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Tempest - Hammer Tempest

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsSecrets of the Obscure builds

Difficulty:
Easy
This build was last updated on April 03, 2025 and is up to date for the April 15, 2025 patch.

Overview

A build that uses Overload Air a lot


Skill Bar

Hammer
Hammer
Utility


Variants

Weapon
  • Spear
  • Staff
Utility
  • Signet of Air can be swapped to any other defensive utility such as Armor of Earth or "Eye of the Storm!"
  • "Aftershock!"
  • Signet of Fire
Elite
  • "Rebound!"


Template Code

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Copy Template Code


Specializations


Variants

  • Swaps fire, less damage but aurashares Shocking Aura


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
Hammer
Marauder
Sigil
Sigil
Hammer
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Relics
  • Relic of Fireworks
Sigils
  • Sigil of Superior Sigil of Impact
  • Sigil of Superior Sigil of Fire
  • Sigil of Superior Sigil of Frenzy


Consumables


Usage

General

  • As soon as you get 25 stacks of Sigil of Superior Sigil of Bloodlust and get out of combat, swap back to the Hammer without a stacking sigil


Priorities

High
  • Damage
Moderate
Low


Surviving

  • This build has low passive defense
  • This build has low mobility skill access
  • This build has moderate active defenses
Active defense priority Toggle
  • Signet of Air - for Stunbreaking
  • Dodge


Detailed Explanations

Damage

  • Your highest priority is to use Overload Air and Overload Fire as often as possible
    • Never use Overload Water or Overload Earth
  • When Fire Attunement is off cooldown use it as your second highest priority behind Air Attunement
  • If Fire Attunement is on CD and you've finished Overload Air swap into Earth Attunement or Water Attunement to proc Fresh Air so you can get back into Air Attunement
    • Remember that you can swap attunement after starting any non-overload skill and it will finish casting in the new attunement
  • Keep your 3 skill orbs up as often as possible, especially Crescent Wind and Flame Wheel
  • Glyph of Storms should be used in Fire
  • Use Conjure Fiery Greatsword while Fire Attunement is on CD immediately after casting Overload Air
    • Cast Firestorm, then use Fiery Whirl if you're in a good position for it, then immediately drop the conjure.
  • Full damage priority including filler skills in the collapsed section below:
Damage priority Toggle
  • Air Attunement
    • Overload Air
    • Crescent Wind
    • Hurricane of Pain
  • Fire Attunement
    • Overload Fire
    • Flame Wheel
    • Glyph of Storms
    • Molten End
    • Triple Sear
    • Surging Flames
  • Conjure Fiery Greatsword
    • Firestorm
    • Fiery Whirl - Situational
  • Earth Attunement
    • Rocky Loop
    • Ground Pound
    • Whirling Stones
  • Water Attunement
    • Icy Coil
    • Cleansing Typhoon
    • Rain of Blows


Ratings

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