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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 = great
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| rating =  
 
| xpac = hot, eod
 
| xpac = hot, eod
 +
| difficulty = 1
 
}}
 
}}
  
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| rune = Superior Rune of the Scholar
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
 +
| relic = Relic of Isgarren
 
| weapon1 = Longbow
 
| weapon1 = Longbow
 
| weapon2 =  
 
| weapon2 =  

Latest revision as of 13:39, 25 August 2023


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
  • "Stand Your Ground!" - access to self and group Stability Stability


Template Code

[&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


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
  • Sigil of Superior Sigil of Agility - on Longbow to ensure Quickness Quickness for Hunter's Ward


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 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
  • Wings of Resolve - for Immobilize Immobilize
  • Shield of Courage - for Stunbreaking
  • Dodge
  • Shelter
  • Shield of Courage
  • Wings of Resolve
  • 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


CC

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


Single Target

  • Maintain Spear of Justice on the focus target for as long as possible to keep Revealed Revealed up
  • When Spear of Justice is close to expiring, use the flip 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 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 or True Shot on an isolated target without projectile block, take it


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
  • Your Longbow skills are vulnerable to projectile hate, camp Scepter/Torch while Winds of Disenchantment and other projectile hate is up, swapping only if you see a good opportunity to use Hunter's Ward
    • 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
    • Symbol of Punishment Weapon Swap Weapon Swap Symbol of Energy True Shot
    • 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
  • Test of Faith/Procession of Blades
  • Symbol of Energy
  • Symbol of Punishment
  • True Shot - when no projectile block present
  • Zealot's Fire Zealot's Flame - when no projectile block present
  • Cleansing Flame - in melee
  • Sword of Justice


Ratings

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Comments

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