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This HA team build is designed to shut down your enemy's energy supply and deal tremendous amounts of damage with Famine and Barbs. It consists of:

3 "Fear Me!" Assassins

each assassin can cause approximately -4.5 energy degen in AoE without "For Great Justice!", and slightly less than -9 with it.

Assassin-iconWarrior-iconAssassin / Warrior Attribute Rank
Critical Strikes 11 + 1 + 2
Dagger Mastery 9 + 2
Tactics 8
Deadly Arts 8 + 1
Siphon Speed

Siphon Speed

"Fear Me!"

"Fear Me!"

Flurry

Flurry

Locust's Fury

Locust's Fury

Expose Defenses

Expose Defenses

Critical Defenses

Critical Defenses

"For Great Justice!"

"For Great Justice!"

Resurrection Signet

Resurrection Signet

Assassin-iconWarrior-iconAssassin / Warrior Attribute Rank
Critical Strikes 11 + 1 + 2
Dagger Mastery 9 + 2
Tactics 8
Deadly Arts 8 + 1
Siphon Speed

Siphon Speed

"Fear Me!"

"Fear Me!"

Flurry

Flurry

Locust's Fury

Locust's Fury

Expose Defenses

Expose Defenses

Critical Defenses

Critical Defenses

"For Great Justice!"

"For Great Justice!"

Resurrection Signet

Resurrection Signet

Assassin-iconWarrior-iconAssassin / Warrior Attribute Rank
Critical Strikes 11 + 1 + 2
Dagger Mastery 9 + 2
Tactics 8
Deadly Arts 8 + 1
Optional

Optional

"Fear Me!"

"Fear Me!"

Flurry

Flurry

Locust's Fury

Locust's Fury

Expose Defenses

Expose Defenses

Critical Defenses

Critical Defenses

"For Great Justice!"

"For Great Justice!"

Resurrection Signet

Resurrection Signet

  • This assassin is to bring a running skill, such as Dash, for flag or relic running.

Equipment for assassins

  • Radiant armor
  • One set of Furious Daggers of enchanting with +5 energy mod, one set of Vampiric Daggers of Enchanting with +15% damage ^50% health, or +5 energy mod.

Usage of assassins

Keep Locust's fury up. use flurry while attacking. use hexes as needed. use crit defenses if under attack (this can be kept up indefinately if allowed to attack). Use Vampiric daggers while attacking for 10 life stealing per second.

Famine Ranger

Ranger-iconParagon-iconRanger / Paragon Attribute Rank
Wilderness Survival 12 + 1 + 3
Marksmanship 9 + 1 or 2
Expertise 9 + 1 or 2
Famine

Famine

Song of Concentration

Song of Concentration

Serpent's Quickness

Serpent's Quickness

Pin Down

Pin Down

Savage Shot

Savage Shot

Apply Poison

Apply Poison

Natural Stride

Natural Stride

Resurrection Signet

Resurrection Signet


Usage for Ranger

Lay famine down. While it is recharging, keep serpent's quickness on. to prevent interruption of Famine or the Ghostly Hero's Claim Resource, use Song of Concentration. Use pin down to snare targets that an assassin may call.

Monks

LoD/infuser/spirit keeper

Monk-iconRitualist-iconMonk / Ritualist Attribute Rank
Healing Prayers 12 + 1 + 3
Divine Favor 11 + 1
Protection Prayers 4 + 1
Communing 6
Light of Deliverance

Light of Deliverance

Infuse Health

Infuse Health

Dismiss Condition

Dismiss Condition

Deny Hexes

Deny Hexes

Orison of Healing

Orison of Healing

Draw Spirit

Draw Spirit

Signet of Binding

Signet of Binding

Divine Intervention

Divine Intervention

  • use ritualist skills to help keep famine alive longer. THIS SECONDARY CAN BE CHANGED.
  • Keep Divine intervention recharging as much as possible, so it can power Deny Hexes.

Prot Monk

Monk-iconWarrior-iconMonk / Warrior Attribute Rank
Protection Prayers 12 + 1 + 3
Divine Favor 11 + 1
Healing Prayers 6 + 1
Tactics 4
Optional

Optional

Dismiss Condition

Dismiss Condition

Deny Hexes

Deny Hexes

Protective Spirit

Protective Spirit

Balanced Stance

Balanced Stance

Gift of Health

Gift of Health

Shield of Absorption

Shield of Absorption

Divine Intervention

Divine Intervention

Notes pertaining to monks

The prot monk build can be switched out for any other one of your choice. The monks are both to call energy when low so necro can cast blood ritual.

Barbed Necro

Necromancer-iconMesmer-iconNecromancer / Mesmer Attribute Rank
Curses 12 + 1 + 3
Blood Magic 10 + 1
Soul Reaping 8 + 1
Domination Magic 2
Optional

Optional

Malaise

Malaise

Barbs

Barbs

Rip Enchantment

Rip Enchantment

Mark of Fury

Mark of Fury

Blood Ritual

Blood Ritual

Signet of Weariness

Signet of Weariness

Resurrection Signet

Resurrection Signet

  • Either Depravity or Wither can go in theoptional slot.
  • MoF may be replaced with Dark Fury
  • signet of weariness may be replaced with a skill of your choice.

Necro Usage

Barbs and MoF are to be used on an assassin's called target, while the necromancer's own energy denial is to be used on another target (with the exception of Malaise, which may be spammed on an assassin's target to deal 50 damage a casting.) Blood Ritual is to be cast on Monks if they are in need of energy.

SV-AV Support Healer

Ritualist-iconMesmer-iconRitualist / Mesmer Attribute Rank
Restoration Magic 12 + 1 + 3
Illusion Magic 12
Spawning Power 3 + 1
Sympathetic Visage

Sympathetic Visage

Ancestor's Visage

Ancestor's Visage

Recovery

Recovery

Mend Body and Soul

Mend Body and Soul

Spirit Light

Spirit Light

Weapon of Warding

Weapon of Warding

Expel Hexes

Expel Hexes

Flesh of My Flesh

Flesh of My Flesh

  • Make sure that your target is under attack from melee foes before casting SV or AV
  • remember to bring a +enchant weapon set.
  • try not to use Wep of warding with visages, due to blocking. this spell may be switched with another weapon spell.
  • Call energy when low for blood ritual.
  • Expel Hexes may be switched with Revealed Hex, and you may put points into inspiration for that. Then switch one of the restoration spells for an elite one.
  • one visage may be switched out for a healing spell, if there are fewer melee users around. Switch points from illusion to spawning power in this case.

Counters

  • Anti-Melee that is not swiftly remedied
  • anti-spirit skills

Notes regarding to obvious weaknesses

Read these notes. they may sway your opinion of this build.

the survival of the famine spirit

Famine does deal damage, but in pulses. The spirit will be alive for at least 10 seconds against the average team, during which it will deal around 100 damage. If not killed, your assassins will destroy the opposing team with pressure.

Lack of damage?

there is a lot of damage in this build apart from famine. barbs adds 32 DPS if the hexed foe is under the attack of a sin, and the sins themselved deal 20-40 dps with high attack and crit rate. (this has been tested and proven). (Wither and) malaise add(s) a decent amount of damage also.

See also

User:Zoneg/Builds/Team - 55/Famine and User:Zoneg/Builds/A/W Fear-Inspiring Sin

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