Dragonhunter - Staff DH
Welcome to the Builds Archive. See the ones that gathered dust, were orphaned by their original writers, or became obsolete by balance patches. We keep the orphan builds together and salute the veteran builds that held a position in the good, great, or meta categories. Click here to view current builds.
Focused on: Strike damage and Dps
Designed for: WvW Zerg
Difficulty:
TBD
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
Variants
- Weapons
- Swapping Staff to Longbow is a DPS loss but gives access to
- Swapping Staff to Greatsword is a large DPS gain if you can consistently melee
- Skills
- Stability - access to self and group
Template Code
[&DQEqOhA+GykDAQAAihIAAP4SAABIAQAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Variants
- Swapping Virtues to Radiance is a substantial DPS increase but comes at the cost of your only stunbreak and should only be used if you are very confident in your party support
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
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
Infusion
x18
x18
Variants
- Stats
- Use Berserker stats if you find you need more offensive stats
- And use Dragon stats to maintain 100% crit
- Sigils
Head
Marauder Shoulders
Marauder Chest
Marauder Hands
Marauder Legs
Marauder Feet
Marauder Backpiece
Marauder Accessory
Dragon Accessory
Marauder Amulet
Dragon Ring
Marauder Ring
Marauder Staff
Dragon Sigil
Sigil
Scepter
Dragon Torch
Dragon Sigil
Sigil
Rune
x6 Infusion
x18 |
Consumables
-
- personal food option
Usage
Priorities
- High
- Traps - in melee
- Ranged Spike
- Moderate
- Sustained damage
- - zeal/radiance only
- Low
- Single target
- CC
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 separated from your group and can't safely move back
- Use
- This builds has high active defenses
- Beware of unblockable CCs (
- Standing briefly still while channeling can sometimes be better than moving straight back to your group
) when using
- To block ground AoE face the player that cast it
- 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
- Beware of unblockable CCs (
|
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 - for Zeal/Radiance
|
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
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium