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Dragonhunter - Stealth Trapper Roamer

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Focused on: Strike damageMobility and Control

Designed for: WvW Roaming

Difficulty:
Easy


Overview

A high damage glass-cannon Power Dragonhunter build for WvW roaming which sacrifices much of the sustain of Meditrapper to squeeze out even more damage. The build is all about relying on the Stealth Stealth and Superspeed Superspeed of Rune of Superior Rune of the Trapper to stay alive between bursts.

Archival note: trapper rune's 6h bonus was removed


Skill Bar

Longbow
Sword/Shield
Utility


Template Code

[&DQEQPy41Gzm8EgMBihI2AQQBBAH+Ei0BNwE3AQAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Longbow
Berserker
Sigil
Sigil
Sword
Berserker
Shield
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18


Consumables

Food

  • - considered to be the optimal food, strong mix of sustain and damage but requires a cooking skill of 500.
  • or - extra precision with an armor ignoring damage proc that also heals you.
  • - defensive option.
  • - offensive option.


Utility


Usage

General

  • Try to stay in range, keep your distance whenever possible.
  • Rune of Superior Rune of the Trapper is what makes this DH work. The build doesn't have a whole lot of sustain, instead it relies on Stealth Stealth and Superspeed Superspeed to avoid taking damage. As a result mistakes can be rather punishing.
  • Whenever you drop a trap you'll gain Stealth and Superspeed. The stealth won't last long if an enemy's in melee range because the traps deal damage, but it should be enough to reposition yourself and break targeting. Or you could drop the trap preemptively before they get to you or the ranged could focus you.
  • Test of Faith is an excellent defensive skill because it's an instant source of Protection Protection and Stealth Stealth + Superspeed Superspeed. Can also be used while CC'd.
  • Deflecting Shot is unblockable and may even be used to interrupt blocking skills.
  • Wings of Resolve removes 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 even in brief stealth windows.
  • Shield of Courage 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 Renewed Focus. 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 Test of Faith deals more damage than the initial trigger, and a significant portion of your burst damage comes from pulling/pushing foes through it.
  1. Drop the trap preferably at your target's feet so that they spring it immediately and not after you already blew a CC. Consider jumping in with Symbol of Blades if they are far away.
  2. Push them out of the ring with either Deflecting Shot or Shield of Absorption.
  3. Pull them back in with Hunter's Verdict (chain skill of Spear of Justice).
  4. If possible, swap weapons and use the remaining knockback skill too that you didn't use 2 steps before.
  • You deal extra damage to enemies affected by Spear of Justice, so consider using it before hard hitting skills like True Shot.
  • There's a delay on Hunter's Ward, the final strike doesn't go off immediately after you finish channeling the skill. You could even pull targets in with Hunter's Verdict to make sure they get it and can't dodge or move out right before rings appear. The final strike of this skill does heavy damage.
  • The Stealth Stealth from the runes isn't purely defensive - you could use it to cover up the animation of True Shot and other ranged attacks, increasing their chance to hit.


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 Zealot's Defense. Note that the projectiles can be very unreliable in anything but melee range.
  • Symbol of Blades 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 Shield of Judgment 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, Shield of Absorption is mainly a combo tool, but you can also use it for general CC 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.

Related Builds

  • Turbo Trapper - the Conquest PvP version of the build.
  • Meditrapper Roamer - a more "balanced" version of this roaming build with less focus on traps and Stealth with a more conventional playstyle.


Ratings

This build has a rating of 4 stars based on 1 votes.
Log in or register to rate this build.
4 stars
Hanz gave this build 4 stars • July 2021
Carried hard by the rune, extremely annoying to fight. The rune allows it to get away with barely any sustain, and it's not even that punishing because it still has some strong defensive CDs. One of the highest damage roamers around and very hard to pin down, but it's not great at chasing targets and some of the more tanky builds can stalemate it. Still, doesn't lose often and absolutely destroys squishy specs.

Comments

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