Dragonhunter - Meditrapper Roamer
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Control
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on September 27, 2023 and is up to date for the October 8, 2024 patch.
Overview
A Power Dragonhunter build for WvW roaming that mixes Meditations and Traps.
Skill Bar
Longbow
Sword/Shield
Utility
Skill Bar Variants
Utility
- over - if mass cleansing or more stun breakers are needed.
- over - if you want to have 2 cleanses on your bar.
Template Code
[&DQENJi41Gzu8EgMBeAEAAEcBAAD+EgAANwEAAAAAAAAAAAAAAAAAAAAAAAADWgBXACMAAA==]
Specializations
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
Sword
Marauder
Marauder
Shield
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Sigils
Sword/Shield
- If you don't want to bother with Bloodlust stacks or need more sustain, take .
Runes
- or - better burst damage.
Relics
- Resolution via . - while this relic could potentially give you higher uptime of 10% extra damage than Brawler, you need to be in melee to proc this rune which makes Brawler more ideal for ranged bursts. Dragonhunter relic works really well with the + pull/knockback combos while Brawler is perfect for + Longbow bursts as SoJ gives
Consumables
Food
- - considered to be the optimal food by man, strong mix of sustain and damage.
- - non-ascended defensive option.
- - non-ascended offensive option.
- - cheap extra precision with an armor ignoring damage proc that also heals you.
Utility
- or .
Usage
General
- The ring created by a triggered deals more damage than the initial trigger, and a significant portion of your burst damage comes from pulling/pushing foes through it.
- 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 if they were far away.
- Push them outside the ring with either or .
- Pull them back in with (secondary skill of ).
- If possible, swap weapons and use the other knockback skill too that you didn't 2 steps before.
- can also be used defensively as it's an instant cast skill that's also usable while stunned and grants Protection.
- is unblockable and can be used to interrupt blocking skills.
- removes a total of 5 conditions and gives a substantial heal to you and your teammates, use it often. It's also an excellent mobility tool in combat.
- breaks stun and blocks all attacks in front of you, use it to relive pressure from you and your team - for example, you can stand facing foes attempting to cleave downed teammates while you or your team is reviving them. If you are not getting focused hard you should try to keep it for situations where your team need to rez or stomp.
- Try to burn through all of your virtues before resorting to . RF is a great skill to use if you're being focused by the enemy team and you don't have any CDs left. Just keep in mind that this skill makes you lose capture point contribution for its duration.
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 . Note that the projectiles can be very unreliable in anything but melee range.
- 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 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, is mainly a combo tool, but you can also use it for general CC (even neutralizing enemy points) 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
Stealth Trapper DH - a more trap focused roaming build with lower sustain but higher burst damage.
Ratings
Still an alright roamer, has the same strengths and weaknesses it always had. Great at killing squishies like mesmers and thieves, terrible vs tanky specs. Basically if you can burst something down, you win. If you can't, you don't have the sustain to outlast them.
Good roaming spec. Performs well against either squishy classes, has a nice engagement envelope. Yoinking people off walls and safe ledges is a plus, trueshot deals surprisingly much damage. On the other hand bunkers cause stalemates and good bunker players will exhaust and kill you.
Still a great build for roaming (thanks to Fireworks runes) and Zergs. LB crits for 8-9k from 1.500 /1.200 range which is a great way to dismount those pesky enemies who try to run away. Overall, still a strong tier-2 build.
I've spent a lot of time with this build and used to love it. Meditrapper is a pretty solid jack-of-all-trades, which made it good for extended small fights. Unfortunately this build does not excel at any one thing in particular, and the addition of mounts negates a lot of Dragonhunter's unique toolkit. Spear of Justice, Shield of Absorption, Deflecting Shot, Hunter's Ward, and Test of Faith were very effective at slowing down or interrupting foes. Mounts however cannot be CC'd and DH does not have the quick damage burst to dismount opponents. Right now DH does not stack up well compared to other specs that run with far more survivability or a much greater damage burst.
Been running this build (and very similar variations) ever since HoTcame out. It's my favorite build to play.
This build is a decent roamer with strong (but gimmicky) burst, average sustained damage, above average sustain and average mobility. It's around middle of the totem pole currently.
Just wanted to leave a quick comment here about gearing: Both Firework Runes (if you prefer more offence) and Defender runes are superior to Durability runes for this build. The difference is not phenomenal but after extensively playing around with all three I can say I noticed a positive difference when playing either Defender or Firework runes.
Not at the top anymore, but still a solid build to run combining power damage with respectable defense. Recent power builds, especially those with stability, are better however.
The stat combination is wrong and nonsense, Soldier pieces on armor is a big no.
Play the standard Full marauder armor, marauder weapons and full berserker trinkets and backpiece.
You end up with 16k hp without buffs, feel free to change one or two trinkets to marauder as well for extra crit chance and hp.
-Durability Runes are the way to go, no question.
-Full might infusions.
-Omnoberry ghost is a good food to use for sustain and precision (Dh relies a lot on crits to win).
-Sigil of energy in both weapon set.
Blood sigil on longbow for extra sustain and doom sigil on sword to deal with high regen professions helps a lot.
Those two can be swapped for air/fire, intelligence, agility, anything that you feel good.
With this set up you are extremely deadly and can take pretty much any 1vs1, rangers and good spellbreakers with megabane are tough. Mirages too, but they have no real counter.
Use Judges Intervention less as possible, unless you are sure to get the kill on a running target or for an emergency stunbreak, this is your only instant way to get immediately away from a fight tagging a random enemy in the map, rabbits and chickens works too to teleport.
A very solid build for roaming in small groups or alone. Though I have some dificulties fighting engineers and condi mesmers with this build, I still enjoy it a lot. Best thing about this build is, you just need to adjust 2 or 3 traits and 2 skills and you become viable in zerg fights and not only in 1v1 or smaller group fights.
Comments
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