Forum Link Code:[url=]Team - Fever Strike[/url]
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This build has been designed for the following use:

This build has been archived in userspace, at User:Corrosion20/Team_Fever_Strike, because of the impending builds wipe. Editing this article is likely a waste of time.

The Fever Strike is an Assassin duo meant to be played together in Alliance Battles. This lone pair of Assassins can cap every shrine, as well as inflict mass conditions on everyone in an area, which is useful for mob confrontations. It is also capable of killing a primary target.

Fevered Dreams Assassin

AssassinMesmerAssassin / Mesmer Attribute Rank
Dagger Mastery 12 + 1 + 2
Critical Strikes 10 + 1
Shadow Arts 8 + 1
Illusion Magic 2
Shadow Walk

Shadow Walk

Fevered Dreams

Fevered Dreams

Black Mantis Thrust

Black Mantis Thrust

Black Lotus Strike

Black Lotus Strike

Black Spider Strike

Black Spider Strike

Twisting Fangs

Twisting Fangs

Feigned Neutrality

Feigned Neutrality

Deadly Paradox

Deadly Paradox

Temple Strike Assassin

AssassinAssassin / Any Attribute Rank
Dagger Mastery 12 + 1 + 2
Critical Strikes 10 + 1
Shadow Arts 8 + 1
Shadow Walk

Shadow Walk

Shadowy Burden

Shadowy Burden

Unsuspecting Strike

Unsuspecting Strike

Temple Strike

Temple Strike

Death Blossom

Death Blossom

Black Lotus Strike

Black Lotus Strike

Feigned Neutrality

Feigned Neutrality

Deadly Paradox

Deadly Paradox

OR

Temple Strike Assassin Var 2

AssassinAssassin / Any Attribute Rank
Dagger Mastery 12 + 1 + 2
Critical Strikes 10 + 1
Shadow Arts 8 + 1
Shadow Walk

Shadow Walk

Unsuspecting Strike

Unsuspecting Strike

Temple Strike

Temple Strike

Death Blossom

Death Blossom

Leaping Mantis Sting

Leaping Mantis Sting

Wild Strike

Wild Strike

Feigned Neutrality

Feigned Neutrality

Deadly Paradox

Deadly Paradox

Shrine Capping

These two Assassins can cap every shrine without fear of death, if done properly. First, the Fevered Dreams Assassin will call out a target, and use Fevered Dreams on said target. Then, both Assassins Shadow Walk to the NPC. If two NPCS are present, it does not matter who is called out. If three NPCS are present, the target should be the middle one. This will ensue that Death Blossom will hit the two NPCS on the sides. Then, when the middle NPC drops, both Assassins attack opposing targets to keep them from casting while dazed. On the warrior shrine, this is done differently. The Assassins will have 10 seconds of blind to allow them to concentrate damage, overwhelming one Warrior at a time. If one of the Assassins begins to take too much damage, activate Deadly Paradox to cancel Shadow Walk’s stance, teleporting you to safety. Then take advantage of the shortened recharge time to cast Feigned Neutrality.

PvP Tactics

  1. Healers: Dedicated healers should be wiped out first. If the Monk is using Guardian on themself, or a defensive stance, wait till the Monk recasts Guardian. Quickly cast Fevered Dreams on a foe standing near the Monk, then hit this target hard. The Monk will also receive the plethora of conditions in the process. Then switch over and proceed to pound on the Monk to interrupt his heals while dazed, until dead. This tactic can be used on well trained Monks, once you come across them, a general rarity in AB. To avoid the problem of hex removal, be sure to wait till the Temple Strike sin is already on the monk. The TS Sin will withold using Temple Strike until Fevered Dreams is applied, being sure to daze and keep the monk from removing it.
  2. Minion Masters: Killing a Minion Master with a considerable number of minions can throw a whole mob out of whack with the masterless undead. The Assassins will normally have the damage to do this, but things like Infuse Condition and Dark Bond can cause problems. Dark Bond can usually be beaten through sheer damage, but the target needs to remain dazed to ensure they can't heal. The Sins may also incur heavy damage by doing this, but Shadow Walk should ensure a quick entry and escape to survive.
  3. Necromancers, Mesmers, Air Elementalists, Water Elementalists: Due to their equipped anti-melee hexes (and blind in the case of Air Elementalists) taking these out first is suggested.
  4. High damage squishy players: This means other Assassins and Elementalists.
  5. The location of the target in relation to other characters. Going for a target that is in the middle of a mob of players will ensue that the whole mob is crippled, bleeding, poisoned, blinded, dazed, and suffering from a deep wound.

Team Selection

These two Assassins can operate just fine by themselves. However, when selecting a team to play it doesn’t hurt to have a primary healer or a nuker. The nuker will have an easier time with the area-wide cripple.

See also

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