Dragonhunter - Power DH
This build was last updated on February 28, 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.
Skill Bar
Staff
Scepter/Torch
Utility
Skill Variants
- Stability - access to self and group
Template Code
[&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- Replacing Zeal with Virtues trades a small amount of DPS for a stunbreak ( ) that avoids sacrificing a valuable utility slot
Template Code
[&DQEqOhA+LjUDAQAANgEAAEgBAAD/AAAAiRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Dragon
Dragon
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Staff
Dragon
Dragon
Sigil
Sigil
Scepter
Dragon
Dragon
Torch
Dragon
Dragon
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
- Use Berserker stats if you find you need more offensive stats
- And use Dragon stats to maintain 100% crit
- stacking sigil option
Consumables
-
- personal food option
Usage
General
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- Use
- Beware of ground CCs ( ) that will interrupt your movement
if you're seperated from your group and can't safely move back
- Use
- This builds has high active defenses
- Standing briefly still while channeling can sometimes be better than moving straight back to your group
is your primary defensive skill. Beware of unblockable CCs ( ) that will interrupt your block
- To block ground AoE face the player that cast it
- If using the Virtues variant save to break stuns with
will only block attacks from the front
- Do not use until and are on cooldown, unless you will die without it
Overall Priorities
High
- Traps - in melee
- Ranged Spike
Moderate
- Sustained damage
- - zeal/radiance only
Low
- Single target
- CC
Specific Priorities
Damage skill priority
- /
- - when no projectile block present ( flip skill)
- - in melee
Detailed Explanations
Traps
- Use and 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
- Don't put yourself in a position where you could die trying to get better traps off
can be used offensively to position yourself for traps
Ranged Spike
- Open with staff, using ⇒
- If the groups continue into 900 range, swap to Scepter/Torch and use ⇒ , otherwise wait in Staff for the next engage
Sustained damage
- When using ground AoEs like Symbol skills or , 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
- It is worth delaying the swap for 1-2 seconds to fit another Symbol skill
- 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
- Combine your Symbol skills with other damage to generate higher spikes
- ⇒ Weapon Swap ⇒ ⇒
- ⇒
- Try to hit your own group with as well if you can, but prioritize hitting enemies
Shield of Courage
- Use
- will only block attacks from the front, face your enemies, but don't let yourself get out of position
when pushing to block damage for your group
Single Target
- Pull targets with ( flip skill) as the enemy group disengages from yours, never while both groups are crossing through each other
- Revealed can be left on a target without using to apply
- Use to follow up on or to catch targets as enemies disengage
- If you have a chance to use on an isolated target without projectile block, take it
CC
- Don't use unless your DPS skills are on cooldown, other builds are better at providing CC
- Use your CC when:
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
- Your group calls a spike:
Ratings
Comments
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