User:Zamanee/Fear Famine

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
 * 1 Famine Ranger
 * 1 LoD infuser
 * 1 Divert Hexes prot Monk
 * 1 Barbed Necro
 * 1 SV-AV Support Healer

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.


 * This assassin is to bring a running skill, such as Dash, Dark Escape, or Shadow of Haste for flag or relic running.


 * Caltrops is to be used as a snare

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
Put enchantments up before engaging a target you call. Each sin should target one of the enemy healers, if possible. once fighting, you may switch from your furious to vampiric daggers (but don't have to!). keep Flurry up as much as possible, along with enchantments, and use For Great Justice when possible. Use the adrenaline to spam Fear me as much as possible, dealing devastating Energy Denial. Use Wild Blow only to rid stances, as it cannot double-strike. if a non-snaring sin has to deal with kiting, tell them with your chat or TS/Vent.

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.

Divert Hexes Prot Monk

 * Return may be replaced with Death's Retreat

Notes pertaining to monks
The assassin secondary may be switched out with anything else, and is only in this build to shadow step away from the current FoTM, which involves a Savannah Heat spike. The ritualist secondary (and skills) can be used on either one for the purpose of keeping the famine spirit alive. Also, the monks are to call their energy when they are low on it, so the Necro can cast Blood Ritual on them.

Barbed Necro

 * Either Depravity or Wither can go in the 1st optional slot.
 * Any self-healing skill can go in the 2nd optional slot.
 * MoF may be replaced with Dark Fury

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

 * Make sure that your target is under attack from melee foes before casting SV or AV
 * remember to bring a +enchant weapon set.

Counters

 * Anti-Melee that is not swiftly remedied
 * opposite team spreading apart
 * anti-spirit skills

Variants

 * the DH elite can be switched out with ZB on the prot monk. Use remove hex in the optional slot in this case. The ritualist might then consider bringing Recovery instead of preservation and Expel Hexes instead of Revealed hex. move your inspiration points to spawning in this case.

Deadly arts variant for snare fearsin
This variant of snare sin is much more effective at snaring and somewhat more damaging, but without a self-heal.


 * Siphon Speed may be replaced with Crippling Dagger.

Notes regarding to obvious weaknesses
Read these notes. they may sway your opinion of this strategy.

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.