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Unread 08-12-2006, 04:19 AM   #1
Masu

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First of all how well do Furies heal compared to the other Priest classes? Do your heals eat up alot of mana?
 
Can you mainheal for a group effectively? Do you feel that you make a big difference in groups?
 
Also what else other than healing and DPS do Furies bring to the table?
 
 
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Unread 08-12-2006, 06:45 AM   #2
megaira13

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Masuim wrote:
First of all how well do Furies heal compared to the other Priest classes? Do your heals eat up alot of mana?We're the fastest healers in the game.   We will show up at the top of heal parses due to the sheer amount of heals we can smack out in the same time it takes a cleric to cast one huge heal.   Shamans will trump us on a heal parse in a raid due to their wards intercepting...this does not mean we're inefficient or second string by any stretch.  Do our heals eat up a ton of mana?  Yes and no.  Your group Heal over Time does.  Our single target heals? No.  We can sit and chain cast our singletarget HoT throughout a fight and barely make a dent.  A good comprimise is keeping Hibernation going (fast cast 10 second delay group heal, uses little power) - often you can keep that going throughout a fight, keep your singletarget heals going on the MT and still have power to burn for emergancies.The healing classes:Clerics - biggest heals in the game, on slow timers.Shamans - tremendous wards, cutting down on need to heal.  Their actual heals are not so hot.Druids - smaller, but lightening fast heals.  HoTs to make up the difference.Which one is better than the other - well, which is your playstyle?  If you're hyperactive and like to be burning the candle at both ends, Fury is for you. SMILEY   Shaman is a bit more laid back (judging from my husband, the raiding defiler in the guild), templar's... way laid back. LOL   If I tried to play a templar, I'd gnaw a hole in my mousepad waiting for those giant heals to go off.  SMILEY
Can you mainheal for a group effectively? Do you feel that you make a big difference in groups?
 Yes.  Unless you're in Nizara or a raid zone (it depends on the raid zone, even) or a crappy group.   If someone says you can't solo heal a group, tell them to go p### up a flagpole and go find another group.  If you know your stuff, you'll have no trouble.  Do I make a big difference in groups... yes, of course. SMILEY   "What... I paid you with my jokes and fine company!"
Also what else other than healing and DPS do Furies bring to the table?
 Hat tricks, clever wit?  A festive dead bear class hat?My suggestion would be to pick up one of the game guides and read the "Fury Yes! Fury No!" description and get a rough idea there what classes are for you.  What we have other than heals and dps boosts...and debuffs...Here are your T6 buffs (may be a touch outdated):Primal Spirit - Int & Wis of group by 65 (adept III) Ferine Mask - In Combat health regen 55 per tick. Increases Mit vs. physical damage by 493 (Adept III) Spirit of the Hunt - 928 vs. cold, 1160 vs. heat (Master I) (warden has higher cold, fury has higher heat) Ferine Vim - Single Target buff, adds 738 to power pool, 108 to INT at Master I Spirit of the Bat - Single Target(self or group friend) - (Adept III) +Agi18.9, incombat power regen per tick of 9.4, max power by 98. (! this is either bugged or changed, as I'm frigging sure it was 13 not 9.4 when I had the spell made) Primal Fury - Single Target, adds 59 to Str & Agi at Adept III Thornskin - when target is hit with melee weapon, casts thornstorm on target encounter: 17-20 piercing damage Incomparable Predator = self buff, sta & agi by 90, grants see stealth. (only thornskin or spirit of the bat can be cast outside group to raid friend) What else we have:Invis, Pact of the Cheetah (incombat runspeed buff for 40% - does squat for snares/slows but can still help someone get away, snare.   I'm sure there's more but I'm worn out atm and brain has ceased to function. This should be enough to give a rough idea, if the forums and FAQs weren't already. SMILEY 

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Unread 08-12-2006, 01:57 PM   #3
Goozman

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A lot of inaccuracies in there :smileyindifferent:

Furies are generally the lowest heal parsers because of the fact that wards and reactives soak up and counter the majority of damage taken. Druids cannot prevent damage, only react to it; which is a definite weakness compared to the other 4 priests. Also, the Templar/Defiler large heal is just a bit less than the Fury's 2 main heals combined. So although we can cast 2 heals in the time it takes them to cast their large one... the one they cast is almost as much as our two, and then they have another heal ready to cast that is almost as much as our big one. On level 52, Furies finally receive another direct heal spell to help counter that definciency, Back into the Fray.

The assessment u titled "The Healing classes:" is all wrong SMILEY . *Denotes these classes have the exact same values on their heals.

Templars/Defilers*: Largest heals in the game with slower cast and recast timers; Defiler uses 1/2hp 1/2mp to cast their heals, leading to an excellent power efficiency.

Mystic/Inquisitor*: Medium sized heals; Mystic heals boost the target's hp for a few seconds, while Inquisitors have the fastest recast timers of all priests.

Warden: Direct heals are fast casting and comprised of an upfromt small heal + a large amount over time, every second. This leads to a huge hit points per second ratio (not usually as much as Inquisitor) and power efficiency (not as much as defiler)

Fury: Weak Direct heals that cast as fast as Warden heals and recast a bit slower than Inquisitors. Completely inferior direct healing compared to the other priests until 52, where they are brought up to decency.

Your ability to keep a group up is dependant on a few factors. Druids, much more than shamans or clerics, need to be paying attention and choosing the right spells to cast. Also, with the lack of defensive buffing and preventative healing, you are more dependent on your tank not having crappy gear and not being too low leveled for what you are fighting. Just be mindful of what you are fighting (use a decently equipped tank fighting stuff blue to yellow) and you probably won't have many problems, as the majority of the game is fairly easy.

If you're the only healer, than you obviously make a big difference to the group :smileytongue:

Ninibi covered the buffs.

All the priests have a group hp/resist buff (cleric=arcane, shaman=noxious, druid=elemental) and mitigation/x buff (templar=mit/hp, mystic=mit/constant ward, warden=mit/resists, etc...) Furies adds an combat regen which you will probably never notice.

Sprit of the Bat is a special bloodlines spell druids get at 35 which is probably the best Bloodlines ability there is. Furies are high mana guzzlers, so you need this spell on you 24/7 for your entire career.

If you don't plan on getting to the end game anytime soon, you'll probably enjoy Fury quite a bit; just make sure you upgrade your heals and damage spells!!!

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Unread 08-12-2006, 11:01 PM   #4
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Brilliant post Goozman - I have an almost 70 defiler but Ive never read such an informative summary of all the priest classes in a post as such.. a great read for anyone simply, especially for priests to see where they stack up in various things. I was tempted to actually reply when the poster above you stated that defilers didnt have such great heals (we do have the biggest heal in the game - sacrificial line which 'also' has the best power efficiency because we use health to cast it as you said as well as power, although it is a very slow heal. With the Shaman AA ritual ability to increase it by give or take 30% on 'top'.. well not much else to say on that SMILEY ). Seems there is a lot of misinformation around on the power of various healers - I doubt this is going to change anytime soon but still nice to read your post!
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Unread 08-12-2006, 11:32 PM   #5
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It is possible to discuss inaccuracies without attempting to discredit or belittle the other side, just a thought. My point to the OP was that the class is a great class, and very capable, and not to let someone tell him otherwise.   Most class "deficiencies" are either accentuated or compensated by player skill.   I show up on the parse second to the defiler in many raids.  This depends on any number of factors including what group I'm in, what we're fighting, who is in the raid, etc.  I'm often the DPS group healer and HoT Bot on the MT - so between constant cycling of Hibernation, HoT's, etc. I'm going to be pretty high up on a regular basis.  If I'm in a small group, or we're pally heavy, not so much. Silthian - yes I stand corrected on the shaman direct heals by both of you and the raiding defiler who happened to come in and stand over my shoulder reading.   It is unfortunate that most of the discussion on his class has involved griping - I'll do some homework on the details, while at the same time, he heals for my Monk tanking on and off and I have total confidence in him. Keep in mind that I have not at any point tried to discredit one class in favor of another - my "class overview" was meant as a rough outline.    Most of what I'm really leaning towards here is that what realistically decides whether or not a class is "great" or simply vanilla has to do with the operator at the keyboard.  As a Fury, we started out hearing constantly that a Templar was needed.  So they'd get their Templar, and it'd be someone who threw up a reactive here and there and considered it a job well done.    I'm not as put out by it being pointed out that I don't know other classes as well (I've tried to make more of a point to spend time playing healer/tank/scout -eventually mage - to understand their roles better - vs. playing other healers) - as long as I know MY class well and am learning as much as I can about it. 
Mystic/Inquisitor*: Medium sized heals; Mystic heals boost the target's hp for a few seconds, while Inquisitors have the fastest recast timers of all priests.
Inquisitors also have their lvl 58 special, that, when up procs an extra heal, giving them larger, faster heals than a Templar, at higher mana cost.    Chilling Inquest offsets power cost somewhat, at least.   To me, looking in from the outside, Inquis is like a goodybag class.  Tanking, they're frustrating as heck to fight. "Lack of preventative healing" could translate to the reader as "stand around and wait for the fight to start" when we have plenty of proactive abilities to draw from - HoT's, Hibernation, Bestial Feast, etc.  Otherwise, thanks for the correction.   I have plenty to learn - my only goal here was to give the OP an idea of the Fury class and what we CAN do.
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Unread 08-14-2006, 07:17 PM   #6
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Thought I would add my two cents. Keep in mind that my fury is only lvl 33, so I dont know everything.
 
So far I absolutly love my fury. The HoTs are my favorite healing spells. To be honest when I group with other healer classes, they usually say that they dont have to heal much because of my HoTs and when they do heal it usually some nuker that got alittle carried away and got aggroed. The larger healing spells of some of the other priest types are very good for that aggroed nuker because they usually can only take 2-3 solid hits before they go down. But when healing a tank, the HoTs work great because you usually have a little extra time. I can usually cycle all three of my single target heals (including the HoT) constantly and not have much of a power drain. Now when nuking or DPS while healing the power does seem to go a good bit quicker. I do like however that we have a low cost DoT, which is handly in long fights when the nukers and tank are OOP. Dont plan on doing much if any melee attacking when in a group. You can, but I have been told by tanks that they can see when a MOB moves off of them better when its only the Tank in melee range (which makes sense). As far as soloing goes, I have few complaints. In dmg out vs. dmg in my fury is a bit weaker than a like lvl MOB, but again the HoT saves the day! I can usually solo 1 to 2 levels above me. And can usaually handle an add or two within that range. The adds do make me have to rest between fights, but if I dont get any adds I can usually head straight to the next fight with little or no rest. Hope that helps a bit!
 
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Unread 08-14-2006, 10:14 PM   #7
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When I read some of these posts I get kind of depressed. What do fury's have going for them as compared to the others besides group invis?
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Unread 08-14-2006, 11:50 PM   #8
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What dont furies have for them.. I can be the main healer in group and even through out a nuke or 2 to help the group dps wide...  If we get alot of adds I can even run in and put out ring of fire and back up and continue healing after I make sure there are no other possible adds around

Untalented wrote:When I read some of these posts I get kind of depressed. What do fury's have going for them as compared to the others besides group invis?

Message Edited by 3TAN on 08-14-2006 02:51 PM

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Unread 08-15-2006, 09:26 AM   #9
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Well it seems that all the preceding posts are exclusively addressing PvE issues, which may be what the OP wants.  But, in case the OP is interested in PvP issues, I'd like to chime in. 

The Druid classes (both Furies and Wardens) make fantastic PvP healers, because the damage in PvP comes faster and harder, and is muuuuuuuch harder to predict.  This means the fast-casting heals of Druids make them extremely valuable.  I'd definitely rate Druid healing above Cleric healing on a PvP server.  Shaman (Defiler and Fury) healing is kind of the wildcard.  It is definitely the best at neutralizing the alpha-strike that happens in sudden and unprepared PvP, but if the Shaman cannot prepare for the fight or is a tad late reacting, he just cannot catch back up.  Druids are by far the best healers at pulling your rear out of the fire, but if a Shaman is quick and alert enough, he probably does the best job. 

Clerics (Inquisitors and Templars) just aren't fast enough to react to damage if the group is jumped by a group of orange-cons, which happens constantly in PvP.  They work great once they're in place, but it's a struggle against a skilled group of opponents.  They inflict concentrated fatal damage before the Cleric can get off a single heal sometimes. 

The Druid classes pump out the PvP damage faaaaaaaaar superior to Shamans and Clerics.  While Furies are more offensive, make no mistake--Wardens are definitely damage dealers.  One of the big differences are that a Warden gets a good root and a Fury gets a good stifle, both of which can be very effective in PvP.  Sure, other differences exist, like Wardens providing better buffs for the group, and Furies getting a great in-combat run speed buff (Cheetah), but the Warden and Fury classes play very similarly on a PvP server.  They're both a lot of fun to play. 

But if you're only interested in being a healer/buffer for PvP, I'd consider a Warden or Defiler.  If you're interested in the PvE aspect of it ... just disregard this post.  I kinda find PvE maddeningly easy, so I'll defer to others for that aspect of the class reviews. 

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Unread 08-15-2006, 01:51 PM   #10
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Do we get a good stiffle? really?

Oh do you mean our deaggro spell which stiffles all in area for 6 secs every 5 mins?

Yes thats as good as the root wardens get, ill call that balanced...

hmmm furies dont have any cc that stiffle can be good if you run into a grp of caster but it breaks on dmg very easily and it only lasts for a few seconds, so yah imo snare should be a fury spell only and snare for around 60% while debuffing magic/heat.

But that will never happen.

Furies are quite fun healing is fun as you move all over the place especially if you have trigger happy mages in your grp we buff int very good we have a nice single target melee buff and can do good big upfront dmg thats about all there is and yes thats enough to keep you happy most of the time.

Furies arent where were supposed to be tho, I d like or better debuffs (aka debuffs that actually do something) or better grp enhancing ability (for instance making agitate castable on more people or making fae flames a no conc castable on all proc buff like it was before with decent dmg and a high proc rate) or +crit on our int buffs, or make it so again furies will do more dmg considereably on any encounter compared to other priests defilers outdmging me on groups I shouldve shined on (big ae grps) while being able to heal (defile) doesnt seem right to me, neither does clerics outdmging furies on single targets hitting over a k.

druid acheievements are quite subpar overall compared to some other classes.

So yes theres room for improvement certainly, I still like my fury tho always have theyre cool and flashy and fun to play (but comparing yourself to other classes can be indeed and eye opener).

Message Edited by quetzaqotl on 08-15-2006 12:02 PM

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Unread 08-15-2006, 07:03 PM   #11
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Our big thing was that we were supposed to be the offensive priests.  When the game was first released we were, but our heals were so far below what the other healing classes were that we were actually being out-healed by Paladins.  When Sony fixed that problem (not in a way I agree with, but that's another story) they removed more than half of our meelee buffs that made us the offensive healers we were "supposed" to be.  Generally at raids I get out-DPS'd by the Inquisitor in my guild 90% of the time...this is along with both of us playing secondary healer at raids.  Usually he beats me by about 100DPS.  We have lately been parsing raids to see where we need to work on DPS, and I have found it very informative.  I am the top Fury in my guild when it comes to DPS, and an Inquisitor with about equal equipment and spells can out-DPS me consistantly.  Would someone like to explain to me why we are thought to be so much better at DPS?
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Unread 08-15-2006, 10:50 PM   #12
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We are "thought to be" more dps because it allows other priests to not be scared of being nerfed. A priest with excellent debuffs/buffs/healing/armor can do 1kdps as long as they can convince others that Furies still do more... that way they are in the clear.

Furies are by far the inferior red-headed step child of the priests right now, and as more and more priests learn how to play, the global parses will reflect this and something will finally be changed... except most of us will be gone by then.

Again, we still suffer from having no community really. The majority of Furies on the eq2census are not main characters. So you'd think there are all these furies, but actually they are lobbying AGAINST furies, for the bettering of their own overpowered (in relation to furies) class.

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Unread 08-15-2006, 11:20 PM   #13
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well said goozman.  Our dps is lacking in the large picture due to the fact our debuffs are non existent...  It has already been said we are definately the weakest healers in direct comparision.

Yeah, we have fast heals, and alot of them... but no wards or debuffs.  Our group and single buffs are almost worthless in a stacked raid now due to the fact alot of classes are maxed on haste, stats and mitigation... which gives us another kick in the @ss.

I love my fury, fun to play, but definately would love to see a revamp on some of skills like some useful debuffs, and maybe a ward...

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Unread 08-15-2006, 11:52 PM   #14
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A ward would probably be crossing class boundaries SMILEY
 
Mostly I just think our recast timers on Starnova and Thunderbolt need to be reduced. That way a leveling fury wouldnt do any more damage in exp groups (because fights are so short), but our sustained dps on longer fights would be higher than other priests.
 
Also our aa's need a total revamp, they are terrible.
 
Here's something I posted a long time ago
 
I'd like a druidish unbreakable debuff that both snares the mob by x% and slows attack speed by y%... kinda like binding roots pulling their legs and arms down. (make the snare adequate and the slow not too overpowered 15-20%?)
I'd like a ~1.5 second stun added to our Bolt line... it makes sense
I'd like our Bolt line's recast timer reduced by 3 seconds or damage increased by 15%
I'd like the tempest line turned into nukes instead of dots, with a 10-20% increase in damage.
I'd like the Irritating swarm line to lose it's power drain and gain a -crushing/slashing/piercing debuff to make mobs miss more.
I'd like the damage on the Killing swarm line increased 75-100% as it sucks
I'd like a single target (or even self only) invis <-- doesn't matter anymore
I'd like sow to increase to 30% runspeed, and pathfinding to 22/24%
I'd like Pact of the Cheetah to last 60 seconds with a recast of 3 minutes
I'd like Ring of Fire to not be a pet, and be a buff that radiates damage. <-- would also like the recast lowered
I'd like the heal and spell crit bonuses on Shapeshift to be doubled <-- it is very inadequate compared to yaulp or a pet
I'd like Parry back >_> <-- who wouldn't?
I'd like the regen taken off the Mask line and replaced with +defense <-- avoidance ftw
I'd like Agitate to be castable on multiple people, or an entire group. <-- possibly overpowered
I'd like the INT buff on the Vim line to be replaced with +large% chance to crit spells
I'd like a fire based single target nuke on a separate timer with a cast of 2 seconds and recast of 3 seconds, comparable to the Warden one
I'd like Fae Pyre to work off combat arts/spells instead of melee attacks
I'd like the damage on thorns increased 50-100%
I'd like bestial feast to be a +x% haste/dps/melee crit group buff that lasts like 30 seconds instead of a small regen and str/sta buff.
 
I wouldn't suggest every one of these go into effect, wouldn't want the class to be too fun. But several of these would help significantly.

Message Edited by Goozman on 08-15-2006 01:02 PM

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Unread 08-16-2006, 01:59 PM   #15
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I'm hoping (praying) that our Fury Achivement tree in the next expansion addresses many issues. Because right now we are sub par or equal in every one of our skills when compared to every other priest. Find every one of our advantages is equaled or bettered by at least one other priestwe have no niche... unless you include the ability to have more ways to self stun ourselves
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Unread 08-16-2006, 06:16 PM   #16
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I currently have a lvl 40 Fury as my main.  The nukes are awesome, but in groups, I find myself spening all of my power and time on keeping everyone healed, so I barely get to use them.  So far I have been able to keep groups healed, but it is hard hard work.  But then again, that could just be because I am not doing something right, which is probably the case :smileyvery-happy:

Message Edited by Chaosfairie27 on 08-16-2006 09:16 AM

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Unread 08-16-2006, 06:44 PM   #17
quetzaqotl

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Goozman wrote:
A ward would probably be crossing class boundaries SMILEY
 
Mostly I just think our recast timers on Starnova and Thunderbolt need to be reduced. That way a leveling fury wouldnt do any more damage in exp groups (because fights are so short), but our sustained dps on longer fights would be higher than other priests.
 
Also our aa's need a total revamp, they are terrible.
 
Here's something I posted a long time ago
 
I'd like a druidish unbreakable debuff that both snares the mob by x% and slows attack speed by y%... kinda like binding roots pulling their legs and arms down. (make the snare adequate and the slow not too overpowered 15-20%?)
I'd like a ~1.5 second stun added to our Bolt line... it makes sense
I'd like our Bolt line's recast timer reduced by 3 seconds or damage increased by 15%
I'd like the tempest line turned into nukes instead of dots, with a 10-20% increase in damage.
I'd like the Irritating swarm line to lose it's power drain and gain a -crushing/slashing/piercing debuff to make mobs miss more.
I'd like the damage on the Killing swarm line increased 75-100% as it sucks
I'd like a single target (or even self only) invis <-- doesn't matter anymore
I'd like sow to increase to 30% runspeed, and pathfinding to 22/24%
I'd like Pact of the Cheetah to last 60 seconds with a recast of 3 minutes
I'd like Ring of Fire to not be a pet, and be a buff that radiates damage. <-- would also like the recast lowered
I'd like the heal and spell crit bonuses on Shapeshift to be doubled <-- it is very inadequate compared to yaulp or a pet
I'd like Parry back >_> <-- who wouldn't?
I'd like the regen taken off the Mask line and replaced with +defense <-- avoidance ftw
I'd like Agitate to be castable on multiple people, or an entire group. <-- possibly overpowered
I'd like the INT buff on the Vim line to be replaced with +large% chance to crit spells
I'd like a fire based single target nuke on a separate timer with a cast of 2 seconds and recast of 3 seconds, comparable to the Warden one
I'd like Fae Pyre to work off combat arts/spells instead of melee attacks
I'd like the damage on thorns increased 50-100%
I'd like bestial feast to be a +x% haste/dps/melee crit group buff that lasts like 30 seconds instead of a small regen and str/sta buff.
 
I wouldn't suggest every one of these go into effect, wouldn't want the class to be too fun. But several of these would help significantly.

Message Edited by Goozman on 08-15-2006 01:02 PM



I agree with that list heres some more.

Agitate- should be castable on multiple people but take 1 conc like ember seed imo, that way when placed in a melee heavy grp i can drop some buffs to incr my grps dps some changed need to be made to make it valuable enough to take 1 conc like maybe make the proc chance 15%  or so or adding a sec effect like a %chance on double attack.

Maddening swarm- oh how I hate that spell it has actually nothing do with the fury class we are supposed to up our grps dmg not lower inc dmg (which it ofc doesnt spoke with devs about this and they say they were looking into making +skill stats more meaningful but the spell was working as intended by them, ya right Ive parsed enough fights to now for 100% sure its complete crap). Kinda hate how they put a carrot in front of our faces and made it a stiffle for like 5 days on test this spell has to go its bs. make maddening swarm a dot and make the tempest line a nuke+knockback (as in being hit by wind). Or maybe a heavy snare as I mentioned earlier.

Lion buff- again still not happy with how they butchered this once nice spell gives about 300 hp and 3% avoidance its so subpar compared to the warden wolf buff remove the sta and agi buffing and just make it add 600 hp and 10% avoidance at master 1 t7 or add a good chance to proc dmg on spells casted lets say 10% chance on 300 dmg.

Urchin- needs to be able to cast out of group but can see why that will not change as all other special 50/70 healer spells arent able to do that too, the stun needs to go needs to be turned into a stiffle at least imo (inq 50/70 spell doesnt stun them fi).

Druid hp buffing needs to be upped from 321 to at least around 600 hp or we should buff power more than we do now.

indeed an aa overhaul is needed for the druid class we get crap compared to most other classes, but I spose theyll never get more useful maybe when eof launches yeah then maybe well get some good fury aas.

 

Message Edited by quetzaqotl on 08-16-2006 04:51 PM

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Unread 08-18-2006, 05:05 AM   #18
Radigazt

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quetzaqotl wrote:

Do we get a good stiffle? really?

Oh do you mean our deaggro spell which stiffles all in area for 6 secs every 5 mins?

Yes thats as good as the root wardens get, ill call that balanced...



Remember, my post was only addressing PvP only, not PvE.  SMILEY  I never said our stifle was as good as the Warden's root.  I agree with you, it's not.  But, it is a control spell, and when it's up that 6 second stifle is very nice.  The only thing that makes the Warden's root more powerful is it's quick recast time compared to the very long Bramble line recast Furies have.  But, I'd say our Cheetah is probably more valuable than it's Warden counterpart, despite it's long recast time.  I also think Ring of Fire is superior to the Warden's healing tree.  I'm not saying it's a 1-for-1 equality, but all in all I'd say the Warden and Fury are both very competent at group PvP, and they play very similarly. 

As far as PvE grinds and raids ... I'll continue to defer to the PvE people for that stuff.  I'm here to PvP. 

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Unread 08-18-2006, 08:06 AM   #19
TehDrunkenFury

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Grasping Thorns is invaluable in PvP. A warden alerady has a ton of roots. Lets say he roots an assassin ontop of him.. before he can get out of range he's gonna take a few nasty blows. A fury can pop the thorns, and just have to worry about auto attack for 6 seconds. It's also nice in group PvP when you're being focus fired. Pop the grasping thorns, and you'll be able to hopefully get an elixir and a bloodflow off.
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Unread 08-18-2006, 03:15 PM   #20
quetzaqotl

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Isnt the wardens deaggro a stun? That would make it very useful too next to their roots no?
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Unread 08-18-2006, 03:24 PM   #21
Boli32

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Its another root.our deagro also self slows us however; compared to a defiler's fear/warden's root its only really useful in a PvE sence just for group deagro when you set off one too many AoE spellls... realistically you should never need it.

Message Edited by boli on 08-18-2006 12:25 PM

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Unread 08-18-2006, 08:34 PM   #22
Jackle2345

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The only thing that wardens have that is unarguably better is dustorm, or sandstorm, or whatever that spell is that is ridiculous powerful for group pvp.  Everything else is either just as good or better.  I couldn't even begin to count how many times the thorns deaggro has saved my butt.  Whether it be for 6 seconds of uninterrupted healing or using it for an unavoidable escape via Pact of the Cheetah, I just cant see myself without it. Friz 70 fury of Havoc
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Unread 08-19-2006, 05:07 PM   #23
quetzaqotl

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Thats all nice and all but thats the usefulness of this spell in pvp, not sure if the op was looking for advice for picking a fury to pvp.
Not sure even if the op still reads these boards we might be all talking to ourselves hehe.
But yes can see the usefulness of this spell in pvp tho the recast is a bit long for what it does imo, they shouldve mae irr/madd swarm a stiffle like they wanted to on test till they decide to make that spell even more [Removed for Content].
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