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

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
TBD
This build was last updated on October 09, 2022 and is up to date for the March 19, 2024 patch.

Overview

A build designed for massive AoE DPS, with great access to spike damage, ground AoE and ranged pressure. See also: Build:Dragonhunter_-_Staff_DH for an alternative build with Staff instead of Longbow.


Skill Bar

Longbow
Scepter/Torch
Utility


Variants

Weapons
  • Longbow to Staff very common alternative. DPS increase but loses
  • Longbow to Greatsword large DPS gain if you can consistently melee
Skills


Template Code

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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=]
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Equipment

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


Variants

Sigils
Radiance variant equipment
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 if you're separated from your group and can't safely move back
      • Beware of ground CCs () that will interrupt your movement
  • This builds has high active defenses
    • Beware of unblockable CCs () when using
      • Standing briefly still while channeling can sometimes be better than moving straight back to your group
    • will only block attacks from the front
      • To block ground AoE face the player that cast it
      • Save to break stuns with
    • Do not use until and are on cooldown, unless you will die without it
Active defense priority
  • - for Immobilize Immobilize
  • - for Stunbreaking
  • Dodge
  • - general use


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
  • can be used offensively to position yourself for traps
    • Don't put yourself in a position where you could die trying to get better traps off


Ranged Spike

  • Open with Scepter/Torch and use


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
  • Since Longbow skills other than are all projectiles, camp Scepter/Torch until projectile block is down unless you're aiming to land a for CC
    • Fire at your feet when the enemy is pushing to avoid projectile block
  • 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
  • Try to hit your own group with as well if you can, but prioritize hitting enemies
Skill priority
  • /
  • - when no projectile block present ( flip skill)
  • - in melee


Shield of Courage - for Zeal/Radiance

  • Use when pushing to block damage for your group
    • will only block attacks from the front, face your enemies, but don't let yourself get out of position


Single Target

  • Pull targets with ( flip skill) as the enemy group disengages from yours, never while both groups are crossing through each other
  • can be left on a target without using to apply Revealed Revealed
  • Use to follow up on or to catch targets as enemies disengage
  • If you have a chance to use or on an isolated target without projectile block, take it


CC

  • Use 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
  • Use when your group is crossing the enemy


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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