Difference between revisions of "Dragonhunter - Turbo Trapper"
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{{Specialization|Dragonhunter|top|mid|bot}} | {{Specialization|Dragonhunter|top|mid|bot}} | ||
''Variants'' | ''Variants'' | ||
− | * {{Trait|Soaring Devastation}} improves your mobility which allows you to drop {{Rune|Lynx}} for something better. This however is going to negatively impact your survivability and removes much of the {{Relic|Relic of the Defender}} synergy, so you should consider taking a different relic. | + | * {{Trait|Soaring Devastation}} improves your mobility which allows you to drop {{Rune|Lynx}} for something better. This however is going to negatively impact your survivability and removes much of the {{Relic|Relic of the Defender}} synergy, so you should consider taking a different relic too. |
* {{Trait|Heavy Light}} is an equally viable option, it's a great source of {{Tooltip|Stability}} and the trait's damage modifier has strong synergy with various burst combos built around CC. This version puts more emphasis on push/pull combos with {{Skill|Test of Faith}}. | * {{Trait|Heavy Light}} is an equally viable option, it's a great source of {{Tooltip|Stability}} and the trait's damage modifier has strong synergy with various burst combos built around CC. This version puts more emphasis on push/pull combos with {{Skill|Test of Faith}}. | ||
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''Test of Faith push/pull'' | ''Test of Faith push/pull'' | ||
:# Cast {{Skill|Spear of Justice}} on your target, we'll need its chain skill later. If the spear misses you might want to skip this combo for now, especially if the target was outside melee range. | :# Cast {{Skill|Spear of Justice}} on your target, we'll need its chain skill later. If the spear misses you might want to skip this combo for now, especially if the target was outside melee range. | ||
− | :# Drop {{Skill|Test of Faith}} preferably at your target's feet so that they spring it immediately, as ideally CC should be used to make them cross the already active trap, not | + | :# Drop {{Skill|Test of Faith}} preferably at your target's feet so that they spring it immediately, as ideally CC should be used to make them cross the already active trap, not activate the trap. Consider jumping in with {{Skill|Symbol of Blades}} if they are far away before dropping ToF. |
:# Use either {{Skill|Deflecting Shot}} or {{Skill|Shield of Absorption}} to push them out of the ring. | :# Use either {{Skill|Deflecting Shot}} or {{Skill|Shield of Absorption}} to push them out of the ring. | ||
:# Pull them back in with {{Skill|Hunter's Verdict}} (chain skill of {{Skill|Spear of Justice}}). | :# Pull them back in with {{Skill|Hunter's Verdict}} (chain skill of {{Skill|Spear of Justice}}). | ||
:# If possible, swap weapons and use the remaining knockback skill too that you didn't use at step 3. | :# If possible, swap weapons and use the remaining knockback skill too that you didn't use at step 3. | ||
− | :#'''Note:''' if you couldn't start this combo in melee range that's still fine, but you'll only be able to proc ToF once. In that case simply drop ToF, pull them in, push them out and end the chain with True Shot if you can. | + | :#'''Note:''' if you couldn't start this combo in melee range that's still fine, but you'll only be able to proc ToF once. In that case simply drop ToF, pull them in, push them out and end the chain with {{Skill|True Shot}} if you can. |
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* {{Skill|Hunter's Ward}} calls down arrows from the sky then spawns a cage around targets struck by the final set of arrows. The only dangerous part here is the very last hit: if you can avoid that the cages don't spawn, and you avoid the bulk of the damage. Don't dodge at the start of the animation, more like 1-2 seconds into it. | * {{Skill|Hunter's Ward}} calls down arrows from the sky then spawns a cage around targets struck by the final set of arrows. The only dangerous part here is the very last hit: if you can avoid that the cages don't spawn, and you avoid the bulk of the damage. Don't dodge at the start of the animation, more like 1-2 seconds into it. | ||
− | ** If {{Skill|Spear of Justice}} is attached to you and DH uses {{Skill|Hunter's Ward}} expect to be pulled soon - pulling a target while the animation of HW is playing denies them the chance to dodge the final hit. Use the methods described earlier to avoid that. | + | ** If {{Skill|Spear of Justice}} is attached to you and the DH uses {{Skill|Hunter's Ward}} expect to be pulled soon - pulling a target while the animation of HW is playing denies them the chance to dodge the final hit. Use the methods described earlier to avoid that. |
* If a DH is sitting on a capture point, just assume that it's full of traps. The first thing you should do is trigger the traps safely. Sending in Ranger pets or Mesmer clones from a safe distance could ruin their plans. Briefly getting into the edge of the node and dodging out of it right away could also proc the traps while avoiding their effects, but you need good timing for that. | * If a DH is sitting on a capture point, just assume that it's full of traps. The first thing you should do is trigger the traps safely. Sending in Ranger pets or Mesmer clones from a safe distance could ruin their plans. Briefly getting into the edge of the node and dodging out of it right away could also proc the traps while avoiding their effects, but you need good timing for that. |
Revision as of 08:50, 26 July 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage and Control
Designed for: PvP Conquest
Difficulty:
Normal
This build was last updated on July 26, 2024 and is up to date for the August 20, 2024 patch.
Overview
A PvP Dragonhunter build made to burst targets with
and various combos centered around forcing enemies to cross .
Skill Bar
Longbow
Sword/Shield
Utility
Skill Variants
Heal
- - better condition cleansing.
Template Code
[&DQEQPy41Gzm8EgMBBAE2Af4SBAGKEi0BNwE3AQAAAAAAAAAAAAAAAAAAAAACWgAyAAA=]
Specializations
Variants
- improves your mobility which allows you to drop for something better. This however is going to negatively impact your survivability and removes much of the synergy, so you should consider taking a different relic too.
Stability and the trait's damage modifier has strong synergy with various burst combos built around CC. This version puts more emphasis on push/pull combos with .
is an equally viable option, it's a great source of
Equipment
Longbow
Sigil
Sigil
Sword
Shield
Sigil
Sigil
Rune
Amulet
Relic
Amulets
- - higher risk/reward option. Consider taking to compensate for the lower HP and to make up for the loss of Lynx's mobility boost.
Relics
- - DPS increase with high uptime and an easy trigger.
Resolution via .
- while this relic could potentially give you higher uptime of 10% extra damage than Brawler, you need to be in melee to proc this rune which makes Brawler more ideal for ranged bursts. Dragonhunter relic works really well with the + pull/knockback combos while Brawler is perfect for + Longbow bursts as SoJ gives
Usage
General
- Try to stay in range, keep your distance whenever possible.
Protection that can also be used while CC'd.
is a decent defensive skill because it's an instant source of
- is unblockable and may even be used to interrupt blocking skills.
- removes 2 conditions and provides a substantial amount of healing for you and your teammates. It's also an excellent mobility tool in combat and a good way of repositioning yourself.
- breaks stun and blocks all attacks in front of you, use it to relieve pressure from yourself and your team - for example, you can stand facing foes attempting to cleave downed teammates while you or your team is reviving them.
- Try to burn through all of your virtues before resorting to . RF is a great panic button when you're being focused by the enemy team and you don't have any CDs left, but Dragonhunter virtues have cast times so any virtues you didn't use before RF will go to waste.
Damage
- The ring created by deals more damage than the initial trigger, and a significant portion of your burst damage comes from pulling/pushing foes through it as many times as possible.
- You deal extra damage to enemies affected by , so consider using it before hard hitting skills like .
Resolution increases your critical strike chance via . This boon is extremely important to have while unloading your hardest hitting skills! You may obtain it boon from every Virtue skill as well as the enhanced .
- The F1 Virtue is already a part of many burst combos but the F3's great too. In addition to the
Resolution, also applies
Aegis for extra damage via while allowing you to tank some damage and safely counterpressure opponents.
- Using any Virtue skill before the burst also applies for even more damage.
- The F1 Virtue is already a part of many burst combos but the F3's great too. In addition to the
- There's a delay on
- Tip: when facing another DH it's very important to dodge the final strike of . If you do that the cages won't spawn and you avoid most of the damage.
, the final strike doesn't go off immediately after you finish channeling the skill. This leaves you enough time to pull targets in with to make sure they get hit and can't dodge nor leave before the skill finishes and the rings trap them inside. The final strike of this skill also does heavy damage.
Burst combo examples
Hunter's Ward + traps from range
- Place
- the target.
- on your position.
- Immediately pull in the target with . The goal is to drag them into melee where they'll be hit and caged by the last strike of Hunter's Ward, while preventing them from dodging it. The cage will then force them to tank Procession of Blades and any other AoE skills you decide to throw into the mix.
- Weapon swap, follow up with and .
Test of Faith push/pull
- Cast on your target, we'll need its chain skill later. If the spear misses you might want to skip this combo for now, especially if the target was outside melee range.
- Drop preferably at your target's feet so that they spring it immediately, as ideally CC should be used to make them cross the already active trap, not activate the trap. Consider jumping in with if they are far away before dropping ToF.
- Use either or to push them out of the ring.
- Pull them back in with (chain skill of ).
- If possible, swap weapons and use the remaining knockback skill too that you didn't use at step 3.
- Note: if you couldn't start this combo in melee range that's still fine, but you'll only be able to proc ToF once. In that case simply drop ToF, pull them in, push them out and end the chain with if you can.
Ranged burst
- immediately (should land before the cages spawn) and keep it attached for extra damage, don't pull the target.
- - your target should be trapped inside a cage from Hunter's Ward by now.
Sword/Shield
- This is the defensive set of the build, but still has some hard hitting skills.
- The main source of burst damage here comes from . Note that the projectiles can be very unreliable in anything but melee range.
- has many uses: vertical mobility via teleportation, symbol for cleaving, or a combo field which can be used for AoE cleansing by executing a blast finisher in it.
- Use when you or an ally is about to be focused by the enemy, or if you're already pressured. It also applies boons in a cone, try to aim it at as many allies as possible.
- As mentioned above, is mainly a combo tool, but you can also use it for general CC (even neutralizing enemy points) or to defend against some ranged attacks. It forms a dome around you for a couple of seconds, blocking projectiles. You can choose to detonate the dome with its chain skill, which will cause a bit of AoE healing.
Fighting a Dragonhunter
This section containts tips that could prove useful vs another DH on any build
- Teleports count as crossing for . Even if you out you're going to take damage. One way to avoid that is to dodge while blinking.
- Usually they burst you right after attaching a so be extra careful and play it safe for a few seconds.
Stability or a well timed invulnerability could also work. Blocking line of sight by hiding behind a pillar is a good idea too, but depending on the terrain might not always work.
can be avoided, but its chain skill could even pull you out of a dodge once the Spear's attached. If you're worried about the pull the easiest way to outplay Hunter's Verdict is to outrange it - beyond 1.2k range the pull can't happen. Get into a safe distance quickly and wait for the tether to expire.
- If is attached to you and the DH uses expect to be pulled soon - pulling a target while the animation of HW is playing denies them the chance to dodge the final hit. Use the methods described earlier to avoid that.
calls down arrows from the sky then spawns a cage around targets struck by the final set of arrows. The only dangerous part here is the very last hit: if you can avoid that the cages don't spawn, and you avoid the bulk of the damage. Don't dodge at the start of the animation, more like 1-2 seconds into it.
- If a DH is sitting on a capture point, just assume that it's full of traps. The first thing you should do is trigger the traps safely. Sending in Ranger pets or Mesmer clones from a safe distance could ruin their plans. Briefly getting into the edge of the node and dodging out of it right away could also proc the traps while avoiding their effects, but you need good timing for that.
- deals heavy damage but can be easily spotted: the DH has to stand still for 3/4s. Dodge when you see them stop moving.
Top Streamers
- Twitch: Azzardome
- Twitch: Boyce
- Twitch: NotoriousNaru
Related Builds
- Dragonhunter - Radiant Trapper - the WvW Roaming version of the build.
Ratings
![5 stars](/wiki/images/d/dd/5-star.png)
I still see almost 1 DH in every game in plat, very much a viable pick even after all the reworks it had. Struggles into bunker comps but eats squishies alive. Know which games are DH games and which aren't and you'll do great on it. It's just not a jack of all trades build and might not be the best for people who want to main 1 build as occasionally I'd suggest rerolling instead of struggling based on comp.
![4 stars](/wiki/images/b/b1/4-star.png)
Solid pick but Vindi is just better and far more consistent when played properly. DH is held back by low mobility making it unable to chase kills or run away from lost fights, weak down cleave for a dps, and its over-reliance on spear.
![5 stars](/wiki/images/d/dd/5-star.png)
Continues to be quite popular in ranked and even in ATs to some extent. Great burst both in melee and range with plenty of CC.
![5 stars](/wiki/images/d/dd/5-star.png)
Currently played with hammer - this is a top 5 meta build after patch.
![5 stars](/wiki/images/d/dd/5-star.png)
To be clear, I think it's very unfair that it's not in tier plat. All the time I see dh with a badge showing off his plat. There's no point in belittling it, look at all the positive comments here.
![5 stars](/wiki/images/d/dd/5-star.png)
Fortunately, it has been one of the best options to guarantee teamfights victory, with plenty of boons for you and allies, ccs, area and penetrating damage, being able to hit 5 players in the same single hit aimed at a target. It has full capacity to define victory against meta building fights. A great enemy of revenants, mesmers, thiefs, eng... Just requiring the player to train and improve their ability to hide, run and consequently survive and use the best moments to guarantee assassinations. Unfortunately, I don't agree with the amulet shown here, especially this relic, I think firework works much better in specific combos that require using skills like longbow 5, anyway.
![4 stars](/wiki/images/b/b1/4-star.png)
It's not something that's broken or anything like that. But a big change was notable with the extinction of the trapper rune and the arrival of new relics. With training and a lot of skill, this specialization can have a great chance of winning against scrapper, chrono, and even more vindicator. Fortunately, spear is something that can match Dragonhunter with meta builds in a variety of situations. Other cases are thiefs in general who will suffer a lot when they are hit with a spear. It is worth mentioning that today the best statistics option is the marauder amulet with a rune that offers ferocity.
![5 stars](/wiki/images/d/dd/5-star.png)
Language: Portuguese.
Está especialização está um absurdo depois da atualização de relíquias praticamente a relíquia do caçador e dragões e a relíquia de fogo de artifícios permitem que um jogador especializado nesta profissão possa jogar com amuleto marauder e ainda assim causar um spike damage absurdo de 17.000 ou até mais , eu estou migrando para está especialização porque tenho certeza que se o metabattle der a devida atenção logo ela subira de classificação 3.9 para no mínimo 4.8 . Ela tem recurso absurdos para grupo bastam 2 Dragonhunters numa TF para que seja 80% de certeza a vitória, não há muito oq se discutir.
![5 stars](/wiki/images/d/dd/5-star.png)
the truth is that dragonhunter should be in a plat tier, this season I have a rating of 1571 playing 100% with this specialization. They don't know how to take advantage of relic changes. Before DH was a glass canon that was invisible. Today he can easily play marauder with rune dragonhunter and fire work while still maintaining a burst of 17k-20k if the player is experienced. and even achieves an almost permanent speed increase of +25% + 33%. Besides, skill of f2 when it hits critical reaches 3k in area, brother. Just align some lines in this construction.
My build :
Dragonhunter>> DOWN - MID - DOWN ; Radiance>> DOWN - DOWN - DOWN ; Virtues>> UP - MID - DOWN.
Amulet: marauder ; Rune: Dragonhunter : Relic: Firework
Longbow sigils - Revocation + Cleansing
Sword Shiels Sigils - Revocation + Cleansing.
use advance skill in the free slot.
Take care ma friends.
att.
![2 stars](/wiki/images/f/fd/2-star.png)
Feels really bad right now, trap burst is too combo reliant and 1 aspect being avoided blows it apart. Very easy to pressure with sticky classes like Thief or WB. Extremely reliant on team for openings but if team isn't good prepare to be flamed in team chat for throwing. WB suffers from this issue too but the difference is it can hold its own whereas DH would only ever defeat an ignorant player 1v1 due to how squishy it needs to make itself to do similar damage to WB.
![5 stars](/wiki/images/d/dd/5-star.png)
A very underrated build for ranked. Big damage in teamfight / Hight survivability with the stealth and superspeed / really strong in 1v1 even vs meta class. If you are cautious and kitting well its ez carry
![4 stars](/wiki/images/b/b1/4-star.png)
better than core GS by miles at the moment. Great survivability thanks to the trapper(op) rune
![4 stars](/wiki/images/b/b1/4-star.png)
This a fantastic build with some really good dps. It can also duel pretty well. I'd say it is best at teamfights and picking people off with tethering yourself to your target for the big game hunter trait then using true shot that spikes the enemy for like 5-10k. I am getting like 400k dps games. Sad thing is it can get overwhelmed really easily but has tons of movement abilities to get out of combat or just kiting to keep yourself alive. I can see this being good in in gold and plat but it gets overwelmed by condis quite a bit so you can try to take other condi cleanses but you would have to sacrifice either your tele or a trap which is a good chunk of deeps. It's spike is insane because it isn't obvious like compared to lich form on necro. You hit one massive spike of damage comparable to lich form or scepter 3 on ele fire. The only real problem is that to set it up you need to hit your spear of justice for big game hunter trait and that can be difficult and you can cancel it really easily, but it isn't so much to make me think it is too hard to get it. I can get the combo off 8 out of 10 times. Sword and focus as the other weapon choice is actually fantastic you have a really nice tele to target with Sword 2 and a great block with focus 5. these can be used aggressively or defensively. Sword 3 is good damage but can be easily counter with a reflect and makes you stand still leaving you open to attack. I would give this build and Good rating close to gre
Comments
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