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Dragonhunter - Radiant Trapper Roamer

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

Focused on: Strike damageMobility and Control

Designed for: WvW Roaming

Expansions required: Heart of Thorns builds

Difficulty:
Normal
This build was last updated on February 15, 2025 and is up to date for the March 11, 2025 patch.

Overview

A high damage glass-cannon Power Dragonhunter build for WvW roaming. DH works just as well in melee with Traps as it does at range with a Longbow. The damage is quite high but the sustain heavily depends on CDs, which means the build favors shorter fights.


Skill Bar

Longbow
Sword/Shield
Utility


Skill Variants

Heal

  • - better defense against conditions. The signet can also be more convenient in some matchups (especially against ranged targets) because it doesn't rely on enemies triggering a trap for you to get healed.


Elite

  • - it's a CC that could secure kills for you especially when combined with . Most builds however have an answer to this skill and lets you stay in the fight longer which makes Dragon's Maw the less popular option. On the other hand time doesn't favor you when facing tanky Cele builds, so sometimes your best option is to go all in with the traps and hope for a quick kill.


Template Code

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Specializations


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Dragon
Accessory
Dragon
Accessory
Dragon
Amulet
Dragon
Ring
Dragon
Ring
Dragon
Longbow
Marauder
Sigil
Sigil
Sword
Marauder
Shield
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Relics

  • - defensive option that could be useful in longer fights, providing plenty of extra healing thanks to the many Aegis Aegis sources in the build.


Runes

If you don't care about the mobility provided by Surging, other viable options include:


Sigils

  • on Longbow - the brief Quickness Quickness is just enough to speed up right after swapping to Longbow. Could replace either sigils depending on the tradeoff you want: replacing Vision makes your burst combo less consistent when you don't have both Resolution Resolution and Fury Fury, while replacing Air gives up a strong damage proc.
  • over Cleansing - further increases your damage if you don't mind putting some extra effort into building stacks and giving up some defense against conditions.


Consumables

Food


Utility


Usage

General

  • Try to stay in range, keep your distance whenever possible.
  • is an excellent defensive skill because it's an instant source of Protection Protection that can also be used while CC'd.
  • is unblockable and may even be used to interrupt blocking skills.
  • removes conditions and provides a substantial amount of healing for you and your teammates. It's also an excellent mobility tool in combat and a good way of repositioning yourself.
  • breaks stun and blocks all attacks in front of you, use it to relieve pressure from yourself and your team - for example, you can stand facing foes attempting to cleave downed teammates while you or your team is reviving them.
  • Try to burn through all of your virtues before resorting to . RF is a great panic button when you're being focused by the enemy team and you don't have any CDs left, but Dragonhunter virtues have cast times so any virtues you didn't use before RF will go to waste.


Damage

  • The ring created by deals more damage than the initial trigger, and a significant portion of your burst damage comes from pulling/pushing foes through it.
  • You deal extra damage to enemies affected by , so consider using it before hard hitting skills like .
  • There's a delay on , the final strike doesn't go off immediately after you finish channeling the skill. You could even pull targets in with to make sure they get it and can't dodge or move out right before rings appear. The final strike of this skill does heavy damage.
    • Tip: when facing another DH it's very important to dodge the final strike of . If you do that the cages won't spawn and you avoid most of the damage.


Burst combo examples

Hunter's Ward + traps from range

  1. Place
  2. the target.
  3. on your position.
  4. Immediately pull in the target with . The goal is to drag them into melee where they'll be hit and caged by the last strike of Hunter's Ward, while preventing them from dodging it. The cage will then force them to tank Procession of Blades and any other AoE skills you decide to throw into the mix.
  5. Weapon swap, follow up with and .


Test of Faith push/pull

  1. Cast on your target, we'll need its chain skill later. If the spear misses you might want to skip this combo for now, especially if the target was outside melee range.
  2. Drop preferably at your target's feet so that they spring it immediately, as ideally CC should be used to make them cross the already active trap, not to activate the trap. Consider jumping in with if they are far away before dropping ToF.
  3. Use either or to push them out of the ring.
  4. Pull them back in with (chain skill of ).
  5. If possible, swap weapons and use the remaining knockback skill too that you didn't use at step 3.
  6. Note: if you couldn't start this combo in melee range that's still fine, but you'll only be able to proc ToF once. In that case simply drop ToF, pull them in, push them out and end the chain with True Shot if you can.


Ranged burst

  1. immediately (should land before the cages spawn) and keep it attached for extra damage, don't pull the target.
  2. - your target should be trapped inside a cage from Hunter's Ward by now.


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 . Note that the projectiles can be very unreliable in anything but melee range.
  • 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 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, is mainly a combo tool, but you can also use it for general CC 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.


Related Builds


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • February 2025
Took a hit with the removal of stealth (trapper rune's 6th bonus was a victim of the relic patch). It can still destroy squishier builds but tanky Cele ones are a problem, you don't have the sustain to beat most of them unless you pull off a surprise burst and they have no answer. Still works but it's not as good as Willbender.

Comments

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