Difference between revisions of "Dragonhunter - Power DH"
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(updated to longbow primary, left a link to the old staff build usage for usage section) |
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==Overview== | ==Overview== | ||
− | A build designed for massive AoE DPS, with great access to spike damage, ground AoE and ranged pressure. | + | A build designed for massive AoE DPS, with great access to spike damage, ground AoE and ranged pressure. See also: [[Build:Dragonhunter_-_Staff_DH]]. |
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| profession = Guardian | | profession = Guardian | ||
| specialization = Dragonhunter | | specialization = Dragonhunter | ||
− | | weapon1 = | + | | weapon1 = longbow |
| weapon2 = | | weapon2 = | ||
| weapon3 = scepter | | weapon3 = scepter | ||
Line 31: | Line 31: | ||
===Variants=== | ===Variants=== | ||
;Weapons | ;Weapons | ||
− | * | + | * '''Longbow''' to '''Staff''' Very common alternative. DPS increase but loses {{Skill|Hunter's Ward}}. See [[Build:Dragonhunter_-_Staff_DH]] for alternative usage. |
− | * | + | * '''Staff''' to '''Greatsword''' large DPS gain if you can consistently melee |
;Skills | ;Skills | ||
− | * {{Skill|"Stand Your Ground!"}} | + | * {{Skill|"Stand Your Ground!"}} access to self and group {{Tooltip|Stability}} |
Line 47: | Line 47: | ||
{{Specialization|Zeal|mid|mid|bot}} | {{Specialization|Zeal|mid|mid|bot}} | ||
{{Specialization|Virtues|top|top|bot}} | {{Specialization|Virtues|top|top|bot}} | ||
− | |||
{{Specialization|Dragonhunter|top|mid|mid|}} | {{Specialization|Dragonhunter|top|mid|mid|}} | ||
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| rune = Superior Rune of the Scholar | | rune = Superior Rune of the Scholar | ||
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Longbow |
| weapon2 = | | weapon2 = | ||
| sigil1 = Superior Sigil of Bloodlust | | sigil1 = Superior Sigil of Bloodlust | ||
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− | ==Usage== | + | ==Usage== |
===Priorities=== | ===Priorities=== | ||
;High | ;High | ||
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====Ranged Spike==== | ====Ranged Spike==== | ||
− | * Open with | + | * Open with '''Scepter/Torch''' and use {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}} |
− | |||
====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 | ||
− | * | + | * 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 | * 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}} {{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 196: | Line 192: | ||
| | | | ||
* {{Skill|Test of Faith}}/{{Skill|Procession of Blades}} | * {{Skill|Test of Faith}}/{{Skill|Procession of Blades}} | ||
− | |||
− | |||
* {{Skill|Symbol of Punishment}} | * {{Skill|Symbol of Punishment}} | ||
* {{Skill|Zealot's Fire}} - when no projectile block present ({{Skill|Zealot's Flame}} flip skill) | * {{Skill|Zealot's Fire}} - when no projectile block present ({{Skill|Zealot's Flame}} flip skill) | ||
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* {{Skill|Spear of Justice}} can be left on a target without using {{Skill|Hunter's Verdict}} to apply {{Tooltip|Revealed}} | * {{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 | * 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 | + | * 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==== | ====CC==== | ||
− | * | + | * Use {{Skill|Hunter's Ward}} when: |
− | |||
** Your group calls a spike: | ** Your group calls a spike: | ||
*** Winds - {{Skill|Winds of Disenchantment}} | *** Winds - {{Skill|Winds of Disenchantment}} | ||
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** On top of enemy downs (while alive players are on top of them) | ** On top of enemy downs (while alive players are on top of them) | ||
** Enemy groups moving defensively while your group is pushing | ** Enemy groups moving defensively while your group is pushing | ||
+ | * Use {{Skill|Deflecting Shot}} when your group is crossing the enemy |
Revision as of 17:09, 19 August 2022
This build was last updated on August 19, 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. See also: Build:Dragonhunter_-_Staff_DH.
Skill Bar
Longbow
Scepter/Torch
Utility
Variants
- Weapons
- Longbow to Staff Very common alternative. DPS increase but loses Build:Dragonhunter_-_Staff_DH for alternative usage. . See
- Staff to Greatsword large DPS gain if you can consistently melee
- Skills
- Stability access to self and group
Template Code
[&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- 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
[&DQEqOhA+LjUDAQAANgEAAEgBAAD/AAAAiRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Longbow
Marauder
Marauder
Sigil
Sigil
Scepter
Marauder
Marauder
Torch
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Variants
- Stats
- Use Berserker stats if you find you need more offensive stats
- And use Dragon stats to maintain 100% crit
- Sigils
Head
Marauder Shoulders
Marauder Chest
Marauder Hands
Marauder Legs
Marauder Feet
Marauder Backpiece
Marauder Accessory
Dragon Accessory
Marauder Amulet
Dragon Ring
Marauder Ring
Marauder Staff
Dragon Sigil
Sigil
Scepter
Dragon Torch
Dragon Sigil
Sigil
Rune
x6 Infusion
x18 |
Consumables
-
- personal food option
Usage
Priorities
- High
- Traps - in melee
- Ranged Spike
- Moderate
- Sustained damage
- - zeal/radiance only
- Low
- Single target
- CC
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- Use
- Beware of ground CCs ( ) that will interrupt your movement
if you're separated from your group and can't safely move back
- Use
- This builds has high active defenses
- Beware of unblockable CCs (
- Standing briefly still while channeling can sometimes be better than moving straight back to your group
) when using
- To block ground AoE face the player that cast it
- Save to break stuns with
will only block attacks from the front
- Do not use until and are on cooldown, unless you will die without it
- Beware of unblockable CCs (
|
Detailed Explanations
Traps
- Use and 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
can be used offensively to position yourself for traps
Ranged Spike
- Open with Scepter/Torch and use ⇒
Sustained damage
- When using ground AoEs like Symbol skills or , 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
- Fire at your feet when the enemy is pushing to avoid projectile block
are all projectiles, camp Scepter/Torch until projectile block is down unless you're aiming to land a for CC
- 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
- ⇒
- Try to hit your own group with as well if you can, but prioritize hitting enemies
|
Shield of Courage - for Zeal/Radiance
|
Single Target
- Pull targets with ( flip skill) as the enemy group disengages from yours, never while both groups are crossing through each other
- Revealed can be left on a target without using to apply
- Use to follow up on or to catch targets as enemies disengage
- If you have a chance to use or on an isolated target without projectile block, take it
CC
- Use
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
when:
- Your group calls a spike:
- Use when your group is crossing the enemy
Ratings
Comments
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