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General Gameplay Tips

General Dragonhunter Tips

You can cancel the aftercast of two 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 otherwise you may as well relog to a different class.

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.

There are 2 openers that you can do:

  • The first opener begins on Greatsword. It is the golem opener but with a before . This opener is your go to standard, it gives you instant Retaliation which your Support 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 .

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.

Dragonhunter Specific Mechanics

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 20% 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.

Aside from precasting, 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.

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 .

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 . 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. You also won't gain any Retaliation.

can be taken in situations where you lack condition cleanse.

can be used as a precast at encounters where the boss is friendly to begin with. You can precast this at Slothasor, Keep Construct and Mursaat Overseer.

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 and gain + 250 Ferocity 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. 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. Check the section below on "Boons & Conditions" to see which skills and traits apply Burning.

will cause your Symbols to apply two stacks of Vulnerability per pulse. This trait will help you maintain Vulnerability on a boss.

causes your Greatsword skills to deal 10% more damage and to have reduced Recharge by 20%.

causes your Symbols to do 10% more damage and inflict Burning.

causes your skills to do 10% more damage to enemies that are standing in your Symbols. On this build you have two Symbols:

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 Variations

On CC heavy fights, like 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.

Gear Variations

If you are taking instead to you will need to change your gear a bit.

If you have :

  • .
  • and .
  • Assassin's Chest and Boots.
  • A single .

If you don't have you can be lazy and use the gear above with or you can try hard and use:

  • .
  • and .
  • Full Berserker's Armor, Weapons and Trinkets.
  • A single .
  • .

Breakbars


Spirit Vale

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

General Dragonhunter Tips

If you're tanking next to the edge then you can precast , , , and . You can then swap back to , and . If has too long of a Cooldown, you can precast instead.

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 on the edge, then timing with Seeker spawns can be quite tricky. The best way to understand it is to watch this video.

For the second phase, it's most beneficial to repeat the same rotation as the first phase. For the third phase, start on Greatsword and use before swapping to Scepter. will then match the Seeker spawn timing as well as the tank movement.

If you're tanking in the middle then it's recommended to always start on Greatsword as will match the Seeker spawn timings. Refer to the rotation tip as well as this video for more info.

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 may find that you drop Retaliation as you move into the split phase. If this is the case then you should use before you start your burst as you will gain Retaliation due to .

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

General Guardian 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.

If you are stacking Power Dragonhunters then it will be worthwhile for one Power Dragonhunter, from the group, to take and actively use during the Breakbar Phase.

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.

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 Support Chronomancers can extend for and .

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

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 Scepter set as you’ll want to come back on your Greatsword set to make use of to reach Sabetha faster.

Make sure that you have Retaliation when you get up the cannons, use if you don't

To destroy the cannon use:


Salvation Pass

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

General Dragonhunter Tips

Precast , , , and . You can then swap back to , and . If has too long of a Cooldown, you can precast instead.

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 Support 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.

You will be lumbered with taking the second mushroom at Slothasor. You can use or to get the mushroom quickly. Make sure to move there after the second Breakbar has been broken.

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 .

Ideally, there should be one Power Dragonhunter with per subgroup. If you have an abundance of CC then you don't need to take .

Bandit Trio

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

Condition based DPS classes are a lot stronger at this encounter. Check out our Team Composition Page to see what we recommend.

Stronghold of the Faithful

Escort

General Dragonhunter Tips

You can take Sword instead of Scepter here 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.

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

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

General Guardian Tips

If you're tanking next to the edge then you can precast , , , and . You can then swap back to , and . If has too long of a Cooldown, you can precast instead.

If you're tanking Keep Construct on the edge, you should always start on Scepter. 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, starting on Scepter lets you do a rotation similar to the opener for Vale Guardian edge tanking. This rotation lines up your burst better for when the mobs spawn. Yes, 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 Scepter for every burn phase.

You can use to provide Aegis to your subgroup for if your Support 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 Scepter 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

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 Retalliation 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

Condition based DPS classes are a lot stronger at this encounter. Check out our Team Composition Page to see what we recommend.

Mursaat Overseer 22,021,440 1,374 160

General Dragonhunter Tips

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

Precast , , , and . You can then swap back to , and . If has too long of a Cooldown, you can precast instead.

Don't waste your . Use it if you need to tank a tile or if Jade Knights are approaching. If you see that you are going to drop Retaliation, then use it!

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.

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

General Guardian Tips

Your rotation should sync up nicely with each Breakbar Phase. Try to open up after each Breakbar on Greatsword.

Use to Immobilize Rigom during the split phase.

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 .

Ideally, there should be one Power Dragonhunter with per subgroup. If you have an abundance of CC then you don't need to take .

Deimos 35,981,456 1,374 140

General Dragonhunter Tips

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 Scepter. 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.

Use to Immobilize the Prides to stop them from damaging Saul.

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 Greatsword set so you can begin your burst immediately.


Hall of Chains

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

Condition based DPS classes are a lot stronger at this encounter. Check out our Team Composition Page to see what we recommend.

River of Souls

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

General Guardian 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

Power Dragonhunter is not super strong at Conjured Amalgamate. Check out our Team Composition Page to see what we recommend.

Twin Largos

Condition based DPS classes are a lot stronger at this encounter. Check out our Team Composition Page to see what we recommend.

Qadim 19,268,760 1,374 240

General Guardian Tips

If you decide to play Power Dragonhunter at Qadim you should consider being on Lamp duty. You can easily solo the first Lamp and will make the following Lamp ports quick due to your high cleave damage. You also have and that can be used to Pull groups together.

Save your to help break the Hydra and Qadim. Instantly CC'ing them is very important and worth the personal DPS loss from not using in your rotation.

Typically you would use and inside the boss's hitbox. Qadim and his creatures all use proximity based aggro which means that moving inside a hitbox may cause the boss to turn around and destroy your group.

If you do see a creature begin to turn around then you can pop to block the incoming attack.

Use during the main burn phases to keep up the buff from .

After killing the Pyres make sure you are on your Greatsword set so you can start your normal burst rotation on Qadim. Don't skill save on the Pyres as the faster you kill them, the faster you are back at Qadim.

Try to be on your Greatsword set with your ready for when the Greater Magma Elementals arrive. This will allow you to quickly cleave them down.

Save your and at the Destroyer. Use them once the adds come in so you can break them and quickly cleave them down.


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