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Difference between revisions of "Dragonhunter - Power DH"

 
(7 intermediate revisions by the same user not shown)
Line 6: Line 6:
 
| rating = great
 
| rating = great
 
| xpac = hot, eod
 
| xpac = hot, eod
| meta =  
+
| meta = y
 
| difficulty = 2
 
| difficulty = 2
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A build designed for massive AoE DPS, with great access to spike damage, ground AoE and ranged pressure. See also: [[Build:Dragonhunter_-_Staff_DH|Dragonhunter - Staff DH]] for an alternative build with '''Staff''' instead of '''Longbow'''.
+
A build designed for massive AoE DPS, with great access to spike damage and ground AoE.
  
  
Line 18: Line 18:
 
| profession = Guardian
 
| profession = Guardian
 
| specialization = Dragonhunter
 
| specialization = Dragonhunter
| weapon1 = longbow
+
| weapon1 = spear
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = scepter
+
| weapon3 = greatsword
| weapon4 = torch
+
| weapon4 =  
 
| healing = Shelter
 
| healing = Shelter
| utility1 = Test of Faith
+
| utility1 = "Stand Your Ground!"
| utility2 = Sword of Justice
+
| utility2 = Procession of Blades
| utility3 = Procession of Blades
+
| utility3 = Test of Faith
 
| elite = Renewed Focus
 
| elite = Renewed Focus
 
}}
 
}}
 
 
===Variants===
 
;Weapons
 
* '''Longbow''' to '''Staff''' very common alternative. DPS increase but loses {{Skill|Hunter's Ward}}
 
** See [[Build:Dragonhunter_-_Staff_DH]] for alternative usage.
 
* '''Longbow''' to '''Greatsword''' large DPS gain if you can consistently melee
 
 
;Skills
 
* {{Skill|"Stand Your Ground!"}} access to self and group {{Tooltip|Stability}}
 
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQEqOhA+Gy8DAQAANgEAAIoSAAD+EgAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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==Specializations==
 
==Specializations==
 
{{Specialization|Zeal|mid|mid|bot}}
 
{{Specialization|Zeal|mid|mid|bot}}
{{Specialization|Virtues|top|top|bot}}
+
{{Specialization|Radiance|mid|bot|bot}}
{{Specialization|Dragonhunter|bot|mid|mid|}}
+
{{Specialization|Dragonhunter|bot|bot|mid|}}
 
+
;Variants
 
+
* {{Trait|Zealot's Aggression}}
===Variants===
 
{{Specialization|Radiance|mid|bot|bot|variant=y}}
 
* 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====
 
{{TemplateCode|
 
code = []
 
}}
 
  
  
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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
+
| relic = Relic of the Thief
| weapon1 = Longbow
+
| weapon1 = Spear
| weapon2 =
 
| sigil1 = Superior Sigil of Bloodlust
 
| sigil2 = Superior Sigil of Energy
 
| weapon3 = Scepter
 
| weapon4 = Torch
 
| sigil3 = Superior Sigil of Force
 
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
}}
 
 
 
 
 
===Variants===
 
;Relic
 
* {{Relic|Relic of Speed}}
 
* {{Relic|Relic of the Thief}} - more damage if fights are ranged heavy
 
 
 
;Sigils
 
* {{Sigil|Superior Sigil of Force}}
 
 
 
{{Collapse start|Radiance variant equipment}}
 
{{PvE equipment
 
| weight = Heavy
 
| stats = Marauder
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| relic = Relic of Isgarren
 
| weapon1 = Staff
 
 
| weapon2 =  
 
| weapon2 =  
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
| sigil2 = Superior Sigil of Energy
+
| sigil2 = Superior Sigil of Bloodlust
| weapon3 = Scepter
+
| weapon3 = Greatsword
| weapon4 = Torch
+
| weapon4 =
 
| sigil3 = Superior Sigil of Force
 
| sigil3 = Superior Sigil of Force
 
| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
Line 115: Line 68:
 
| amulet = Dragon
 
| amulet = Dragon
 
}}
 
}}
{{Collapse end}}
+
 
 +
 
 +
===Variants===
 +
;Sigils
 +
* {{Sigil|Superior Sigil of Hydromancy}}
  
  
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===Priorities===
 
===Priorities===
 
;High
 
;High
* Traps - in melee
+
* Traps
* Ranged Spike
+
* {{Skill|Shield of Courage}}
  
 
;Moderate
 
;Moderate
* Sustained damage
+
* Damage
* {{Skill|Shield of Courage}} - zeal/radiance only
 
 
 
;Low
 
* Single target
 
* CC
 
  
  
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** Use {{Skill|Wings of Resolve}} if you're separated from your group and can't safely move back
 
** Use {{Skill|Wings of Resolve}} if you're separated from your group and can't safely move back
 
*** Beware of ground CCs ({{Skill|Line of Warding}}) that will interrupt your movement
 
*** Beware of ground CCs ({{Skill|Line of Warding}}) that will interrupt your movement
* This builds has high active defenses  
+
* This build has high active defenses  
** Beware of unblockable CCs ({{Skill|Line of Warding}}) when using {{Skill|Shelter}}
 
*** Standing briefly still while channeling {{Skill|Shelter}} can sometimes be better than moving straight back to your group
 
 
** {{Skill|Shield of Courage}} will only block attacks from the front
 
** {{Skill|Shield of Courage}} will only block attacks from the front
 
*** To block ground AoE face the player that cast it
 
*** To block ground AoE face the player that cast it
*** Save {{Skill|Shield of Courage}} to break stuns with {{Trait|Indomitable Courage}}
+
** Do not use {{Skill|Renewed Focus}} until {{Skill|Shield of Courage}} is on cooldown, unless you will die without it
** Do not use {{Skill|Renewed Focus}} until {{Skill|Wings of Resolve}} and {{Skill|Shield of Courage}} are on cooldown, unless you will die without it
 
  
 
{{Collapse start|Active defense priority}}
 
{{Collapse start|Active defense priority}}
 
* {{Skill|Wings of Resolve}} - for {{Tooltip|Immobilize}}
 
* {{Skill|Wings of Resolve}} - for {{Tooltip|Immobilize}}
* {{Skill|Shield of Courage}} - for Stunbreaking
 
 
* '''Dodge'''
 
* '''Dodge'''
* {{Skill|Shelter}}
 
 
* {{Skill|Shield of Courage}}
 
* {{Skill|Shield of Courage}}
 
* {{Skill|Wings of Resolve}} - general use
 
* {{Skill|Wings of Resolve}} - general use
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* Use {{Skill|Procession of Blades}} and {{Skill|Test of Faith}} when the enemy group is pushing towards you or your group is in melee  
 
* Use {{Skill|Procession of Blades}} and {{Skill|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
 
* Don't try to predict the enemy group far in advance or precast traps, wait until you have an opportunity to get immediate value
* {{Skill|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
** Don't put yourself in a position where you could die trying to get better traps off
+
* Combine your {{Skill|Symbol of Luminescence}} and {{Skill|Solar Storm}} with your traps for even more burst damage
 
 
 
 
====Ranged Spike====
 
* Open with '''Scepter/Torch''' and use {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}}
 
 
 
 
 
====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
 
* Since '''Longbow''' skills other than {{skill|Hunter's Ward}} are all projectiles, camp '''Scepter/Torch''' until projectile block is down unless you're aiming to land a {{skill|Hunter's Ward}} for CC
 
** Fire {{Skill|Symbol of Energy}} at your feet when the enemy is pushing to avoid projectile block
 
* 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
 
** {{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
 
 
 
{{Collapse start|Skill priority}}
 
* {{Skill|Test of Faith}}/{{Skill|Procession of Blades}}
 
* {{Skill|Symbol of Punishment}}
 
* {{Skill|Zealot's Fire}} - when no projectile block present ({{Skill|Zealot's Flame}} flip skill)
 
* {{Skill|Cleansing Flame}} - in melee
 
* {{Skill|Sword of Justice}}
 
{{Collapse end}}
 
 
 
 
 
====Shield of Courage - for Zeal/Radiance====
 
{{Collapse start|Show}}
 
* Use {{Skill|Shield of Courage}} when pushing to block damage for your group
 
** {{Skill|Shield of Courage}} will only block attacks from the front, face your enemies, but don't let yourself get out of position
 
{{Collapse end}}
 
  
  
====Single Target====
+
====Shield of Courage====
* Pull targets with {{Skill|Hunter's Verdict}} ({{Skill|Spear of Justice}} flip skill) as the enemy group disengages from yours, never while both groups are crossing through each other
+
* {{Skill|Shield of Courage}} blocks for allies inside the cone of the shield animation in front of you
* {{Skill|Spear of Justice}} can be left on a target without using {{Skill|Hunter's Verdict}} to apply {{Tooltip|Revealed}}
+
** {{Skill|Shield of Courage}} blocks damage coming from enemy players you are facing
* Use {{Skill|Chains of Light}} to follow up on {{Skill|Hunter's Verdict}} or to catch targets as enemies disengage
+
*** This means the center of an AoE can be behind you, but if you're facing the player that cast it the damage will be blocked
* If you have a chance to use {{Skill|Zealot's Fire}} or {{Skill|True Shot}} on an isolated target without projectile block, take it
 
  
  
====CC====
+
====Damage====
* Use {{Skill|Hunter's Ward}} when:
+
* In '''Greatsword''' use {{Skill|Symbol of Resolution}} {{to}} {{Skill|Whirling Wrath}} immediately then repeat both skills before swapping back to '''Spear'''
** Your group calls a spike:
+
* In '''Spear''' use {{Skill|Symbol of Luminescence}} {{to}} {{Skill|Gleaming Disc}} {{to}} {{Skill|Solar Storm}} then '''Auto Attack''' filling with {{Skill|Helio Rush}} if you see an opportunity to use it safely
*** Winds - {{Skill|Winds of Disenchantment}}
+
** You can cast {{Skill|Solar Storm}} before using {{Skill|Gleaming Disc}}, but make sure you're '''Illuminated''' for the cast of {{Skill|Solar Storm}}
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
+
* Use {{Skill|Wings of Resolve}} when out of range of other skills to gap close and apply {{Tooltip|Immobilize}}
*** 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
 
* Use {{Skill|Deflecting Shot}} when your group is crossing the enemy
 

Latest revision as of 20:54, 8 October 2024

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Dps

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
Normal
This build was last updated on October 08, 2024 and is up to date for the October 8, 2024 patch.

Overview

A build designed for massive AoE DPS, with great access to spike damage and ground AoE.


Skill Bar

Spear
Greatsword
Utility


Template Code

[&DQEqOhA+Gy8DAQAANgEAAIoSAAD+EgAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • Zealot's Aggression


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Dragon
Accessory
Marauder
Amulet
Dragon
Ring
Marauder
Ring
Marauder
Spear
Dragon
Sigil
Sigil
Greatsword
Dragon
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Variants

Sigils
  • Sigil of Superior Sigil of Hydromancy


Consumables

    • personal food option


Usage

Priorities

High
  • Traps
  • Shield of Courage
Moderate
  • 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 build has high active defenses
    • Shield of Courage will only block attacks from the front
      • To block ground AoE face the player that cast it
    • Do not use Renewed Focus until Shield of Courage is on cooldown, unless you will die without it
Active defense priority Toggle
  • Wings of Resolve - for Immobilize Immobilize
  • Dodge
  • 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
  • Don't put yourself in a position where you could die trying to get better traps off
  • Combine your Symbol of Luminescence and Solar Storm with your traps for even more burst damage


Shield of Courage

  • Shield of Courage blocks for allies inside the cone of the shield animation in front of you
    • Shield of Courage blocks damage coming from enemy players you are facing
      • This means the center of an AoE can be behind you, but if you're facing the player that cast it the damage will be blocked


Damage

  • In Greatsword use Symbol of Resolution Whirling Wrath immediately then repeat both skills before swapping back to Spear
  • In Spear use Symbol of Luminescence Gleaming Disc Solar Storm then Auto Attack filling with Helio Rush if you see an opportunity to use it safely
    • You can cast Solar Storm before using Gleaming Disc, but make sure you're Illuminated for the cast of Solar Storm
  • Use Wings of Resolve when out of range of other skills to gap close and apply Immobilize Immobilize


Ratings

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Comments

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