Tempest - Hammer Tempest
This is a placeholder build that was useful in the past. Click here to view current builds.
Focused on: Strike damage
Designed for: WvW Zerg
Difficulty:
Easy
Overview
A build that uses Overload Air a lot
Skill Bar
Weapon 1:
Hammer
Weapon 2:
Weapon 3:
Hammer
Weapon 4:
Healing skill: Glyph of Elemental Harmony
Utility skill 1: Signet of Air
Utility skill 2: Glyph of Storms
Utility skill 3: "Feel the Burn!"
Elite skill: Conjure Fiery Greatsword
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
[&DQYfHSkrMBcXAQAAHAEAAL4BAADDEgAAlwAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Fire: Top, Bot, Top
Air: Bot, Mid, Mid
Tempest: Mid, Top, Mid
- Variants
- Unstable Conduit
Variants
Water: Mid, Bot, Mid
- Swaps fire, less damage but aurashares Shocking Aura
Equipment
Rune: 6 Superior Rune of the Scholar
Infusion 1: 18 Mighty WvW Infusion
Infusion 2:
Relic: Relic of the Thief
Weapon 1:
Hammer
Weapon 2:
Sigil 1: Superior Sigil of Force
Sigil 2: Superior Sigil of Energy
Weapon 3:
Hammer
Weapon 4:
Sigil 3: Superior Sigil of Bloodlust
Sigil 4: Superior Sigil of Force
Main stats: Marauder
Head stats: Dragon
Chest stats: Dragon
Feet stats: Dragon
Backpiece stats: Dragon
Accessory 1 stats: Dragon
Equipment Variants
- Stats
- Crescent Wind gives 12% crit, swap dragon gear to marauder if you're not using hammer
- Relics
- Relic of Fireworks
- Sigils
- Superior Sigil of Impact
- Superior Sigil of Fire
- Superior Sigil of Frenzy
Consumables
- Peppercorn-Crusted Sous-Vide Steak
- Superior Sharpening Stone
Usage
General
- As soon as you get 25 stacks 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 
- 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 
- 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
Comments
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