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 = | + | | rating = good |
| xpac = hot, eod | | xpac = hot, eod | ||
| meta = | | meta = |
Revision as of 21:06, 19 March 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Dps
Designed for: WvW Zerg
Difficulty:
Normal
This build was last updated on March 19, 2024 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: Dragonhunter - Staff DH for an alternative build with Staff instead of Longbow.
Skill Bar
Longbow
Scepter/Torch
Utility
Variants
- Weapons
- Longbow to Staff very common alternative. DPS increase but loses
- See Build:Dragonhunter_-_Staff_DH for alternative usage.
- Longbow 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
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
Relic
Variants
- Relic
- Sigils
Radiance variant equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Dragon
Dragon
Accessory
Marauder
Marauder
Amulet
Dragon
Dragon
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Dragon
Dragon
Sigil
Sigil
Scepter
Dragon
Dragon
Torch
Dragon
Dragon
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
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 (
Active defense priority
- Immobilize - for
- - for Stunbreaking
- Dodge
- - general use
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
Skill priority
- /
- - when no projectile block present ( flip skill)
- - in melee
Shield of Courage - for Zeal/Radiance
Show
- Use
- will only block attacks from the front, face your enemies, but don't let yourself get out of position
when pushing to block damage for your group
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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