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Dragonhunter - Staff DH


This build is unrated.

Focused on: Strike damage and Dps

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
TBD

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 Hunter's Ward
  • Swapping Staff to Greatsword is a large DPS gain if you can consistently melee
Skills
  • "Stand Your Ground!" - access to self and group Stability Stability


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
  • Sigil of Superior Sigil of Force


Radiance variant equipment Toggle
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
  • Shield of Courage - zeal/radiance only
Low
  • Single target
  • CC


Surviving

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


Detailed Explanations

Traps

  • Use Procession of Blades and Test of Faith 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
  • Wings of Resolve 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 Holy Strike Symbol of Swiftness
    • If the groups continue into 900 range, swap to Scepter/Torch and use Symbol of Punishment Sword of Justice, otherwise wait in Staff for the next engage


Sustained damage

  • When using ground AoEs like Symbol skills or Sword of Justice, 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
    • Symbol of Punishment Weapon Swap Weapon Swap Symbol of Swiftness Holy Strike
    • Symbol of Punishment Sword of Justice
  • Try to hit your own group with Cleansing Flame as well if you can, but prioritize hitting enemies
Skill priority Toggle
  • Test of Faith/Procession of Blades
  • Holy Strike
  • Symbol of Swiftness
  • Symbol of Punishment
  • Zealot's Fire - when no projectile block present (Zealot's Flame flip skill)
  • Cleansing Flame - in melee
  • Sword of Justice


Shield of Courage - for Zeal/Radiance

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


Single Target

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


CC

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


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