Dragonhunter - Power DPS
Overview
Dragonhunter is a heavy burst damage power DPS that excels in short fights (such as fractals) and raid encounters with short damage windows. It has strong CC and good mobility, and provides Vulnerability. In addition, it brings very high defensive support for a DPS class, with a party wide block in , a strong burst heal in , and the ability to bring Guardian utilities such as and .
Dragonhunter is reliant on either Aegis or Resolution for maximum damage. The Radiance build provides ~45% uptime of Resolution itself, but ideally will be supported by other Guardians, or Renegades with .
Skill Bar
Weapon Variants
- Longbow adds ranged damage and higher long-term DPS than Spear, while also being the best option for players that don't own Janthir Wilds. It has lower burst than Spear though, which is where Dragonhunter typically excels.
Skill Variants
Healing
- provides a huge amount of healing if you're able to keep attacking during its duration, allowing you to survive almost anything that doesn't one-shot you.
- can be used to help nullify niche mechanics, such as Slothasor's shake attack or Deimos' Mind Crush.
Utility
- Resolution as well as a stun break and Stability. provides more
- Resolution and Stability. can be used for more
- Aegis big hits for your group like the knockback from Gorseval, the timed bombs from Matthias or the shockwave from Deimos. can be used to
- provides additional CC if needed.
- or if projectile defense is needed.
Elite
- Use Quickness. It can also be nice at bosses where the group is split, such as Sabetha when doing cannons or Matthias in general. to help slacking supports keep up
- can be used for great passive healing for your team.
Template Code
Specializations
- As you throw the spear as soon as it comes off cooldown, Aegis uptime. If the stunbreak won't be useful, you could provide a small amount of healing to allies with . adds only a tiny amount of extra damage, so offers some nice utility as well as more reliable
- The extra Aegis uptime from is very helpful when running Virtues. Otherwise, offers more utility.
- If running Radiance is very close to , and may be attractive to newer players as the playstyle is slightly simpler. It should also pull ahead on bosses that spend a lot of the phase stunned (such as in fractals).
Specialization Variant
Virtues can be swapped out for Radiance. This is mostly useful for new players who wish to run
, but it can also pull ahead if you're unable to stay above 90% health for .- You will need to adjust gear as you have much higher crit chance (see below).
Equipment
Assassin
Assassin
Berserker
Berserker
Berserker
Berserker
Assassin
Assassin
Assassin
Assassin
Assassin
Assassin
Berserker
Berserker
x6
x18
Equipment Variants
- The recommended setup takes 2317 precision to reach 99.71% crit chance.
- You can get the exact same damage using Assassin stats pieces. , but it requires more
- If you want to benefit from , replace the .
Radiance Variant
Berserker
Berserker
Dragon
Berserker
Dragon
Berserker
Dragon
Berserker
Berserker
Dragon
Dragon
Dragon
Berserker
Berserker
x6
x18
- Dragon stats gear is a very minor increase in damage over Berserker stats, so running full Berserker stats is totally fine. The optimal balance of Dragon/Berserker will also depend on your buffs so a gear optimiser will be needed to know exactly what you'll need.
- Swap for slaying sigils or where applicable in fractals.
Consumables
Food
Utility
-
- is slightly stronger if running the virtues variant.
Usage
Simplified Rotation
Newer players may wish to run the
grandmaster along with the Radiance build. This trades the temporary 20% modifier from for a permanent 10% modifier. The rotation is very similar, but you no longer use and can cast the skills named in the Spear of Justice Burst section off cooldown instead.
Spear Rotation
Spear's unique mechanic is the Illuminated effect. When under the Illuminated effect, skills 2-4 have enhanced effects:
- Resolution to allies you pass through, as well as dealing more damage and applying Weakness to enemies. gains increased healing and applies
- Blindness to enemies, and grants Might and Fury to allies. deals more damage, applies
- hits two additional times and heals allies that it removes conditions from.
In addition, each of these skills itself applies the Illuminated effect for five seconds. Finally, while
gains no extra benefit from Illuminated, it causes all skills to be Illuminated for as long as the symbol is active, regardless of where it is in relation to you.Given that all your main skills on spear apply Illuminated, practically speaking there are only two things you need to consider:
- The first skill (non-auto) you use when swapping to spear will not gain the Illuminated effect. Outside of the opener, this is resolved by using .
- You want to use at least one of your 2-4 skills every five seconds when is not active. The easiest way to maintain it is via as it an ammunition skill with low cooldown.
The most important skill to Illuminate is
.
The following rotation assumes the Radiance traitline with is used (if using just ignore references to ). It gives a basic structure for each section, but your utility skills will change place each loop:
- and should be used off cooldown as high priority as they provide damage buffs.
- should be not be allowed to reach max stacks. As an ammo skill, you can be flexible with when you use it, but try to line it up with the buffs from or .
- and are best used to extend the buff from . Try to use them at the end of the autoattacking section on each weapon if is not used. Use as a preference as it deals good damage. Either can be saved for utility if desired though.
Opener
Greatsword Section
- - this can be delayed if you can hit it under the effect of or
- Autoattack until Whirling Wrath is off cooldown - try to finish your auto chains
- Weapon Swap
Spear Section
The first time you swap back to spear,
won't be available, so use other skills instead - make sure to Illuminate though- - we want to use this twice each loop, but its long cooldown means you always want to use it as your second skill to avoid delaying your weapon swap
- - this is a targeted movement skill. If you hover your cursor over your UI, you will charge in place and minimise the animation time
- Autoattack and use off cooldown to maintain Illuminated
- Weapon Swap
- Return to start of Greatsword section
Longbow Rotation
While the rotation may seem complicated, the general structure of each weapon section is the same each time and you generally just use
off cooldown. The buff from lasts long enough that you'll be able to fit in all your high-damage skills without issue so it's more important not to delay your rotation.
Opener
Start on Longbow.
- - any other skill will interrupt this, so leaving it until last is safest.
- Weapon swap
- ⇒ ⇒ x2
- Weapon swap
- Proceed to the Longbow Section
Longbow Section
You should always open this section with the first two skills, but later skills can be delayed slightly if
is about to come off cooldown.- Autoattack and use and as they come off cooldown (remember you can delay these if is about to come off cooldown).
- Weapon swap
Greatsword Section
Similar to longbow, it's important to cast the first three skills immediately, but those afterwards can be delayed somewhat.
- - this has an aftercast that can be cancelled by weapon stowing or moving shortly after casting.
- - this has an aftercast that can be cancelled by weapon stowing shortly after casting. This skill can be delayed if is available.
- Auto-Attack until Whirling Wrath is off cooldown. Always finish your attack chains.
- - if you're slow enough that weapon swap is off cooldown already, you can skip this step.
- Weapon swap
Spear of Justice Burst
- , and should only be used in combination with the buff from .
- Fit them in whenever available after the opening skills on each weapon.
- Try to use twice in each of the first two bursts, then once for subsequent bursts.
General Tips
- In the Virtues build,
- In the radiance build, the cooldowns don't line up as neatly, so just use both and whenever they come off cooldown.
and should be cast together. The cooldown of is shorter, so delay using it until just before is ready - the activation delay should ensure that all hits land under the effect of the buff.
- Try not to interrupt your greatsword autoattack chain.
- Use and (especially if the boss has adds) inside the boss's hitbox.
- Use when you both of the buffs from and .
- (in Radiance) will recharge your . This allows you to have a higher uptime when there are adds around. Always try to keep up as much as possible if it's being recharged with this interaction.
Breakbar
- is your strongest hard CC, but it should only be used in emergencies since it's a considerable DPS loss.
- The pulls from and can be used for CC if needed. However, you will lose the uptime on .
- Slow to all your traps, dealing 100 more breakbar damage with each second. adds
- Slow on your target. pulls and applies
- deals 150 breakbar damage and knocks back enemies.
Encounter-Specific Tips
Spirit Vale
- can be used inside of Vale Guardian's hitbox while seekers are nearby for bonus damage.
- can block all the blue AoEs.
- is a good gap closer as well as a strong heal, use it wisely.
- Consider playing the virtues variant here because it is possible to maintain 100% aegis uptime when dodging his knockbacks and pulling in the adds quickly.
- You can use to share aegis for his knockback attack.
- 24px Retaliation from Gorseval. To negate that you can use , which allows you to output DPS in the CC phase without losing health. can hit you quite hard due to
- Use your to jump on the launchpads fast if you want to go up to a cannon.
- Try to use Aegis for cannon shots or kicks from adds that people might not be able to dodge.
- Time your burst for when Knuckles is stunned.
- If you use your burst for it you can one-shot Karde's turrets in the last phase. However, this is not advised unless turrets are overrunning the platform. Simply dropping your on turrets should make a significant impact without ruining your positioning.
Salvation Pass
- can be used inside of Slothasor's hitbox while slublings are nearby for bonus damage.
- can block everything at Slothasor which is especially useful when he does his shake attack, as many have trouble dodging it. It can also block the fear that Slothasor applies after the CC phase which is valuable, especially for the last CC phase at 10%.
- If needed, you can pull slublings with your . Keep in mind that it pierces, so multiple slublings can be pulled with it if used optimally.
- potentially stronger and cheaper than as killing slublings occurs frequently.
- Run for this fight to mitigate all the annoying CC.
- Since you are somewhat tanky and have a lot of useful CC in the form of , , , and traps, it is a good choice for you to deal with the mortars, as you are able to solo the snipers on the bridge that respawn between mortar #2 and #3 really quickly and reliably.
- You can take the role of the main reflect in this fight; however, you have to keep in mind that the cooldown of
- A way to always have up in time without having to rely on Alacrity is replacing Radiance with Virtues and using . You will lose quite a bit of DPS in doing so though.
- On a sidenote, all of Matthias' attacks in abomination phase have longer cooldowns. Accordingly, you don't have to worry about not having up in time.
is 30 seconds-the same as Matthias' invulnerability bubble. Thus, you need decent Alacrity uptime and must cleanse chill as fast as possible if it is applied to you.
- In the phase from 40% until the end blocks become very valuable. A well-timed Aegis can block the undodgeable timed bombs. The same principle applies to the damage from the ghosts, which is blockable but not dodgeable.
- can be brought for 10 player stability, which can help greatly during abomination and rain phases.
Stronghold of the Faithful
- Since almost all the mobs have some kind of annoying CC it is definitely recommended to bring .
- If you need help with capturing the towers, a Shield is useful for knocking mobs out of the capture circle or away from each other.
- Use your immobilizes and cripples to slow down the wargs engaging from the front.
- You can assist in pushing the orb into the rifts by pulling them with . Be careful with it though, as the impact of the spear hitting the orb will push it away from you a tiny bit before you can pull it in.
- You can use everything you have including for CC without any drawback since after each CC phase,there will be some DPS downtime.
- You can share aegis with to help your team when the room is filled with small AoEs before the last burn phase.
- You can deal with Xera's adds extremely effectively by pulling them in and/or bursting them down with the Greatsword.
- Try to perform your rotation in a rhythm that allows you to be on Greatsword when Xera is spawning adds and on Scepter when she is the only target.
- Your pretty decent ranged damage with Scepter allows you to assist with clearing shards and standing on the buttons surrounding the big shards that you have to destroy both before the fight and when you get teleported to the other platform.
Bastion of the Penitent
- can be used for mobility.
- Bring for stability.
- Consider playing the virtues variant here as keeping up aegis on this fight is very easy.
- You can use to block the explosions from adds.
- Consider playing the virtues variant here as you can easily keep up aegis by dodging Samarog's attacks and jumping the shockwaves.
- You can bring for more CC. You can also consider .
- Consider bringing for stability.
- You can share aegis to block Deimos's pizza attack or Mind Crush.
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