Dragonhunter - Power DH

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: Strike damage and Dps

Designed for: WvW Zerg

Difficulty:
TBD
This build was last updated on February 23, 2022 and is up to date for the April 16, 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

  • Litany of Wrath - better sustain during spikes at the loss of a strong defensive tool
  • "Stand Your Ground!" - access to self and group Stability Stability
  • Wall of Reflection - projectile hate

Template Code

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Specializations

Variants

  • Virtues trades a small amount of DPS for a stunbreak (Indomitable Courage) that avoids sacrificing a valuable utility slot

Template Code

[&DQEqOhA+LjUDAQAANgEAAEgBAAD/AAAAiRIAAAAAAAAAAAAAAAAAAAAAAAA=]
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Equipment

Head
Marauder
Shoulders
Marauder
Chest
Valkyrie
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Staff
Marauder
Sigil
Sigil
Scepter
Marauder
Torch
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18

Equipment Variants

  • Use Berserker stats Berserker stats if you find you need more offensive stats
  • Sigil of Superior Sigil of Bloodlust stacking sigil option

Usage

General

  • Output constant sustained damage using Symbols, Sword of Justice other weapon skills like Holy Strike. You want to use these skills as they come off cooldown and constantly be swapping between weapons to maximize damage output. Cleansing Flame will be used during melee and Zealot's Fire (from Zealot's Flame) for single target busrt.
  • Use Procession of Blades and Test of Faith whenever the enemy group is pushing towards you or you believe they will hit the enemy to their fullest extent in melee range.
    • Try not to predict the enemy group far in advance - the best use of these traps is during your own group spikes and just dropping them when you need them.
  • Wings of Resolve 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.
  • Shield of Courage will only block attacks from the front, meaning you need to face your enemies for this skill to be effective.
  • Spear of Justice 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.
  • Renewed Focus Is an extremely powerful form of Invulnerability you can use to escape from enemy spike damage or Winds/Wells.
    • Because Renewed Focus resets your virtues, you should use them as your primary defensive cooldowns before using RF


Ratings

This build has a rating of 4 stars based on 2 votes.
Log in or register to rate this build.
3 stars
Goon gave this build 3 stars • March 2023
Dhunter is a very lackluster build that only really still sees play due to force of habit. While traps can allow you to do insane melee damage they are very easy to bait and or avoid. A reliance on traps for melee damage/stopping power thus makes you extremely vulnerable to skilled groups. A berserker or vindicator will always be a better pick over dhunters as they can provide just as much stopping power (if played properly) with significantly less downtime.
5 stars
Tao1013 gave this build 5 stars • May 2022
Still a solid meta build. An insane amount of relentless a.o.e. damage to employee, and just so you don't get bored, you can always play that wonderful little game of spearing and pulling the enemy onto deadly traps, simply the most fun you can have with your clothes on. Plus now there is a little flexibility on weapon variants, and a glass cannon build variant, just to keep things interesting.

Comments

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