usage

Priorities

High
  • Traps
  • CC
Moderate
  • Single target
  • Sustained damage


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


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


CC

  • Position carefully when using - Don't use it while crossing the enemy group
  • 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


Single Target

  • Maintain on the focus target for as long as possible to keep Revealed Revealed up
  • When is close to expiring, use the flip skill to pull targets
    • Pull early if you have a chance to secure a kill when the enemy group disengages from yours
  • Use to follow up on or to catch targets as enemies disengage
  • If you have a chance to use or on an isolated target without projectile block, take it


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
  • Your Longbow skills are vulnerable to projectile hate, camp Scepter/Torch while and other projectile hate is up, swapping only if you see a good opportunity to use
    • Once projectile block is down 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
  • 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
  • - when no projectile block present
  • - in melee


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