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Difference between revisions of "Dragonhunter - Power DH"

m
(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 = staff
+
| weapon1 = longbow
 
| weapon2 =  
 
| weapon2 =  
 
| weapon3 = scepter
 
| weapon3 = scepter
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===Variants===
 
===Variants===
 
;Weapons
 
;Weapons
* Swapping '''Staff''' to '''Longbow''' is a DPS loss but gives access to {{Skill|Hunter's Ward}}
+
* '''Longbow''' to '''Staff''' Very common alternative. DPS increase but loses {{Skill|Hunter's Ward}}. See [[Build:Dragonhunter_-_Staff_DH]] for alternative usage.
* Swapping '''Staff''' to '''Greatsword''' is a large DPS gain if you can consistently melee
+
* '''Staff''' to '''Greatsword''' large DPS gain if you can consistently melee
  
 
;Skills
 
;Skills
* {{Skill|"Stand Your Ground!"}} - access to self and group {{Tooltip|Stability}}
+
* {{Skill|"Stand Your Ground!"}} access to self and group {{Tooltip|Stability}}
  
  
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{{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 = Staff
+
| 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 staff, using {{Skill|Holy Strike}} {{to}} {{Skill|Symbol of Swiftness}}
+
* Open with '''Scepter/Torch''' and use {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}}
** 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====
 
====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
* Try to swap between weapons as often as possible, keeping all damage skills on cooldown
+
* 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
** It is worth delaying the swap for 1-2 seconds to fit another '''Symbol''' skill
+
** Fire {{Skill|Symbol of Energy}} at your feet when the enemy is pushing to avoid projectile block
** 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
 
* 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}} {{Tooltip|Weapon Swap}} {{to}} {{Skill|Symbol of Swiftness}} {{to}} {{Skill|Holy Strike}}
 
 
** {{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
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|
 
|
 
* {{Skill|Test of Faith}}/{{Skill|Procession of Blades}}
 
* {{Skill|Test of Faith}}/{{Skill|Procession of Blades}}
* {{Skill|Holy Strike}}
 
* {{Skill|Symbol of Swiftness}}
 
 
* {{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====
* Don't use {{Skill|Line of Warding}} unless your DPS skills are on cooldown, other builds are better at providing CC
+
* Use {{Skill|Hunter's Ward}} when:
* Use your CC 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

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

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
TBD
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 Hunter's Ward. See Build:Dragonhunter_-_Staff_DH for alternative usage.
  • Staff to Greatsword large DPS gain if you can consistently melee
Skills
  • "Stand Your Ground!" access to self and group Stability Stability


Template Code

[&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
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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=]
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Equipment

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


Variants

Stats
Sigils
  • Sigil of Superior Sigil of Force


Radiance variant 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
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
  • 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 Wings of Resolve if you're separated 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
    • Beware of unblockable CCs (Line of Warding) when using Shelter
      • 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
      • To block ground AoE face the player that cast it
      • 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
Active defense priority
  • Wings of Resolve - for Immobilize Immobilize
  • Shield of Courage - for Stunbreaking
  • Dodge
  • Shelter
  • Shield of Courage
  • Wings of Resolve - general use
  • Renewed Focus


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 Scepter/Torch and use Symbol of Punishment Sword of Justice


Sustained damage

  • When using ground AoEs like Symbol skills or 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 Hunter's Ward are all projectiles, camp Scepter/Torch until projectile block is down unless you're aiming to land a Hunter's Ward for CC
    • Fire 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
    • Symbol of Punishment Sword of Justice
  • Try to hit your own group with Cleansing Flame as well if you can, but prioritize hitting enemies
Skill priority
  • Test of Faith/Procession of Blades
  • Symbol of Punishment
  • Zealot's Fire - when no projectile block present (Zealot's Flame flip skill)
  • Cleansing Flame - in melee
  • Sword of Justice


Shield of Courage - for Zeal/Radiance

  • 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
  • If you have a chance to use Zealot's Fire or True Shot on an isolated target without projectile block, take it


CC

  • Use Hunter's Ward 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
  • Use Deflecting Shot when your group is crossing the enemy


Ratings

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Comments

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