Dragonhunter - Power DH
This build was last updated on February 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 Vulnerability, spike damage and utility.
Skill Bar
Staff
Scepter/Torch
Utility
Skill Variants
- - better sustain during spikes at the loss of a strong defensive tool
- Stability - access to self and group Stability
Template Code
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Specializations
Variants
- Virtues is competitive over Dragonhunter when playing at maximum range where your traps are not getting high value.
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
Staff
Marauder
Marauder
Sigil
Sigil
Scepter
Marauder
Marauder
Torch
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Equipment Variants
- Use Berserker stats if you find you need more offensive stats.
- And Valkyrie stats to manipulate crit chance.
- stacking sigil option
- offensive sigil options
- best defensive option against power damage.
- best defensive rune against condition pressure.
- strong hybrid defensive offensive option.
Usage
General
- Output constant sustained damage using Symbols, other weapon skills like . You want to use these skills as they come off cooldown and constantly be swapping between weapons to maximize damage output. will be used during melee and (from ) for single target busrt.
- Use
- Try not to predict the enemy group- the best use of these traps is during your own group spikes and just dropping them when you need them.
and whenever the enemy group is pushing towards you or you believe they will hit the enemy to their fullest extent in melee range.
- 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.
- will only block attacks from the front, meaning you need to face your enemies for this skill to be effective.
- 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.
- Because resets your virtues, you should use them first as your defensive cooldowns, and if you have not used them you can activate all virtues during the channel time of RF.
Is an extremely powerful form of Invulnerability you can use to escape from enemy spike damage or Winds/Wells.
Core Guard Variant
- Stability expires can lengthen Stability uptime for your entire group to prevent crowd control in the first place. is not only an excellent stunbreak, but if used after your Firebrand Support's
- Use whenever you are spiking damage- whether this is symbols or swords of justice (preferably both) to gain offensive boons and bonus damage from .
- is your only condition cleanse, and should be used sparingly.
- is an incredibly powerful group stunbreak when traited with and another way to extend stability uptime for your entire group if needed.
Videos
- Core Guardian: Template:YouTube
- Dragonhunter: Template:YouTube
Ratings
Comments
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