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General Gameplay Tips

Introduction to Dragonhunter
Symbols

Symbols are unique to the Guardian 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 Might.
  • is from your Sword and grants Fury.
  • is from your Greatsword and grants Retaliation.
  • is from your Staff and grants Swiftness.

You have a few traits that make your Symbols extremely important:

  • causes your Symbols to inflict Vulnerability. This trait further causes you to deal 5% more damage to foes inflicted with Vulnerability.
  • 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

Spirit Weapons are Ground-Targeted utility skills that are unique to the Guardian class.

All Spirit Weapons use an ammo Recharge system.

With the Power Dragonhunter 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 Vulnerability and Cripple. This will boost your DPS through and .

Upgraded Virtues

Your virtues are changed when you have the Dragonhunter Trait Line 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 Burning and Cripple. 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 Breakbar damage.
  • , your F2 skill, is a Ground-targeted 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 Aegis 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.

Traps

You gain access to six unique traps when you have the Dragonhunter Trait Line 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 Blind and damage up to five enemies. This trap will also provide you with Regeneration.
  • is a Stun Break that will deal damage and Cripple enemies that trigger it. It will also release fragments that apply Aegis to your allies, up to five of them. This trap will also provide you with Stability.
  • deals damage, Reveals and applies Vulnerability to enemies that trigger it. This trap will also provide you with Swiftness.
  • creates a ring of swords that deal damage and apply Cripple 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 Protection.
  • creates a spinning wheel of death that triggers when enemies come into contact with it. This trap will also provide you with Fury.
  • pulls up to five enemies and applies Slow. This trap deals 150 Breakbar damage. This trap will also provide you with Might.

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

Renewed Justice

Certain mobs in Spirit Vale and Salvation pass will trigger the trait . This trait will reset the Cooldown of , allowing you to use it more frequently. For example, on Slothasor killing a Slubling will trigger this trait.

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 Cooldown. This is the case at the Bandit Trio, for example.

Defender's Dogma

is frequently overlooked. When you trigger a block your will have its Cooldown 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 Cooldown earlier for short phases like Vale Guardian. This will allow you to get your under the effects of as well.

Sword vs Scepter

Sword is a lot stronger than Scepter. It has a higher burst and has better sustained damage but you cannot always play with Sword.

There are two main issues when playing with Sword:

  • How do you get Retaliation?
  • What happens if, for some reason, you need to range?

Let's look at a few rules to help you decide between the two weapons:

  • You normally don't have as you need to take . This means you need a source of Retaliation which will probably have to be from another Power Dragonhunter. If you have this second source of Retaliation, then feel free to play Sword.
  • If you have very fast phases, you can take instead of . This is because you won't benefit from the lower Cooldown on Sword skills. This enables you to use , before your opener, so you gain Retaliation.
  • If you ever need to range during an encounter, then you will want to run Scepter instead of Sword.

So which encounters might you need ranged DPS at?

Rotation Options

There are three rotation openings that you will need to choose between. These depend on:

The first opener begins on Greatsword and is the golem opener. This opener is your go-to standard, it gives you instant Retaliation which your Power Boon Chronomancer can extend. This is the highest burst when a phase takes longer than 12 seconds.

The second opener begins on Scepter and requires you to use for Retaliation. This rotation has the highest burst when a phase lasts less than 12 seconds. After that it falls short compared to Greatsword opener and is only advised for fights with really short phases like Slothasor and Keep Construct. The second opener looks like this:

  1. mid cast
  2. Weapon Swap
This opener also relies on you actually stowing otherwise your won’t be under the effects of . If there are adds around, use first so it hits under the effects of .

The third opener begins on Sword and requires you to have a Retaliation source. You won't have and don't have a source of Retaliation on your Sword skills. The easiest way to get Retaliation will be from .

General Dragonhunter Tips

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 Power Dragonhunter 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 Power and is affected by , but not by Vulnerability. This makes it quite unique as the damage over time portion counts as a condition that scales with Power so can tick on the Red Guardian 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 radius 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 Stealth before a boss then use . Starting a fight Stealthed is useful for better positioning before engaging as well as starting the boss slightly later for a better kill time.

Utility Skills & Variations
Utility Skills

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 Retaliation 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 Fury when it is triggered.

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

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

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

Utility Skill Variations

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 Retaliation.

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 Retaliation and for Stability. Only do this if you have low uptimes on Retaliation or you need to provide Stability to your entire squad.

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

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

Traits & Variations
Traits in the Radiance Trait Line

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

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

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

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

Traits in the Zeal Trait Line

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

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

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

causes your Symbols to do 30% more damage and charge your passive twice as fast.

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.

This trait is the reason for always timing your burst around having a Symbol down.

Traits in the Dragonhunter Trait Line

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

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

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

is a flat damage modifier of 7%. You will rarely (never) be over 600 range as Power Dragonhunter 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.

Trait Line Variations

There might be occasions when you have enough boons to make the Virtues trait line worth it. This trait line gains increasing damage per unique boon due to . Virtues also has , which increases your damage by 20% while you have Aegis.

You need to consider two things when you are thinking about running Virtues:

  • Do you have permanent 11 or 12 boons?
  • Do you have permanent Aegis?
Individual Trait Variations

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

On CC heavy fights, like Gorseval, Samarog and Slothasor, you should take instead of . These traits can be found in the Radiance trait line. This will cause you to lose some Critical Chance 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 Breakbar to make sure your group benefits the most from the buff.

You should also take if you have .

Gear Variations
Gear Variations for Perfect Inscriptions

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 and .
  • .
  • and .
  • and .
  • Full .

Gear Variations for Virtues

If you don't have :

  • Full Berserker Armor except for and .
  • Full Berserker Trinkets except for .
  • Full Berserker Weapons.
  • .
  • and .
  • and .
  • Full .

Breakbars


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000 480

Utility Skills
Weapon Sets
General Dragonhunter Tips

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

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

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

If you're tanking in the middle then it's recommended to always start on Greatsword as will match the Seeker 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 Vale Guardian comes back as he is Invulnerable so make sure you don't waste your .

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

Split Phase

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

Your will Recharge after killing the Blue Guardian and then again after killing the Green Guardian.

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

Gorseval the Multifarious 21,628,200 1,374 250 4,500 420

Utility Skills
Weapon Sets
General Dragonhunter Tips

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

Gorseval will put his hands into the ground and lift them up, this is the indication that the adds will spawn.

Split Phase

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

Use to get quickly from one Charged Soul to the next.

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

Breakbar Phase

You can use during the Breakbar Phase, 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 Breakbars. Use it towards the end of the Breakbar 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 .

Sabetha the Saboteur 34,015,256 1,374 48 480

Utility Skills
Weapon Sets
General Dragonhunter Tips

Moving inside Sabetha's hitbox to use or may cause you to get the mechanic. The closest squad member to Sabetha 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 Aegis to prevent unlucky Knockbacks into the Flame Wall or cannon shots.

Cannons

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 Sabetha faster.

To destroy the cannon use:


Salvation Pass

Slothasor 18,973,828 1,374 360 4,000 420

Utility Skills
Weapon Sets
General Dragonhunter Tips

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

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

If your Power Boon Chronomancers are not Pulling in Slublings efficiently, you can use to help Pull them in. If they are Pulling well, you can use inside the hitbox of Slothasor 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 Knockdown 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 Slothasor quickly.

Breakbar Phase

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

Use to help with CC.

To help with CC, take instead of . This way you can proactively use on the Breakbars. Use it towards the end of the Breakbar 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 .

Bandit Trio

Utility Skills
Weapon Sets
General Dragonhunter Tips

You can take Sword instead of Scepter as you are mainly cleaving groups of adds.

Swap out for and take too. The Retaliation those skills grant ensures you get the 25% Critical Chance from . The extra Stability will also minimize the effects of Fear.

resets when an add dies, so you can use it off Cooldown to help group up adds.

You can also help with add control by Pulling them together with .

Matthias Gabrel 25,953,840 1,374 140 2,500 540

We recommend playing Condition Firebrand at this encounter. Check out our Condition Firebrand Guide to see what we recommend.

Stronghold of the Faithful

Escort

Utility Skills
Weapon Sets
General Dragonhunter Tips

Swap out for and take too. The Retaliation those skills grant ensures you get the 25% Critical Chance from . The extra Stability will also minimize the effects of Fear.

You can also help with add control by Pulling them together with .

Keep Construct 55,053,600 687 200 3,500 600

Utility Skills
Weapon Sets
General Dragonhunter Tips

If you're tanking Keep Construct on the edge, you should always start on Sword. This means that by the time Keep Construct 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 Keep Construct moves.

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

If you're tanking Keep Construct in the middle, you have to delay your burst until the mobs reach Keep Construct, 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 Aegis to your subgroup for if your Power Boon Chronomancers are slacking.

Your should come off Cooldown just as the second add walks towards Keep Construct. 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 Keep Construct 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 Keep Construct's hitbox to use . will allow you to ignore the strong ticking damage that pulses inside his hitbox.

Xera 22,611,300 1,374 48 2,000 660

Utility Skills
Weapon Sets
General Dragonhunter Tips

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

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.

For the second phase you should start on Scepter to match the mob spawn timers for more hits.

Clear shards when needed as it’s barely any DPS loss for you. After clearing, you can continue the rotation by opening on Scepter and still get same amount of traps during the whole phase as if you didn’t clear.

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 Retaliation uptime.

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


Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200 480

Utility Skills
Weapon Sets
General Dragonhunter Tips

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

Use to get back to Cairn if you get ported by .

If you are struggling with , you could drop for .

Take care when using as it could reflect Cairn's .

Mursaat Overseer 22,021,440 1,374 160 460

Utility Skills
Weapon Sets
General Dragonhunter Tips

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 Jade Knights are approaching.

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

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

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

Samarog 29,493,000 1,374 420 4,500 660

Utility Skills
Weapon Sets
General Dragonhunter Tips

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

Breakbar Phase

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

Use to help with CC.

To help with CC, take instead of . This way you can proactively use on the Breakbars. Use it towards the end of the Breakbar 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 .

Deimos 35,981,456 1,374 140 720

Utility Skills
Weapon Sets
General Dragonhunter Tips

In less organized groups, you will probably find that Scepter performs better as Deimos will frequently be standing AFK in the middle of .

Right before Deimos spawns there will be few Prides and Greeds left. You can cast during that time frame for multiple hits but make sure Deimos isn’t Invulnerable. 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 Deimos then you can open up on Sword. This is the best possible burst you can get then because Deimos's Hands count as targets for your and can fit it under Unnatural Signet.

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

If you block with Aegis 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 Aegis to your subgroup to prevent the Knockback from .

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

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

Split Phase

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

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


Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000 480

We recommend playing Condition Firebrand at this encounter. Check out our Condition Firebrand Guide to see what we recommend.

River of Souls

Utility Skills
Weapon Sets
General Dragonhunter Tips

Swap Focus out for Shield so you gain access to an additional CC from , assuming you want to CC the bombers. You also have access to CC from and .

If you aren't going to CC the bombers and instead want to give Desmina some blocks, you have plenty of sources for Aegis.

can also be used to give Desmina permanent Swiftness to help speed up the event.

Aegis and any form of block will stop the ticking damage while running on the River of Souls when you are outside of the protective bubble.

You can use to close the spawning rifts.

If you find yourself getting low while outside the protective bubble, you can always use to get yourself back up to full health.

Dhuum 32,000,000 1,374 400 600

Utility Skills
Weapon Sets
General Dragonhunter Tips

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

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

If the Retaliation has already been cleansed from Dhuum you can swap to Scepter and begin to attack him during the to keep up some DPS.

Swap out for if Quickness is slow after each .

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

If Dhuum gets Retaliation due to someone getting hit by or , then you can use to allow you to continue your DPS rotation without getting destroyed.

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


Mythwright Gambit

Conjured Amalgamate 52,290,000 1,374 1,670 480

Utility Skills
Weapon Sets
General Dragonhunter Tips

You can open the encounter with to prevent the Knockdown from . If you are playing with multiple Power Dragonhunters, 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 Power Boon Chronomancers, 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 Cooldown 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.

Twin Largos 17,548,336 1,374 120

We recommend playing Condition Firebrand at this encounter. Check out our Condition Firebrand Guide to see what we recommend.

Qadim 19,268,760 1,374 240 780

Utility Skills
Weapon Sets
General Dragonhunter Tips

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 Qadim without it really affecting anyone. If you do this, remember to use to keep your health up. There is a burning AoE underneath Qadim that ticks fairly hard.

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

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


The Key of Ahdashim

Cardinal Sabir 29,493,000 1,374 240 15,000 540

Utility Skills
Weapon Sets
General Dragonhunter Tips

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

You run Scepter here to reduce the DPS loss when you have to move away from Sabir due to mechanics.

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

Save your for the Breakbar Phases.

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

Cardinal Adina 22,611,300 1,374 160 480

Utility Skills
Weapon Sets
General Dragonhunter Tips

If, and only if, you can maintain permanent boons due to a Boon Thief AND you can guarantee permanent Aegis uptime, you can consider taking the Virtues traitline over Radiance. This is not advised in unorganised runs!

After the first Pillar is destroyed you can instantly use to get to Adina 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 .

As a Power Dragonhunter, you should always be taking care of the Pillar mechanic. You can start your rotation on Greatsword and the Pillar mechanic will line up exactly as you swap to Scepter. This means you can happily move out to place them while you continue to attack. Don't be a greedy sausage.

When you see the big Eye above Adina, you should use . This is because Adina is about to gain Retaliation 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 Stability.

Qadim the Peerless 47,188,800 1,374 400 720

Utility Skills
Weapon Sets
General Dragonhunter Tips

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

Scepter is recommended to allow you to continue DPS while Qadim the P rushes to destroy the Pylons.

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

Use to block at the start of each phase.

You can use to apply some slow CC to the Anomalies.