Power Dragonhunter

is a naturally bursty power class. This build heavily relies on to reach 100% and to get the modifier. DPS wise it’s one of the top DPS classes right now for phased fights due to its burst but for prolonged fights its DPS falls short to other builds and classes.

The rotation is quite smooth and revolves around you squeezing as many skills as possible under which results in a really satisfying feel with a lot of big numbers. On top of that you have a three second block with which can negate some mechanics.

This build does not require nor to reach 100% due to and . This only applies when taking . If you are playing with the , refer to the guide to see what gear you need to swap!


Build Updated
May 29, 2021
Skill Floor
2 / 5
Skill Ceiling
5 / 5
Boon Reliance
5 / 5
Added
May 2021 Balance
Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
x 4 x 3

Use off .

Use to trigger , ideally when is also active. But becareful not to overwrite !

Due to running your virtues now have reduced . This means that and won't share the same and as a result they won't be used in succession for the most part.

The Virtues rotation revolves around having the most uptime on so don't delay casting it except if you've just to sword. Unless you can ensure proccing and getting back , you will need to delay by a sword auto chain. This is so that the following and hit during :

Only use the following skills if most or all of their hits will be when and are active:

wont always line up with , if that's the case just use it whenever is active.

After the opening when you back to sword, will be on cooldown. There you need to fill in with a few skills till it comes back off :

Finish your sword auto chain but don't delay back to greatsword for that.

Queuing a skill during the cast of will cause you to be stuck in a long aftercast. Avoid that by waiting until completely finishes casting.

Use as a filler by replacing either a greatsword or sword auto depending on which weapon set you are on.

Item Stat Sigil / Rune
Helm
Berserker's
Shoulders
Berserker's
Coat
Berserker's
Gloves
Berserker's
Leggings
Berserker's
Boots
Berserker's
Primary Weapon Set
Main Hand
Berserker's
Offhand
Berserker's
Secondary Weapon Set
Main Hand
Berserker's
Item Stat
Backpiece
Berserker's
Accessory
Berserker's
Accessory
Berserker's
Amulet
Berserker's
Ring
Berserker's
Ring
Berserker's
Food & Utility
Food
Utility
Infusions
Infusion x18
Rotation Log
Build Template
x 3 x 5

Use off .

is an meaning that as long as you don't have all three charges ready, activating it earlier doesn't cause a charge to come back faster off . For that reason it's not necessary to pair it with and if doing so leads to delaying your rotation and/or .

Replace greatsword auto attacks with and if you have excess charges and make sure they hit while is active.

and won't sync with the rest of the rotation. Meaning you will have to interrupt the loop whenever they come off then carry on with the rotation after. Do not delay and except if you've just to sword. In that case you will need to delay them to ensure and hit during :

Other examples of adusting the rotations are as follows:

x 2

and

x 3

You can delay and if and are about to come off .

Successfully canceling and aftercasts could allow you to fit in an extra in a sword loop.

Introduction to Dragonhunter

Symbols are unique to the class. They pulse AoE damage to enemies and grant boons to allies.

Each Symbol grants a unique boon. These are the most common Symbols that you will come across and their associated boons: is from your Scepter and grants . is from your Sword and grants . is from your Greatsword and grants . is from your Staff and grants .

You have a few traits that make your Symbols extremely important: causes your Symbols to inflict . This trait further causes you to deal 5% more damage to foes inflicted with . causes your Symbols to deal 30% more damage. grants you a stacking buff whenever your Symbol hits a foe. This buff grants you 2% more damage per stack, with a maximum of five stacks.

Spirit Weapons are utility skills that are unique to the class.

All Spirit Weapons use an ammo system.

With the build, you will only come into contact with .

is used in your rotation to boost your burst and to reduce the amount of auto attacks that you use. It also inflicts . This will boost your DPS through and .

Your virtues are changed when you have the selected. They are replaced with three distinctly different skills that all have uses. Let's take a look at them: , your F1 skill, tethers you to your target and applies and . The trait increases your damage by 15% to targets that are tethered with . This is why you always aim to plan your burst around and . If a life or death situation occurs you can use to provide 150 damage. , your F2 skill, is a leap skill. It is a self heal that will also heal up to five allies that are caught in your AoE when you land. This virtue is a self cleanse and will remove two conditions from you. , your F3 skill, that provides to your subgroup. It acts like a wall and will block any attacks that come from in front of you. Attacks that come from the side, or from behind, will still hit you. You can use to protect your subgroup.

You gain access to six unique traps when you have the selected. Traps are placed directly under your position. Let's take a look at what traps you have access to: is a heal skill. It will initially heal you when placed and then will heal again when trigger by enemies. It will also and damage up to five enemies. This trap will also provide you with . is a that will deal damage and enemies that trigger it. It will also release fragments that apply to your allies, up to five of them. This trap will also provide you with . deals damage, and applies to enemies that trigger it. This trap will also provide you with . creates a ring of swords that deal damage and apply to enemies that pass through the ring. The damage can be triggered multiple times if the threshold is passed continuously. This trap will also provide you with . creates a spinning wheel of death that triggers when enemies come into contact with it. This trap will also provide you with . pulls up to five enemies and applies . This trap deals 150 damage. This trap will also provide you with .

You will only really come into contact with and when playing .

Certain mobs in Spirit Vale and Salvation pass will trigger the trait . This trait will reset the of , allowing you to use it more frequently. For example, on killing a will trigger this trait. from the , and . from the Sappers. from the . Trio from basically everything. from the sacrificed squad member.

If boss phases are fast, then using the refreshed outside of your normal rotation loop isn't advised as your burst afterwards won't be under the effects of . Obviously, if you can predict a second reset then by all means use it off . This is the case at the Bandit Trio, for example.

is frequently overlooked. When you trigger a block your will have its reduced by three seconds.

This happens even if you're currently tethered to your target. So the use for this is to get your off earlier for short phases like . This will allow you to get your under the effects of as well.

You can cancel the aftercast of three skills: by auto attacking afterwards. by weapon stowing or moving. by stowing.

and you: is one of the reasons why is one of the best DPS options for certain bosses and knowing how to use it properly is really important. It’s an impact damage skill followed by a damage over time portion that scales with and is affected by , but not by . This makes it quite unique as the damage over time portion counts as a condition that scales with so can tick on the for full damage, for example. That’s all interesting and whatnot but the impact damage portion of this skill is what we really care about. Casting while inside a hitbox will hit only once but if there are enemies around your target in a 600 then it’ll add one extra hit per target up to a maximum of five. There will be mentions at each boss on how to abuse this so make sure to read them.

Always use inside the boss's hitbox to maximize the number of hits.

has multiple charges and therefore there will be times when you can use it outside of the buff from . If you are doing this, make sure to always have a Symbol down.

Remember that on Focus you have which gives you access to three blocks. This might be a life saver. If you don't trigger all blocks, it will explode and deal a decent amount of DPS.

If you’re blasting before a boss then use . Starting a fight is useful for better positioning before engaging as well as starting the boss slightly later for a better kill time.

Breakbars

= 150 damage.

= 300 damage.

= 150 damage.

= 150 damage.

Spirit Vale

Use to block . This will block the damage and the teleport.

You can use inside 's hitbox to get the maximum hits, assuming that are near. You should also go inside his hitbox whenever you use .

If is about to phase, you should save your burst. Don't waste any traps as he will go and you will want your burst to kill the as quickly as possible.

If you're tanking in the middle then it's recommended to always start on Greatsword as will match the spawn timings.

Use before has triggered. This will get you back up the full health within a second or so and make sure that you get the benefits from .

Be careful when comes back as he is so make sure you don't waste your .

You will probably be pulling out of the middle during the last phase, so don't waste your traps by placing them there.

If a green explodes just after phases, then you can use to help heal up your group at the . can be used as a gap closer, even if no green has spawned, to get you to the as quickly as possible.

Your will after killing the and then again after killing the .

You should be using your traps during the split phase as you want to burst down the as quickly as you can. Save your for the to help with CC.

You can use inside 's hitbox to get the maximum hits, assuming that there are adds nearby. You should also go inside his hitbox whenever you use .

During the split phase you can use Whirl Finishers in Light Fields to cleanse . The pulse AoE around them and will slow down your split phase if you can't clear it. You can use to cleanse the if you still have it when returns.

Use to get quickly from one to the next.

After the split phase, aim to open up on Greatsword. This will ensure that you provide that your can extend for .

You can use during the , so you can continue your burst rotation throughout. Just make sure that you stop your burst if runs out due to slow CC.

Always save to help CC.

To help with CC, take instead of . This way you can proactively use on the . Use it towards the end of the so your other DPS classes gain from the effects of . Check the "Gear Variations" section at the top of this page to see what gear you need to take when running .

Moving inside hitbox to use or may cause you to get the mechanic. The closest squad member to will receive it. To avoid this, you can wait until someone gets this mechanic before moving inside the hitbox.

Use often to give your allies to prevent unlucky into the Flame Wall or cannon shots.

Use to reach the Launch Pads faster.

Before going up, make sure you’re on your Sword set as you’ll want to come back on your Greatsword set to make use of to reach faster.

To destroy the cannon use:

Salvation Pass

You can place on before he turns hostile to give him . This way he will approach your team a lot faster.

Killing a will reset your so make sure you keep an eye on its . A higher uptime of will lead to better personal DPS.

If your are not in efficiently, you can use to help them in. If they are well, you can use inside the hitbox of for a DPS increase.

You can use to block and keep up your DPS rotation. Be careful as it only lasts three seconds, activate it right before the first is about to hit you. This is really good at the start of the fight to get your whole burst rotation without being interrupted.

You can use to cleanse two conditions from yourself if you get hit by .

You can use and to help you deal with and to get back to quickly.

Don't waste your burst while has his up or is about to go into his .

Use to help with CC.

To help with CC, take instead of . This way you can proactively use on the . Use it towards the end of the so your other DPS classes gain from the effects of . Check the "Gear Variations" section at the top of this page to see what gear you need to take when running .

We recommend playing at this encounter.

Stronghold of the Faithful

If you're tanking on the edge, you should always start on Sword. This means that by the time has arrived, you will have boons and be ready for your Greatsword Burst. This also means that you will be on your Greatsword set for when moves.

The inactive statues count as targets for . Make sure to use this to your advantage.

If you're tanking in the middle, you have to delay your burst until the mobs reach , otherwise they'll merge. By slightly delaying, it will ensure that you have boons and buffs ready for your Greatsword burst.

Regardless of the tanking strategy, you should start on Sword for every burn phase.

You can use to provide to your subgroup for if your are slacking.

Your should come off just as the second add walks towards . You can use this to cleave it down quickly.

All of your cooldowns will be ready for each burst phase, which means there is no need to hold back during the normal phases. This includes helping CC before each burn phase.

For the burn phases, starting Sword is simply better due to better burst and syncs with the spawning mobs, if there are any still alive.

During the orb collection phase you can use to help heal yourself up or use it on a squad member if you see them getting low.

After the orb collection phase you can use to walk inside 's hitbox to use . will allow you to ignore the strong ticking damage that pulses inside his hitbox.

On the first platform, you can help with orb by using . Coordinate with your other group members so they know which one you will be .

Remember that traps do not trigger on shards.

For the first phase you should start on Greatsword and delay your rotation accordingly based on the CC speed. Pay attention to the mob spawns and use when they're close. The mob spawn timer should match your rotation so not much adjustment is needed.

Save your and for when the mobs spawn in the second phase to maintain your buff and to protect your squad. Obviously, if mobs aren't an issue then don't save and use it to maintain high uptime.

You use to CC the adds when they are in or to help CC .

Bastion of the Penitent

Don't waste your . Use it when triggers to make sure you get back to full health quickly.

Use to get back to if you get ported by .

If you are struggling with , you could drop for .

Take care when using as it could reflect 's .

This boss is pretty much a DPS golem so use it to practise your rotation.

Don't waste your . Use it if you need to tank a tile or if are approaching.

Try to be on your Greatsword set and use your burst just as the arrive. This will quickly burst them down.

Use to give your subgroup a bit of when the come in.

is only a marginal DPS increase. If you find that your is low, just take instead.

Your rotation should sync up nicely with each . Try to open up after each on Sword. Depending on your squad's DPS, this might change as you may get further through your rotation between each . Either way, always open up after each with a burst rotation. Be it on Greatsword or Sword.

You can jump during the cast of without interrupting it. Use this if a is coming.

Don't waste your burst while has his up or is about to go into his .

Use to help with CC.

To help with CC, take instead of . This way you can proactively use on the . Use it towards the end of the so your other DPS classes gain from the effects of . Check the "Gear Variations" section at the top of this page to see what gear you need to take when running .

Right before spawns there will be few Prides and Greeds left. You can cast during that time frame for multiple hits but make sure isn’t . The timing is really tricky so don't worry if it doesn't work out at start. After that can do two auto attacks then start your burst rotation on Greatsword.

Alternatively if your Hand Kiter is kiting close to then you can open up on Sword. This is the best possible burst you can get then because 's Hands count as targets for your and can fit it under .

You can block with , or . You can use this to your advantage by continuing DPS on and ignoring the central bubble of protection.

If you block with you will take some ticking damage for a few seconds afterwards. Use to ensure that you maintain the bonus from .

You can use to share to your subgroup to prevent the from .

Use to quickly jump away from to collect Tears. You can use to get back in.

The Greeds, Prides, hands and count towards , so make sure to stand inside when using this skill.

During the split phases you shouldn't hold back on your rotation. Most of your skills have a very short and will be ready by the time you return to .

Always make sure that you return to on your Sword set so you can begin your burst immediately.

Hall of Chains

We recommend playing at this encounter.

Use if you are forced to move in front of . This might save your life or a subgroup member's life if you are caught in an auto attack.

Use to cleanse the from yourself as the hits. You can use to help position yourself if you are getting sucked into 's hitbox.

Swap out for if is slow after each .

Use and to quickly move away from a tethered squad member if you get .

If you are stuck on Green duty you can use and to quickly get to and from your ports.

Mythwright Gambit

You can open the encounter with to prevent the from . If you are playing with multiple , try to coordinate with each other and decide who will use when.

Your , and perform very weirdly at Conjured Amalgamate. Try to take a few steps back, away from Conjured Amalgamate, before using these skills. This will help you target them better.

You should delay until the Swords or Shields have spawned. This will ensure that you gain all five hits from this skill. If you have lazy , you can use to pull in the enemies yourself.

You can use your full burst on the Hand, when it comes down. All of your skills will be back off when Conjured Amalgamate becomes vulnerable.

If you see some sneaky Shields hiding at the back, just outside your stack, you can use to break them.

We recommend playing at this encounter.

Always save to help CC any of the creatures. It's barely a DPS gain so it's put the better use via its utility.

Be very careful when using and . There will be the temptation to go into the hitbox of the creatures. If you do this, the creature will turn around as you are the closest to it.

You can actually go into the hitbox of without it really affecting anyone. If you do this, remember to use to keep your health up. There is a burning AoE underneath that ticks fairly hard.

Use to quickly get to the Pyres and back to . Remember to help heal your subgroup with as you go.

As , you could do the Lamp. If you do this, make sure to drop and take . This will give you a short burst of for the more difficult mob packs.

The Key of Ahdashim

After the first Pillar is destroyed you can instantly use to get to and start your rotation. This continues to apply after each Pillar mechanic and after each split phase. If you don't have , you can use .

When you see the big Eye above , you should use . This is because is about to gain and you can easily destroy yourself without .

During the split phases, you can block projectiles from the Hands with your . If your squad has trouble with reflects, you can switch out for for additional 10-man .

isn't fantastic at this boss as you cannot enter the hitbox.

Use to help heal yourself up after each . This is because you will take unavoidable damage from .

Save your for the .

Use to get back to quickly if you got stuck on Greatsword during the bubble mechanic.

isn't fantastic at this boss as you cannot enter the hitbox.

Use to help CC the Pylons at the start of each phase.

Use to block at the start of each phase.

Utility Skills & Variations

is extremely strong due to its short cast time and the large amount of healing you get out of it. It is also a good source of due to , assuming you have this trait.

is a high DPS utility skill that should always be used in conjunction with and a Symbol: , or . This trap will also provide you with when it is triggered.

can hold three charges and should always be used in combination with or . This utility can also stack up very quickly. Drop this utility before any other if you need to take something different.

provides 300 damage but should only be used if you are running .

provides 150 damage and is a minor DPS increase. If there are in the encounter you should save and use it for CC purposes rather than DPS.

is a good choice in well coordinated groups as you can use weapon stow to cancel the animation but still keep the block, however this removes any kind of heal from the skill. won't grant you any .

can be taken in situations where you lack condition cleanse.

can be taken if you are struggling with projectiles or if you need some form of reflection.

can be taken instead of to provide a higher uptime of and for . Only do this if you have low uptimes on or you need to provide to your entire squad.

is useful on event encounters like Trio and Escort. Use this to provide your subgroup with longer lasting and will also help with uptime.

can help you ensure better uptimes during encounters that have split phases. Having better uptimes for your subgroup far outweighs the benefits from .

Traits & Variations

will provide you with when you use a heal skill. This is why you can use to top up your if you see that it is getting low.

causes you to do 10% more damage when under the effects of . This is one of the first reasons why maintaining is so important.

causes you to gain 10% when attacking an enemy with and gain + 150 . This is one of the many reasons as to why you never require with this build.

causes you to gain 25% when under the effects of . It will also grant you once every second.

causes you to deal 7% additional damage to enemies with .

will cause your Symbols to apply two stacks of per pulse. This trait will help you maintain on a boss. This trait also causes you to deal 5% more damage to enemies that suffer from .

causes your Greatsword skills to have a reduced by 20%. You also gain + 120 on any weapon set and an additional + 120 when on your Greatsword.

causes your Symbols to do 30% more damage.

causes your skills to do 10% more damage to enemies that are standing in your Symbols. This modifier has a maximum of five stacks, 2% damage per stack, and should always be at five stacks.

gives you 20% reduced on your and . Your burst rotation revolves around this lowered .

is often overlooked. However, it won't really change your rotation as you are tied to the of your . This trait reduces the of your by three seconds for each block.

is a flat damage modifier of 10% when attacking a foe. You can assume that this trait will be in effect 100% of the time during raids as uptime is typically very high.

is a flat damage modifier of 7%. You will rarely (never) be over 600 range as which means that you will probably not see the 13% modifier.

is a veeeeeeeeeeeeeeeeeeeeeeeeeeeeeery important trait. This trait, along with , is what your burst is built around. You always want to have your on your target before you begin your burst rotation.

There might be occasions when have enough uptime to make worth it. This is due to , which increases your damage by 20% while you have .

You will need to take instead of if you are playing with Sword. This means that you will have to find a source of to ensure that you benefit from and .

On CC heavy fights, like , and , you should take instead of . These traits can be found in the trait line. This will cause you to lose some and therefore you will need to change your gear.

If you are taking it means that you should be using to help CC. This will also buff your allies with the passive effect from for 10 seconds. Try to use towards the end of the to make sure your group benefits the most from the buff.

You should also take if you have .

Gear Variations

If you have : Full Berserker Armor, Trinkets and Weapons. . and . and . Full .

If you don't have : Full Berserker Armor and Weapons. Full Berserker Trinkets except for an Assassin's Ring & Accessory. . and . and . Full .

If you don't have : Full Berserker Armor except for and . Full Berserker Trinkets except for Assassin's Ring. Full Berserker Weapons. . and . and . Full .