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| | designed for = wvw zerg | | | designed for = wvw zerg |
| | focus = Strike Damage, DPS | | | focus = Strike Damage, DPS |
− | | rating = archived | + | | rating = draft |
| | xpac = hot, eod | | | xpac = hot, eod |
| | meta = | | | meta = |
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| ==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. |
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| | profession = Guardian | | | profession = Guardian |
| | specialization = Dragonhunter | | | specialization = Dragonhunter |
− | | weapon1 = longbow | + | | weapon1 = spear |
| | weapon2 = | | | weapon2 = |
| | weapon3 = scepter | | | weapon3 = scepter |
| | weapon4 = torch | | | weapon4 = torch |
| | 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 |
| }} | | }} |
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| ===Variants=== | | ===Variants=== |
| ;Weapons | | ;Weapons |
− | * '''Longbow''' to '''Staff''' very common alternative. DPS increase but loses {{Skill|Hunter's Ward}} | + | * '''Scepter/Torch''' to '''Greatsword''' large DPS gain if you can consistently melee |
− | ** See [[Build:Dragonhunter_-_Staff_DH]] for alternative usage.
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− | * '''Longbow''' to '''Greatsword''' large DPS gain if you can consistently melee
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− | | |
− | ;Skills
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− | * {{Skill|"Stand Your Ground!"}} access to self and group {{Tooltip|Stability}}
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| ==Template Code== | | ==Template Code== |
| {{TemplateCode| | | {{TemplateCode| |
− | code = [&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=] | + | code = [] |
| }} | | }} |
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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===
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− | {{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
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| | rune-qt = 6 | | | rune-qt = 6 |
| | relic = Relic of the Thief | | | relic = Relic of the Thief |
− | | weapon1 = Longbow | + | | weapon1 = Spear |
− | | weapon2 =
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− | | sigil1 = Superior Sigil of Bloodlust
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− | | sigil2 = Superior Sigil of Energy
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− | | weapon3 = Scepter
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− | | weapon4 = Torch
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− | | sigil3 = Superior Sigil of Force
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− | | sigil4 = Superior Sigil of Energy
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− | | infusion1 = Mighty WvW Infusion
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− | | infusion1-qt = 18
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− | }}
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− | | |
− | ===Variants===
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− | ;Relic
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− | * {{Relic|Relic of Speed}}
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− | * {{Relic|Relic of Isgarren}}
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− | | |
− | ;Sigils
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− | * {{Sigil|Superior Sigil of Force}}
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− | {{Collapse start|Radiance variant equipment}}
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− | {{PvE equipment
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− | | weight = Heavy
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− | | stats = Marauder
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− | | rune = Superior Rune of the Scholar
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− | | rune-qt = 6
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− | | relic = Relic of the Thief
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− | | weapon1 = Staff
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| | weapon2 = | | | weapon2 = |
| | sigil1 = Superior Sigil of Force | | | sigil1 = Superior Sigil of Force |
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| | amulet = Dragon | | | amulet = Dragon |
| }} | | }} |
− | {{Collapse end}} | + | |
| + | |
| + | ===Variants=== |
| + | ;Sigils |
| + | * {{Sigil|Superior Sigil of Bloodlust}} |
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| ==Usage== | | ==Usage== |
− | ===Priorities===
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− | ;High
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− | * Traps - in melee
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− | * Ranged Spike
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− |
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− | ;Moderate
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− | * Sustained damage
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− | * {{Skill|Shield of Courage}} - zeal/radiance only
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− |
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− | ;Low
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− | * Single target
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− | * CC
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− |
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− | ====Surviving====
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− | * This build has moderate passive defense
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− | * This build has moderate mobility skill access
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− | ** Use {{Skill|Wings of Resolve}} if you're separated from your group and can't safely move back
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− | *** Beware of ground CCs ({{Skill|Line of Warding}}) that will interrupt your movement
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− | * This build has high active defenses
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− | ** Beware of unblockable CCs ({{Skill|Line of Warding}}) when using {{Skill|Shelter}}
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− | *** Standing briefly still while channeling {{Skill|Shelter}} can sometimes be better than moving straight back to your group
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− | ** {{Skill|Shield of Courage}} will only block attacks from the front
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− | *** To block ground AoE face the player that cast it
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− | *** Save {{Skill|Shield of Courage}} to break stuns with {{Trait|Indomitable Courage}}
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− | ** 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
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− | {{Collapse start|Active defense priority}}
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− | * {{Skill|Wings of Resolve}} - for {{Tooltip|Immobilize}}
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− | * {{Skill|Shield of Courage}} - for Stunbreaking
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− | * '''Dodge'''
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− | * {{Skill|Shelter}}
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− | * {{Skill|Shield of Courage}}
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− | * {{Skill|Wings of Resolve}} - general use
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− | * {{Skill|Renewed Focus}}
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− | {{Collapse end}}
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− |
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− | ===Detailed Explanations===
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− | ====Traps====
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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
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− | * Don't try to predict the enemy group far in advance or precast traps, wait until you have an opportunity to get immediate value
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− | * {{Skill|Wings of Resolve}} can be used offensively to position yourself for traps
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− | ** Don't put yourself in a position where you could die trying to get better traps off
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− |
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− | ====Ranged Spike====
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− | * Open with '''Scepter/Torch''' and use {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}}
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− | ====Sustained damage====
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− | * 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
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− | * 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
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− | ** Fire {{Skill|Symbol of Energy}} at your feet when the enemy is pushing to avoid projectile block
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− | * Use your '''Symbol''' skills quickly after swapping weapons so that the cooldowns will line up for future swaps
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− | * Combine your '''Symbol''' skills with other damage to generate higher spikes
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− | ** {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}}
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− | * Try to hit your own group with {{Skill|Cleansing Flame}} as well if you can, but prioritize hitting enemies
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− |
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− | {{Collapse start|Skill priority}}
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− | * {{Skill|Test of Faith}}/{{Skill|Procession of Blades}}
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− | * {{Skill|Symbol of Punishment}}
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− | * {{Skill|Zealot's Fire}} - when no projectile block present ({{Skill|Zealot's Flame}} flip skill)
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− | * {{Skill|Cleansing Flame}} - in melee
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− | * {{Skill|Sword of Justice}}
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− | {{Collapse end}}
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− |
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− | ====Shield of Courage - for Zeal/Radiance====
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− | {{Collapse start|Show}}
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− | * Use {{Skill|Shield of Courage}} when pushing to block damage for your group
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− | ** {{Skill|Shield of Courage}} will only block attacks from the front, face your enemies, but don't let yourself get out of position
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− | {{Collapse end}}
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− |
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− | ====Single Target====
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− | * 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
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− | * {{Skill|Spear of Justice}} can be left on a target without using {{Skill|Hunter's Verdict}} to apply {{Tooltip|Revealed}}
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− | * Use {{Skill|Chains of Light}} to follow up on {{Skill|Hunter's Verdict}} or to catch targets as enemies disengage
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− | * If you have a chance to use {{Skill|Zealot's Fire}} or {{Skill|True Shot}} on an isolated target without projectile block, take it
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− |
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− |
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− | ====CC====
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− | * Use {{Skill|Hunter's Ward}} when:
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− | ** Your group calls a spike:
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− | *** Winds - {{Skill|Winds of Disenchantment}}
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− | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
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− | *** Shades - {{Skill|Desert Shroud}}
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− | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
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− | ** On top of enemy downs (while alive players are on top of them)
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− | ** Enemy groups moving defensively while your group is pushing
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− | * Use {{Skill|Deflecting Shot}} when your group is crossing the enemy
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