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Difference between revisions of "Dragonhunter - Power DH"

Line 4: Line 4:
 
| 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 =  
Line 11: Line 11:
  
 
==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 = 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
 
}}
 
}}
Line 32: Line 32:
 
===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.
 
* '''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 = []
 
}}
 
}}
  
Line 48: Line 43:
 
==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
 
  
  
Line 64: Line 56:
 
| rune-qt = 6
 
| rune-qt = 6
 
| relic = Relic of the Thief
 
| 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 Isgarren}}
 
 
 
;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 the Thief
 
| weapon1 = Staff
 
 
| weapon2 =  
 
| weapon2 =  
 
| sigil1 = Superior Sigil of Force
 
| sigil1 = Superior Sigil of Force
Line 109: Line 73:
 
| amulet = Dragon
 
| amulet = Dragon
 
}}
 
}}
{{Collapse end}}
+
 
 +
 
 +
===Variants===
 +
;Sigils
 +
* {{Sigil|Superior Sigil of Bloodlust}}
  
  
Line 119: Line 87:
  
 
==Usage==
 
==Usage==
===Priorities===
 
;High
 
* Traps - in melee
 
* Ranged Spike
 
 
;Moderate
 
* Sustained damage
 
* {{Skill|Shield of Courage}} - zeal/radiance only
 
 
;Low
 
* Single target
 
* CC
 
 
 
====Surviving====
 
* This build has moderate passive defense
 
* This build has moderate mobility skill access
 
** 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
 
* 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
 
*** 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|Wings of Resolve}} and {{Skill|Shield of Courage}} are on cooldown, unless you will die without it
 
 
{{Collapse start|Active defense priority}}
 
* {{Skill|Wings of Resolve}} - for {{Tooltip|Immobilize}}
 
* {{Skill|Shield of Courage}} - for Stunbreaking
 
* '''Dodge'''
 
* {{Skill|Shelter}}
 
* {{Skill|Shield of Courage}}
 
* {{Skill|Wings of Resolve}} - general use
 
* {{Skill|Renewed Focus}}
 
{{Collapse end}}
 
 
 
===Detailed Explanations===
 
====Traps====
 
* 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
 
* {{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
 
 
 
====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====
 
* 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}} or {{Skill|True Shot}} on an isolated target without projectile block, take it
 
 
 
====CC====
 
* Use {{Skill|Hunter's Ward}} 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
 
* Use {{Skill|Deflecting Shot}} when your group is crossing the enemy
 

Revision as of 21:29, 26 August 2024

This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.

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 August 26, 2024.

Overview

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


Skill Bar

Spear
Scepter/Torch
Utility


Variants

Weapons
  • Scepter/Torch to Greatsword large DPS gain if you can consistently melee


Template Code

[]
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
Scepter
Dragon
Torch
Dragon
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Variants

Sigils
  • Sigil of Superior Sigil of Bloodlust


Consumables

    • personal food option


Usage


Ratings

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Comments

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