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Difference between revisions of "Dragonhunter - Power DH (GvG)"

(moved to draft temporarily)
(reworked usage for longbow)
Line 4: Line 4:
 
| designed for = wvw gvg
 
| designed for = wvw gvg
 
| focus = Strike Damage, DPS
 
| focus = Strike Damage, DPS
| rating = draft
+
| rating = great
 
| xpac = hot, eod
 
| xpac = hot, eod
 
}}
 
}}
Line 16: Line 16:
 
| profession = Guardian
 
| profession = Guardian
 
| specialization = Dragonhunter
 
| specialization = Dragonhunter
| weapon1 = staff
+
| weapon1 = longbow
 
| weapon2 =  
 
| weapon2 =  
 
| weapon3 = scepter
 
| weapon3 = scepter
Line 30: Line 30:
 
===Variants===
 
===Variants===
 
;Weapons
 
;Weapons
* '''Staff''' {{to}} '''Greatsword''' or '''Longbow'''
+
* '''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}}
Line 81: Line 81:
 
===Priorities===
 
===Priorities===
 
;High
 
;High
* Traps - in melee
+
* Traps
* Ranged Spike
+
* CC
  
 
;Moderate
 
;Moderate
 +
* Single target
 
* Sustained damage
 
* Sustained damage
* {{Skill|Shield of Courage}} - zeal/radiance only
 
 
;Low
 
* Single target
 
* CC
 
  
  
Line 115: Line 111:
 
* {{Skill|Shelter}}
 
* {{Skill|Shelter}}
 
* {{Skill|Shield of Courage}}
 
* {{Skill|Shield of Courage}}
* {{Skill|Wings of Resolve}} - general use
+
* {{Skill|Wings of Resolve}}
 
* {{Skill|Renewed Focus}}
 
* {{Skill|Renewed Focus}}
 
}}
 
}}
Line 128: Line 124:
  
  
====Ranged Spike====
+
====CC====
* Open with staff, using {{Skill|Holy Strike}} {{to}} {{Skill|Symbol of Swiftness}}
+
* Position carefully when using {{Skill|Hunter's Ward}} - Don't use it while crossing the enemy group
** If the groups continue into 900 range, swap to '''Scepter/Torch''' and use {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}}, otherwise wait in '''Staff''' for the next engage
+
* 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
* Try to swap between weapons as often as possible, keeping all damage skills on cooldown
+
* 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
** If you are frequently delaying your swap out of '''Staff''' it is likely you aren't swapping weapons fast enough
+
*** 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 Swiftness}} {{to}} {{Skill|Holy Strike}}
+
** {{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 160:
 
|
 
|
 
* {{Skill|Test of Faith}}/{{Skill|Procession of Blades}}
 
* {{Skill|Test of Faith}}/{{Skill|Procession of Blades}}
* {{Skill|Holy Strike}}
+
* {{Skill|Symbol of Energy}}
* {{Skill|Symbol of Swiftness}}
 
 
* {{Skill|Symbol of Punishment}}
 
* {{Skill|Symbol of Punishment}}
* {{Skill|Zealot's Fire}} - when no projectile block present ({{Skill|Zealot's Flame}} flip 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}}
 
}}
 
}}
 
====Shield of Courage====
 
* 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
 
 
 
====Single Target====
 
* 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|Spear of Justice}} can be left on a target without using {{Skill|Hunter's Verdict}} to apply {{Tooltip|Revealed}}
 
* 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}} on an isolated target without projectile block, take it
 
 
 
====CC====
 
* Don't use {{Skill|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 - {{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
 

Revision as of 13:51, 1 June 2022

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Dps

Designed for: WvW GvG

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
TBD
This build was last updated on June 01, 2022 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, 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=]
Copy Template Code


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


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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