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Difference between revisions of "Dragonhunter - Power DH"

(reworked usage)
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==Usage==
+
==Usage==
 
===General===
 
===General===
* Output constant sustained damage using Symbols, {{Skill|Sword of Justice}} other weapon skills like {{Skill|Holy Strike}}. You want to use these skills as they come off cooldown and constantly be swapping between weapons to maximize damage output.
+
====Surviving====
* Use {{Skill|Cleansing Flame}} during melee and {{Skill|Zealot's Fire}} (from {{Skill|Zealot's Flame}}) for single target burst
+
* This build has moderate passive defense
* Use {{Skill|Procession of Blades}} and {{Skill|Test of Faith}} whenever the enemy group is pushing towards you or you believe they will hit the enemy to their fullest extent in melee range.
+
* This build has moderate mobility skill access
** Try not to predict the enemy group far in advance - the best use of these traps is during your own group spikes and just dropping them when you need them
+
** Use {{Skill|Wings of Resolve}} if you're seperated from your group and can't safely move back
* {{Skill|Spear of Justice}} will pull target(s) towards you at a long range. Use this on enemy Necromancers and other high value targets to secure kills, or to interrupt enemy Winds if you see them coming
+
*** Beware of ground CCs ({{Skill|Line of Warding}}) that will interrupt your movement
* {{Skill|Wings of Resolve}} is an incredibly powerful mobility tool and can be used offensively and defensively - make sure you use this first before other defensive cooldowns to avoid damage
+
* This builds has high active defenses
* {{Skill|Shield of Courage}} will only block attacks from the front, meaning you need to face your enemies for this skill to be effective
+
** {{Skill|Shelter}} is your primary defensive skill. Beware of unblockable CCs ({{Skill|Line of Warding}}) that will interrupt your block
* {{Skill|Renewed Focus}} Is an extremely powerful form of Invulnerability you can use to escape from enemy spike damage or Winds/Wells.
+
*** Standing briefly still while channeling {{Skill|Shelter}} can sometimes be better than moving straight back to your group
** Because {{Skill|Renewed Focus}} resets your virtues, you should use them as your primary defensive cooldowns before using RF
+
** {{Skill|Shield of Courage}} will only block attacks from the front, the direction of a ground AoE is the player that cast it
 +
*** If using the '''Virtues''' variant, 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
 +
 
 +
===Overall Priorities===
 +
====High====
 +
* Traps - in melee
 +
* Ranged Spike
 +
 
 +
====Moderate====
 +
* Sustained damage
 +
* Shield of Courage - zeal/radiance only
 +
 
 +
====Low====
 +
* Single target
 +
* CC
 +
 
 +
 
 +
===Specific Priorities===
 +
====Damage skill priority====
 +
* {{Skill|Test of Faith}}/{{Skill|Procession of Blades}}
 +
* {{Skill|Holy Strike}}
 +
* {{Skill|Symbol of Swiftness}}
 +
* {{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}}
 +
 
 +
 
 +
===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 staff, using {{Skill|Holy Strike}} {{to}} {{Skill|Symbol of Swiftness}}
 +
** If the groups continue into 900 range, swap to '''Scepter/Torch''' and use {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}}, otherwise wait in '''Staff''' for the next engage
 +
 
 +
 
 +
====Sustained damage====
 +
* Try to swap between weapons as often as possible, keeping all damage skills on cooldown
 +
** It is worth delaying the swap for 1-2 seconds to fit another '''Symbol''' skill
 +
** If you are frequently delaying your swap out of '''Staff''' it is likely you aren't swapping weapons fast enough
 +
* 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}} {{Tooltip|Weapon Swap}} {{to}} {{Skill|Symbol of Swiftness}} {{to}} {{Skill|Holy Strike}}
 +
** {{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
 +
 
 +
 
 +
====Shield of Courage====
 +
* 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
 +
 
 +
 
 +
====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
 +
 
 +
 
 +
====CC====
 +
* Don't use {{Skill|Line of Warding}} unless your DPS skills are on cooldown, other builds are better at providing CC
 +
* Use your CC 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

Revision as of 20:19, 24 February 2022

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Dps

Designed for: WvW Zerg

Difficulty:
TBD
This build was last updated on February 24, 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.


Skill Bar

Staff
Scepter/Torch
Utility


Skill Variants

  • "Stand Your Ground!" - access to self and group Stability Stability
  • Wall of Reflection - projectile hate

Template Code

[&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Variants

  • Replacing Zeal with Virtues trades a small amount of DPS for a stunbreak (Indomitable Courage) that avoids sacrificing a valuable utility slot


Template Code

[&DQEqOhA+LjUDAQAANgEAAEgBAAD/AAAAiRIAAAAAAAAAAAAAAAAAAAAAAAA=]
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Equipment

Head
Marauder
Shoulders
Marauder
Chest
Valkyrie
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Staff
Marauder
Sigil
Sigil
Scepter
Marauder
Torch
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

  • Use Berserker stats Berserker stats if you find you need more offensive stats
  • Sigil of Superior Sigil of Bloodlust stacking sigil option


Consumables

    • personal food option


Usage

General

Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Use Wings of Resolve if you're seperated from your group and can't safely move back
      • Beware of ground CCs (Line of Warding) that will interrupt your movement
  • This builds has high active defenses
    • Shelter is your primary defensive skill. Beware of unblockable CCs (Line of Warding) that will interrupt your block
      • Standing briefly still while channeling Shelter can sometimes be better than moving straight back to your group
    • Shield of Courage will only block attacks from the front, the direction of a ground AoE is the player that cast it
      • If using the Virtues variant, save Shield of Courage to break stuns with Indomitable Courage
    • Do not use Renewed Focus until Wings of Resolve and Shield of Courage are on cooldown, unless you will die without it

Overall Priorities

High

  • Traps - in melee
  • Ranged Spike

Moderate

  • Sustained damage
  • Shield of Courage - zeal/radiance only

Low

  • Single target
  • CC


Specific Priorities

Damage skill priority

  • Test of Faith/Procession of Blades
  • Holy Strike
  • Symbol of Swiftness
  • Symbol of Punishment
  • Zealot's Fire - when no projectile block present (Zealot's Flame flip skill)
  • Cleansing Flame - in melee
  • Sword of Justice


Detailed Explanations

Traps

  • Use Procession of Blades and 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
  • 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 staff, using Holy Strike Symbol of Swiftness
    • If the groups continue into 900 range, swap to Scepter/Torch and use Symbol of Punishment Sword of Justice, otherwise wait in Staff for the next engage


Sustained damage

  • Try to swap between weapons as often as possible, keeping all damage skills on cooldown
    • It is worth delaying the swap for 1-2 seconds to fit another Symbol skill
    • If you are frequently delaying your swap out of Staff it is likely you aren't swapping weapons fast enough
  • 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
    • Symbol of Punishment Weapon Swap Weapon Swap Symbol of Swiftness Holy Strike
    • Symbol of Punishment Sword of Justice
  • Try to hit your own group with Cleansing Flame as well if you can, but prioritize hitting enemies


Shield of Courage

  • Use Shield of Courage when pushing to block damage for your group
    • Shield of Courage will only block attacks from the front, face your enemies, but don't let yourself get out of position


Single Target

  • Pull targets with Hunter's Verdict (Spear of Justice flip skill) as the enemy group disengages from yours, never while both groups are crossing through each other
  • Spear of Justice can be left on a target without using Hunter's Verdict to apply Revealed Revealed
  • Use Chains of Light to follow up on Hunter's Verdict or to catch targets as enemies disengage


CC

  • Don't use Line of Warding unless your DPS skills are on cooldown, other builds are better at providing CC
  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+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


Ratings

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