Hello all,
I wanted to make a build for myself and my girlfriend that was fun and (to us) new. I followed the plan of BIG DOMAGES! = more fun and faster battles.
In short you get active (not passive) large aoe damage, fast movement, high protection, healing, hex and condition removal, all in one. The humans don't have to micro anything apart from the disabled aggressive refrains when you first map in, the hero with AoF maintains them thereafter.
The builds were not only designed with skill interaction in mind, but we also watched as the heroes used the bars, changing out skills (eg dark fury, love it, but it had to go) that caused other skills not to be used effectively.
It's not just theory craft either, we went out and have so far ran through Bogroots, Frostmaws and Rragnars dungeons in HM. Pretty simple places, but we found them quick and straight forward. Died once in Rragnars due to fallbacking into the 2 necro bosses thinking it was a standard group, and once in Frostmaws due to a bad idea of mine.
Having already done UW in nm and hm with other builds, we'll be trying this one out there as soon as we get round to it, and I'll update this post; it'll probably require 2 copies of SY and TNTF for the 4 H quest so you can split.
FoW is too easy to comment on or be bothered to test out, so I assume it'll be as easy as it is with more standard meta teams.

What you get
It's based around spirit rift, ancestors rage and splinter weapon, with solid para based protection and damage.
SR - Doesn't matter how many copies you have, cracked armour included so increasing subsequent damage. 2 sec cast is bad, but the heroes have HCT/HRT staffs and they deal with it, not me.
AR - Awesome. Cheap, fast casting and AoE.
3 copies of Splinter - All spear users and some minions/allies get it too, armour ignoring multi-target damage.
Other stuff included:
1. Party wide hex removal and an elite hex/condition remover.
2. Stacked condition removal
3. Party wide damage reduction, high armour, blocking
4. Cracked armour flying around willy nilly, so the paras do some serious damage too, and other non-armour ignoring damage is increased.
5. Enemy party wide enchant removal, ie raptor groups; strips all their critical defences for 5e.
6. Interrupts
7. Minion wall, large ones too.
8. Party damage split between casters and attackers, so party wide blind wont gimp you, neither will party wide daze.
9. Deep wound if target's not already destroyed.
10. Constant burning applied
11. A party build 2/3rds non-meta

12. Mobile damage - No spirit armies stuck just out of attack range.
13. No long cast times on human bars (AR doesn't count as single cast), and only a few long-cast skills on hero bars, the MM-prot, but why change what is so good.
14. Near permanent +33% movement speed.
15. Abuse the wonder-finales
Have fun, post suggestions to improve, and if I thought of it already I'll try and explain why I didn't use it. If I like them, I'll adjust the build.
Hope all the couples enjoy it as much as we are right now.