Dragonhunter - Power DPS
The community gave this build a rating, making it second-tier: Good
Focused on: Direct damage
Dragonhunter is a heavy burst damage power DPS that excels in short fights (such as fractals) and raid encounters with short damage windows. It has strong CC and good mobility, and provides Vulnerability. In addition, it brings very high defensive support for a DPS class, with a party wide block in , a strong burst heal in , and the ability to bring Guardian utilities such as and .
Dragonhunter is reliant Resolution for maximum damage. It provides ~45% uptime itself, but ideally will be supported by other Guardians, or Renegades with .
- can be used to blind mobs that can knockback (Sabetha and Gorseval) or deal a lot of damage (Xera).
- can be used to help nullify niche mechanics, such as Slothasor's shake attack.
- provides more Resolution as well as a stun break and Stability.
- can be used for more Resolution and Stability.
- can be used to Aegis big hits for your group like the knockback from Gorseval, the timed bombs from Matthias or the shockwave from Deimos.
- provides additional CC if needed.
- or if projectile defense is needed.
- Use to help slacking supports keep up Quickness. It can also be nice at bosses where the group is split, such as Sabetha when doing cannons or Matthias in general.
- can be used for great passive healing for your team.
- is very close to , and may be attractive to newer players as the playstyle is slightly simpler. It should also pull ahead on bosses that spend a lot of the phase stunned (such as in fractals).
Radiance can be swapped out for Virtues. This deals significantly more damage, but is dependant on being able to maintain high uptime of Aegis, which is unrealistic on many encounters.
- You will need to adjust gear to make up for the lack of crit chance (see below).
- Dragon stats gear is a very minor increase in damage over Berserker stats, so running full Berserker stats is totally fine. The optimal balance of Dragon/Berserker will also depend on your buffs so a gear optimiser will be needed to know exactly what you'll need.
- Swap for slaying sigils or where applicable in fractals.
- is slightly stronger if running the virtues variant.
While the rotation may seem complicated, the general structure of each weapon section is the same each time and you generally just use off cooldown. The buff from lasts long enough that you'll be able to fit in all your high-damage skills without issue so it's more important not to delay your rotation.
Start on Longbow.
- - any other skill will interrupt this, so leaving it until last is safest.
- Weapon swap
- ⇒ ⇒ x2
- Weapon swap
- Proceed to the Longbow Section
You should always open this section with the first two skills, but later skills can be delayed slightly if is about to come off cooldown.
- Autoattack and use and as they come off cooldown (remember you can delay these if is about to come off cooldown).
- Weapon swap
Similar to longbow, it's important to cast the first three skills immediately, but those afterwards can be delayed somewhat.
- - this has an aftercast that can be cancelled by weapon stowing or moving shortly after casting.
- - this has an aftercast that can be cancelled by weapon stowing shortly after casting. This skill can be delayed if is available.
- Auto-Attack until Whirling Wrath is off cooldown. Always finish your attack chains.
- - if you're slow enough that weapon swap is off cooldown already, you can skip this step.
- Weapon swap
Spear of Justice Burst
- , and should only be used in combination with the buff from .
- Fit them in whenever available after the opening skills on each weapon.
- Try to use twice in each of the first two bursts, then once for subsequent bursts.
Heavy Light rotation
Newer players may wish to run the grandmaster. This trades the temporary 15% modifier from for a permanent 10% modifier. The rotation is very similar, but you no longer use and can cast the skills named in the Spear of Justice Burst section off cooldown instead.
- and should be cast together. The cooldown of is shorter, so delay using it until just before is ready - the activation delay should ensure that all hits land under the effect of the buff.
- Never interrupt your greatsword autoattack chain.
- can be cancelled by walking or stowing your weapon. This dramatically speeds up the aftercast of the skill.
- Use and (especially if the boss has adds) inside the boss's hitbox.
- Use with so it benefits from the damage multiplier. If all charges are full and you don't have Spear of Justice up one charge can be used.
- will recharge your . This allows you to have a higher uptime when there are adds around. Always try to keep up as much as possible if it's being recharged with this interaction.
- is your strongest hard CC, but it should only be used in emergencies since it's a considerable DPS loss.
- The pulls from and can be used for CC if needed. However, you will lose the uptime on .
- adds Slow to all your traps, dealing 100 more breakbar damage with each second.
- pulls and applies Slow on your target.
- deals 150 breakbar damage and knocks back enemies.
- can be used inside of Vale Guardian's hitbox while seekers are nearby for bonus damage.
- can block all the blue AoEs.
- is a good gap closer as well as a strong heal, use it wisely.
- Consider playing the virtues variant here because it is possible to maintain 100% aegis uptime when dodging his knockbacks and pulling in the adds quickly.
- You can use to share aegis for his knockback attack.
- can hit you quite hard due to 24px Retaliation from Gorseval. To negate that you can use , which allows you to output DPS in the CC phase without losing health.
- Use your to jump on the launchpads fast if you want to go up to a cannon.
- Try to use Aegis for cannon shots or kicks from adds that people might not be able to dodge.
- Time your burst for when Knuckles is stunned.
- If you use your burst for it you can one-shot Karde's turrets in the last phase. However, this is not advised unless turrets are overrunning the platform. Simply dropping your on turrets should make a significant impact without ruining your positioning.
- can be used inside of Slothasor's hitbox while slublings are nearby for bonus damage.
- can block everything at Slothasor which is especially useful when he does his shake attack, as many have trouble dodging it. It can also block the fear that Slothasor applies after the CC phase which is valuable, especially for the last CC phase at 10%.
- If needed, you can pull slublings with your . Keep in mind that it pierces, so multiple slublings can be pulled with it if used optimally.
- potentially stronger and cheaper than as killing slublings occurs frequently.
- Run for this fight to mitigate all the annoying CC.
- Since you are somewhat tanky and have a lot of useful CC in the form of , , , and traps, it is a good choice for you to deal with the mortars, as you are able to solo the snipers on the bridge that respawn between mortar #2 and #3 really quickly and reliably.
- You can take the role of the main reflect in this fight; however, you have to keep in mind that the cooldown of is 30 seconds-the same as Matthias' invulnerability bubble. Thus, you need decent Alacrity uptime and must cleanse chill as fast as possible if it is applied to you.
- A way to always have up in time without having to rely on Alacrity is replacing Radiance with Virtues and using . You will lose quite a bit of DPS in doing so though.
- On a sidenote, all of Matthias' attacks in abomination phase have longer cooldowns. Accordingly, you don't have to worry about not having up in time.
- In the phase from 40% until the end blocks become very valuable. A well-timed Aegis can block the undodgeable timed bombs. The same principle applies to the damage from the ghosts, which is blockable but not dodgeable.
- can be brought for 10 player stability, which can help greatly during abomination and rain phases.
Stronghold of the Faithful
- Since almost all the mobs have some kind of annoying CC it is definitely recommended to bring .
- If you need help with capturing the towers, a Shield is useful for knocking mobs out of the capture circle or away from each other.
- Use your immobilizes and cripples to slow down the wargs engaging from the front.
- You can assist in pushing the orb into the rifts by pulling them with . Be careful with it though, as the impact of the spear hitting the orb will push it away from you a tiny bit before you can pull it in.
- You can use everything you have including for CC without any drawback since after each CC phase,there will be some DPS downtime.
- You can share aegis with to help your team when the room is filled with small AoEs before the last burn phase.
- You can deal with Xera's adds extremely effectively by pulling them in and/or bursting them down with the Greatsword.
- Try to perform your rotation in a rhythm that allows you to be on Greatsword when Xera is spawning adds and on Scepter when she is the only target.
- Your pretty decent ranged damage with Scepter allows you to assist with clearing shards and standing on the buttons surrounding the big shards that you have to destroy both before the fight and when you get teleported to the other platform.
Bastion of the Penitent
- can be used for mobility.
- Bring for stability.
- Consider playing the virtues variant here as keeping up aegis on this fight is very easy.
- You can use to block the explosions from adds.
- Consider playing the virtues variant here as you can easily keep up aegis by dodging Samarog's attacks and jumping the shockwaves.
- You can bring for more CC. You can also consider .
- Consider bringing for stability.
- You can share aegis to block Deimos's pizza attack or Mind Crush.
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