Difference between revisions of "Dragonhunter - Power DH (GvG)"
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| designed for = wvw gvg | | designed for = wvw gvg | ||
| focus = Strike Damage, DPS | | focus = Strike Damage, DPS | ||
− | | rating = | + | | rating = |
| xpac = hot, eod | | xpac = hot, eod | ||
+ | | difficulty = 1 | ||
}} | }} | ||
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| profession = Guardian | | profession = Guardian | ||
| specialization = Dragonhunter | | specialization = Dragonhunter | ||
− | | weapon1 = | + | | weapon1 = longbow |
| weapon2 = | | weapon2 = | ||
| weapon3 = scepter | | weapon3 = scepter | ||
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===Variants=== | ===Variants=== | ||
;Weapons | ;Weapons | ||
− | * ''' | + | * '''Longbow''' {{to}} '''Greatsword''' |
;Skills | ;Skills | ||
* {{Skill|"Stand Your Ground!"}} - access to self and group {{Tooltip|Stability}} | * {{Skill|"Stand Your Ground!"}} - access to self and group {{Tooltip|Stability}} | ||
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| rune = Superior Rune of the Scholar | | rune = Superior Rune of the Scholar | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | relic = Relic of Isgarren |
+ | | weapon1 = Longbow | ||
| weapon2 = | | weapon2 = | ||
| sigil1 = Superior Sigil of Force | | sigil1 = Superior Sigil of Force | ||
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| infusion1-qt = 18 | | infusion1-qt = 18 | ||
}} | }} | ||
+ | ===Equipment Variants=== | ||
+ | ;Sigils | ||
+ | * {{Sigil|Superior Sigil of Agility}} - on '''Longbow''' to ensure {{Tooltip|Quickness}} for {{Skill|Hunter's Ward}} | ||
+ | |||
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===Priorities=== | ===Priorities=== | ||
;High | ;High | ||
− | * Traps | + | * Traps |
− | * | + | * CC |
;Moderate | ;Moderate | ||
+ | * Single target | ||
* Sustained damage | * Sustained damage | ||
− | |||
− | |||
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− | |||
− | |||
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* {{Skill|Shelter}} | * {{Skill|Shelter}} | ||
* {{Skill|Shield of Courage}} | * {{Skill|Shield of Courage}} | ||
− | * {{Skill|Wings of Resolve}} | + | * {{Skill|Wings of Resolve}} |
* {{Skill|Renewed Focus}} | * {{Skill|Renewed Focus}} | ||
}} | }} | ||
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− | ==== | + | ====CC==== |
− | * | + | * Position carefully when using {{Skill|Hunter's Ward}} - Don't use it while crossing the enemy group |
− | ** | + | * Use your CC when: |
+ | ** Your group calls a spike: | ||
+ | *** Winds - {{Skill|Winds of Disenchantment}} | ||
+ | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}} | ||
+ | *** Shades - {{Skill|Desert Shroud}} | ||
+ | *** Traps - {{Skill|Procession of Blades}}+{{Skill|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 | ||
+ | |||
+ | |||
+ | ====Single Target==== | ||
+ | * Maintain {{Skill|Spear of Justice}} on the focus target for as long as possible to keep {{Tooltip|Revealed}} up | ||
+ | * When {{Skill|Spear of Justice}} is close to expiring, use the flip skill {{Skill|Hunter's Verdict}} to pull targets | ||
+ | ** Pull early if you have a chance to secure a kill when the enemy group disengages from yours | ||
+ | * Use {{Skill|Chains of Light}} to follow up on {{Skill|Hunter's Verdict}} or to catch targets as enemies disengage | ||
+ | * If you have a chance to use {{Skill|Zealot's Fire}} or {{Skill|True Shot}} on an isolated target without projectile block, take it | ||
====Sustained damage==== | ====Sustained damage==== | ||
* When using ground AoEs like '''Symbol''' skills or {{Skill|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 | * When using ground AoEs like '''Symbol''' skills or {{Skill|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 | ||
− | * | + | * Your '''Longbow''' skills are vulnerable to projectile hate, camp '''Scepter/Torch''' while {{Skill|Winds of Disenchantment}} and other projectile hate is up, swapping only if you see a good opportunity to use {{Skill|Hunter's Ward}} |
− | ** It is worth delaying the swap for 1-2 seconds to fit another '''Symbol''' skill | + | ** 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 | * 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 | * Combine your '''Symbol''' skills with other damage to generate higher spikes | ||
− | ** {{Skill|Symbol of Punishment}} {{to}} {{Tooltip|Weapon Swap}} {{to}} {{Skill|Symbol of | + | ** {{Skill|Symbol of Punishment}} {{to}} {{Tooltip|Weapon Swap}} {{to}} {{Skill|Symbol of Energy}} {{to}} {{Skill|True Shot}} |
** {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}} | ** {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}} | ||
* Try to hit your own group with {{Skill|Cleansing Flame}} as well if you can, but prioritize hitting enemies | * Try to hit your own group with {{Skill|Cleansing Flame}} as well if you can, but prioritize hitting enemies | ||
Line 149: | Line 166: | ||
| | | | ||
* {{Skill|Test of Faith}}/{{Skill|Procession of Blades}} | * {{Skill|Test of Faith}}/{{Skill|Procession of Blades}} | ||
− | + | * {{Skill|Symbol of Energy}} | |
− | * {{Skill|Symbol of | ||
* {{Skill|Symbol of Punishment}} | * {{Skill|Symbol of Punishment}} | ||
− | * {{Skill| | + | * {{Skill|True Shot}} - when no projectile block present |
+ | * {{Skill|Zealot's Fire}} {{to}} {{Skill|Zealot's Flame}} - when no projectile block present | ||
* {{Skill|Cleansing Flame}} - in melee | * {{Skill|Cleansing Flame}} - in melee | ||
* {{Skill|Sword of Justice}} | * {{Skill|Sword of Justice}} | ||
}} | }} | ||
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Latest revision as of 13:39, 25 August 2023
This build is unrated.
Focused on: Strike damage and Dps
Designed for: WvW GvG
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
- Stability - access to self and group
Template Code
[&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Template Code
[&DQEqOhA+LjUDAQAANgEAAEgBAAD/AAAAiRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Longbow
Marauder
Marauder
Sigil
Sigil
Scepter
Marauder
Marauder
Torch
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Sigils
- Quickness for - on Longbow to ensure
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
- Beware of ground CCs ( ) that will interrupt your movement
if you're separated from your group and can't safely move back
- Use
- This builds has high active defenses
- Beware of unblockable CCs (
- Standing briefly still while channeling can sometimes be better than moving straight back to your group
) when using
- To block ground AoE face the player that cast it
- Save to break stuns with
will only block attacks from the front
- Do not use until and are on cooldown, unless you will die without it
- Beware of unblockable CCs (
|
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
- Don't put yourself in a position where you could die trying to get better traps off
can be used offensively to position yourself for traps
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
- Your group calls a spike:
Single Target
- Maintain Revealed up on the focus target for as long as possible to keep
- When
- Pull early if you have a chance to secure a kill when the enemy group disengages from yours
is close to expiring, use the flip skill to pull targets
- 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
- 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
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
- 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
- ⇒ Weapon Swap ⇒ ⇒
- ⇒
- Try to hit your own group with as well if you can, but prioritize hitting enemies
|
Ratings
Comments
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