Dragonhunter - Meditrapper Roamer

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Platinum.png

The community gave this build a rating, making it top-tier: Great.

Focused on: Roaming.

Designed for:


Overview

A strong meditation/trap build that adds more damage to the pre-HoT meditation build.

Inspired from its PvP counterpart.

Skill Bar

Sword/ShieldHealingUtilityElite
Longbow

Skill Variants

Elite

  • Dragon's Maw Dragon's Maw
    ½Activation.png
    75Recharge.png
    Dragon's Maw
    Trap. Lay a trap that pulls enemies and creates a barrier which holds them in.
    Damage.pngDamage: 638
    Slow.pngSlow (4s): Skills and actions are slower.
    Might.png10Might (8s): +300 Power, +300 Condition Damage
    Duration.pngMaw Barrier Duration: 6s
    Radius.pngTrigger Radius: 180
    Radius.pngEffect Radius: 240
    Radius.pngMaw Barrier Radius: 90
    Range.pngRange: 180
    if you feel comfortable with no invulnerability or instant virtues recharge.

Specializations




Equipment

First Weapon Set
  • Main Hand
Sword
Stats: Marauder's
Superior Sigil of Air Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
  • Off Hand
Shield
Stats: Marauder's
Superior Sigil of Blood Superior Sigil of Blood
5Recharge.png
Superior Sigil of Blood.pngSuperior Sigil of Blood
50% Chance on Critical: Steal Health. (Cooldown: 5s)
Second Weapon Set
  • Main Hand
Longbow
Stats: Marauder's
Superior Sigil of Air Superior Sigil of Air
3Recharge.png
Superior Sigil of Air.pngSuperior Sigil of Air
50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
Superior Sigil of Energy Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Armor
  • Head
Stats: Marauder's
Superior Rune of the Pack Superior Rune of the Pack
Superior Rune of the Pack.pngSuperior Rune of the Pack
(1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
  • Shoulders
Stats: Soldier's
Superior Rune of the Pack Superior Rune of the Pack
Superior Rune of the Pack.pngSuperior Rune of the Pack
(1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
  • Chest
Stats: Marauder's
Superior Rune of the Pack Superior Rune of the Pack
Superior Rune of the Pack.pngSuperior Rune of the Pack
(1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
  • Hands
Stats: Soldier's
Superior Rune of the Pack Superior Rune of the Pack
Superior Rune of the Pack.pngSuperior Rune of the Pack
(1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
  • Legs
Stats: Marauder's
Superior Rune of the Pack Superior Rune of the Pack
Superior Rune of the Pack.pngSuperior Rune of the Pack
(1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
  • Feet
Stats: Soldier's
Superior Rune of the Pack Superior Rune of the Pack
Superior Rune of the Pack.pngSuperior Rune of the Pack
(1): +25 Power (2): +10% Swiftness Duration (3): +50 Power (4): 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20s) (5): +100 Power (6): +125 Precision; +20% Swiftness Duration
Accessories
  • Amulet
Stats: Marauder's
  • Ring 1
Stats: Marauder's
  • Ring 2
Stats: Marauder's
  • Earring 1
Stats: Marauder's
  • Earring 2
Stats: Marauder's
  • Back
Stats: Marauder's

Infusions

  • 18x
    Mighty WvW Infusion Mighty WvW Infusion
    Mighty WvW Infusion.pngMighty WvW Infusion
    +5 Power +1% Damage to Guards, Lords, and Supervisors

Variants

Stats

  • Add in more Soldier's or Crusader's gear for defense, Marauder's or Berserker's for damage.

Sigils

  • Superior Sigil of Generosity Superior Sigil of Generosity
    9Recharge.png
    Superior Sigil of Generosity.pngSuperior Sigil of Generosity
    60% chance to transfer a condition to your foe on a critical hit. (Cooldown: 9s)
  • Superior Sigil of Bloodlust Superior Sigil of Bloodlust
    Superior Sigil of Bloodlust.pngSuperior Sigil of Bloodlust
    Gain a charge of +10 power each time you kill a foe, five if you kill an enemy player.

Runes

  • Superior Rune of the Traveler Superior Rune of the Traveler
    Superior Rune of the Traveler.pngSuperior Rune of the Traveler
    (1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Condition Duration; +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed
    movement speed for solo roaming
  • Superior Rune of the Trapper Superior Rune of the Trapper
    Superior Rune of the Trapper.pngSuperior Rune of the Trapper
    (1): +25 Condition Damage (2): +10% Condition Duration (3): +50 Condition Damage (4): When you use a trap skill, gain 3 seconds of super speed. (5): +100 Condition Damage (6): Gain 3 seconds of stealth when using a trap skill.
    allows you to kite and disengage

Consumables

Food

  • Bowl of Seaweed Salad Bowl of Seaweed Salad
    Bowl of Seaweed Salad.pngBowl of Seaweed Salad
    Nourishment (30m):
    Food.png60% chance to gain swiftness when you kill a foe+10% damage while moving+10 Experience from kills
    Consumable
  • Can of Asparagus and Sage Salad Can of Asparagus and Sage Salad
    Can of Asparagus and Sage Salad.pngCan of Asparagus and Sage Salad
    Nourishment (30 m):
    Food.png50% to Gain swiftness when you kill a foe+8% damage while moving
    Consumable
    Cheaper version
  • Fried Golden Dumpling Fried Golden Dumpling
    Fried Golden Dumpling.pngFried Golden Dumpling
    Nourishment (30 m):
    Food.png+100 Concentration+25% Magic Find during Lunar New Year33% Chance for Might (5 seconds) on Crit
    Consumable
    Might stacking

Utility

  • Furious Maintenance Oil Furious Maintenance Oil
    Furious Maintenance Oil.pngFurious Maintenance Oil
    Nourishment (30 m):
    Potion.pngGain Concentration equal to 3% of your PrecisionGain Healing Power equal to 3% of your Precision+10% Experience from Kills
    Consumable
  • Potent Superior Sharpening Stone Potent Superior Sharpening Stone
    Potent Superior Sharpening Stone.pngPotent Superior Sharpening Stone
    Nourishment (1 h):
    Potion.pngGain power equal to 3% of your precisionGain power equal to 6% of your ferocity+10 Experience from kills
    Consumable
    Cheaper variant

Usage

  • The ring created by a triggered
    Test of Faith Test of Faith
    30Recharge.png
    Test of Faith
    Trap. Lay a trap that creates a ring of weapons which punish enemies that attempt to cross their threshold.
    Damage.pngDamage: 965
    Damage.pngPass-Through Damage: 1,465
    Protection.pngProtection (6s): -33% Incoming Damage
    Cripple.pngPass-Through Cripple (6s): -50% Movement Speed
    Duration.pngDuration: 6s
    Radius.pngTrigger Radius: 180
    Radius.pngEffect Radius: 240
    Unblockable.pngUnblockable
    deals more damage than the initial trigger so attempt to force foes through it by pulling enemies with Hunter's Verdict (secondary skill of
    Spear of Justice Spear of Justice
    ¼Activation.png
    20Recharge.png
    Spear of Justice
    Virtue. Burn foes every few attacks.
    Activate: Hurl a spear of light that passes through foes. Enemies struck become tethered and receive burning periodically.
    Damage.pngDamage: 224
    Spear of Light.pngJustice (6s): Periodically applies burning as long as you are within range of the caster.
    Burn.pngBurning (passive effect) (2s): 262 Damage
    Burn.pngBurning (active effect) (2s): 262 Damage
    Book.pngNumber of Attacks to Trigger: 5
    Radius.pngInterval: 1s
    Book.pngPierces
    Book.pngUnblockable
    Range.pngRange: 1,200
    ), knocking foes through it by procc'ing
    Heavy Light
    10Recharge.png
    Heavy Light.pngHeavy Light
    Deflective SHot knocks back enemies on each hit. Gain stability when knocking back, blowing out, or pulling an enemy.
    Book.pngRange Threshold: 300
    Stability.pngStability (6s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Knockback.pngKnockback: 300
    , or
    Shield of Absorption
    4Activation.png
    24Recharge.png
    Shield of Absorption
    Create a dome around you that pushes foes back and absorbs projectiles.
    Knockback.pngKnockback Distance: 320
    Targets.pngNumber of Targets: 5
    Duration.pngShield Duration: 4 seconds
    Combo.pngCombo Field: Light
  • Deflecting Shot Deflecting Shot
    ¼Activation.png
    10Recharge.png
    Deflecting Shot
    Fire a missile that blinds enemies and destroys projectiles. Destroying a projectile increases damage dealt.
    Damage.pngDamage: 317
    Damage.pngDamage Increase: 100%
    Blind.pngBlind (4s): Next outgoing attack misses.
    Radius.pngRadius: 120
    Combo.pngCombo Finisher: Physical Projectile
    Range.pngRange: 1,200
    is unblockable and can be used to interrupt blocking skills with
    Heavy Light
    10Recharge.png
    Heavy Light.pngHeavy Light
    Deflective SHot knocks back enemies on each hit. Gain stability when knocking back, blowing out, or pulling an enemy.
    Book.pngRange Threshold: 300
    Stability.pngStability (6s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
    Knockback.pngKnockback: 300
    .
  • Wings of Resolve Wings of Resolve is removes three conditions and gives a substantial heal to you and your teammates, use it often. Be careful since the heal is granted when you land being CCed in the air will stop you receiving the heal.
  • Shield of Courage Shield of Courage breaks stun and blocks all attacks in front of you, use it to relive pressure on you and your team, for example, you can stand facing foes attempting to cleave downed teammates while you or your team resses. If you are not getting focused hard you should try to keep it for situations where your team need to rez or stomp. Keep in mind that it also instantly recharges after you rezzed somebody so don't hesitate to use it when somebody of your team goes down.
  • Use
    Shield of Absorption Shield of Absorption
    4Activation.png
    24Recharge.png
    Shield of Absorption
    Create a dome around you that pushes foes back and absorbs projectiles.
    Knockback.pngKnockback: 320
    Book.pngNumber of Targets: 5
    Duration.pngShield Duration: 4 seconds
    Combo.pngCombo Field: Light
    while engaging or running away from a ranged projectile class such as a Ranger to mitigate damage.
  • Use
    Flashing Blade Flashing Blade
    10Recharge.png
    Flashing Blade
    Teleport to your target, striking them and blinding nearby foes.
    Damage.pngDamage: 49
    Blind.pngBlindness (3s): Next outgoing attack misses.
    Book.pngNumber of Targets: 3
    Range.pngRange: 600
    and
    Judge's Intervention Judge's Intervention
    45Recharge.png
    Judge's Intervention
    Meditation. Teleport to your target and burn nearby foes.
    Damage.pngDamage: 133
    Burn.png3Burning (3s): 1,179 Damage
    Book.pngNumber of Targets: 5
    Radius.pngRadius: 240
    Stun-Break.pngBreaks stun
    Range.pngRange: 1,200
    to create gaps by targeting another enemy, ambient creature or random mob that's away from your enemy.


Counters

  • High Sustain
  • Staff Thief
  • Rifle Warrior

Streamers

Build rating - 4 stars
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7 Ratings
4 stars
Staub gave this build 4 stars April 2019

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.

2 stars
Top Cat gave this build 2 stars March 2019

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.

4 stars
Arcaedus gave this build 4 stars February 2019

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.

4 More Ratings
4 stars
Tyroxin gave this build 4 stars January 2019

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.

4 stars
Hanz gave this build 4 stars September 2018

Still useful, just not that strong anymore. Usually you're better off playing a newer elite spec, although this still torments squishies.

5 stars
Grxrg gave this build 5 stars August 2018

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.

5 stars
Th3Destroyah gave this build 5 stars March 2017

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.