[url=]Team - Fear Famine[/url]|
This build has been successfully vetted by the GuildWiki community according to the vetting procedure. This build has been designed for the following use: |
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:
each assassin can cause approximately -4.5 energy degen in AoE without "For Great Justice!", and slightly less than -9 with it.
| Attribute Rank | |
|---|---|
| Critical Strikes | 11 + 1 + 2 |
| Dagger Mastery | 9 + 2 |
| Tactics | 8 |
| Deadly Arts | 8 + 1 |
| Attribute Rank | |
|---|---|
| Critical Strikes | 11 + 1 + 2 |
| Dagger Mastery | 9 + 2 |
| Tactics | 8 |
| Deadly Arts | 8 + 1 |
| Attribute Rank | |
|---|---|
| Critical Strikes | 11 + 1 + 2 |
| Dagger Mastery | 9 + 2 |
| Tactics | 8 |
| Deadly Arts | 8 + 1 |
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.
| Attribute Rank | |
|---|---|
| Wilderness Survival | 12 + 1 + 3 |
| Marksmanship | 9 + 1 or 2 |
| Expertise | 9 + 1 or 2 |
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.
| Attribute Rank | |
|---|---|
| Healing Prayers | 12 + 1 + 3 |
| Divine Favor | 11 + 1 |
| Protection Prayers | 4 + 1 |
| Communing | 6 |
| Attribute Rank | |
|---|---|
| Protection Prayers | 12 + 1 + 3 |
| Divine Favor | 11 + 1 |
| Healing Prayers | 6 + 1 |
| Tactics | 4 |
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.
| Attribute Rank | |
|---|---|
| Curses | 12 + 1 + 3 |
| Blood Magic | 10 + 1 |
| Soul Reaping | 8 + 1 |
| Domination Magic | 2 |
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.
| Attribute Rank | |
|---|---|
| Restoration Magic | 12 + 1 + 3 |
| Illusion Magic | 12 |
| Spawning Power | 3 + 1 |
Read these notes. they may sway your opinion of this build.
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.
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.