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Unread 11-12-2006, 01:48 PM   #1
SpritRaja

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The Fury Tree of Achievement Point (AP) Skills for EOF

This is the second edition of this post, after the major AP skill revamp on Beta. I will ask for the first edition post to now be locked, so that comments will not continue to be made on old data.

Currently on Live, you can earn up to 50 achievement points (APs) to spend in the class (Druid) achievements tree. In EOF, you will also be able to earn up to 50 more APs, to spend in the subclass (Fury) achievements tree, meaning you can earn up to a total of 100 APs.

EOF Achievements for Furies are split into four sections, the four types skills available - animalism, recovery, hindering and energy. All the basic abilities are enhancements to existing Fury spells. Some of the final abilities are brand new.

A few skills can be purchased from the start. However, for most skills there are pre-requisite skills that must be purchased before they become available for purchase. In some cases, the pre-requisite is a skill of another type.

Keep in mind, this is still BETA information, so might CHANGE again (and again after that!), and certainly bugs will get addressed, so I'd advise you continue to treat it is a fluid list.

Animalism

(A1) Enhance: Carnal Mask (5 ranks, costs 1 AP per rank)

Pre-Requisites: None
Description: Improves regeneration by 6% to the buff with each rank.
Notes: The Adept III spell has a regen of 72. With each rank, this improves as follows: 76, 80, 85, 89, 93. (rounding numbers seem to be off. +12% at rank 2 is 80.64 which should be rounded to 81)

(A2) Enhance: Seasoned Predator (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (A1) at Rank3 to open.
Description: Adds two new features to this buff. Firstly, it reduces falling damage by 7% per rank. Secondly, increases in-combat movement speed by 7% per rank.
Notes: At Rank 5, this means 35% reduction in falling damage and 35% increase in in-combat movement speed.

(A3) Enhance: Primal Spirit (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (A1) or (R2) at Rank3 to open.
Description: Increases the INT from buff by 6% per rank.
Notes: For the Adept III spell, the base INT gain is 66. With this at rank 5, the gain is 86.

(A4) Enhance: Fae Pyre (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (A2) at Rank3 to open.
Description: This skill reduces the casting time and decreases the recast time with each rank.
Notes: The Master I base spell has a casting time of 2.0s and a recast time of 20s. The reduction per rank in casting times is as follows: 1.82, 1.81, 1.8, 1.78, 1.76 (yes, that is very un-even). The reduction in recast time is by 1s per rank, so the recast time at rank5 is 15s.

(A5) Enhance: Agitate (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (A2) at Rank3 or (A3) at Rank3 to open.
Description: Increases trigger percentage chance for Battle Fury by 1% per rank.
Notes: The base Master I spell has a 10% trigger chance. With this skill at rank 5, this rises to 15%.

(A6) Enhance: Urchin (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (A4) or (A5) at Rank3 to open.
Description: Adds a Heal-over-time component to this spell.
Notes: The heal triggers upon cast and then every 2s. The amount for ranks 1-5 for me are:- 31, 62, 93, 125, 156

(A7) Animal Form (1 rank, costs 1 APs)

Pre-Requisites: To have spent a total of 20 APs between Animalism skills (A1)-(A6).
Description: New ability. Casts a tiger form on the target (self, groupmate or raid member). Duration 60s, recast 60s. It stifles the target mage or priest giving increased max health, haste, mellee skills and mitigation if a mage. On succesful mellee attack power increases and hate is reduced.
Recovery

(R1) Enhance: Grasping Thorns (5 ranks, costs 1 AP per rank)

Pre-Requisites: None
Description: Reduces the recast time of the spell by 20s per rank.
Notes: The basic spell recast is 300s, at rank 5 of this, it is 200s.

(R2) Enhance: Emergency Healing (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (R1) at Rank3 or (A3) at Rank3 to open.
Description: Increases the amount healed by Sylvan Touch and Feral Pulse
Notes:

Sylvan Touch (basic) heals 712 and then 134 every 2s.

Feral Pulse (basic) heals 681-832 and then 120-147 per 2s.

With ranks in this skill, these become:

Sylvan Touch
783 (147), 854 (160), 926 (174), 997 (187) and 1068 (200).

Feral Pulse
749-915 (132-162), 817-999 (144-176), 885-1082 (156-191), 953-1165 (168-206) and 1021-1248 (180-220).

(R3) Enhance: Pact of the Cheetah (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (R1) at Rank3 or (H1) at Rank3 to open.
Description: For each rank, increases the movement speed boost by 10%, adds 10% falling damage reduction, and adds 3s to the duration.
Notes: The basic spell at Master I is a 64% movement increase, duration 36s. With this at rank 5, this
spell gives a 114% movement increase for 51s and a 50% reduction in falling damage.

(R4) Enhance: Bestial Feast (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (A3) at Rank3 or (R2) at Rank3 to open.
Description: This skill reduces the casting time and decreases the recast time with each rank.
Notes: The Adept III base spell has a casting time of 2.0s and a recast time of 10s. The reduction per rank in casting times is as follows: 1.82, 1.81, 1.8, 1.78, 1.76 (yes, that is very un-even). The reduction in recast time is by 1s per rank, so the recast time at rank5 is 5s.

(R5) Enhance: Feral Potence (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (R2) at Rank3 or (R3) at Rank3 to open.
Description: Reduces the recast time by 40 seconds per rank.
Notes: The recast time is 10 mins without this skill. With this at rank 5, it is 6 mins 40 secs.

(R6) Enhance: Hibernation (1 rank, costs 5 AP)

Pre-Requisites: Requires (R4) at Rank3 or (R5) at Rank3 to open.
Description: Adds a new component to this spell that causes it to trigger earlier if an ally passes below 10% health

(R7) Pact of Nature (1 rank, costs 1 APs)

Pre-Requisites: To have spent a total of 20 APs between Recovery skills (R1)-(R6).
Description: New ability.
Notes: This ability is a buff that lasts until cancelled, that gives a single group member use of the Fury's Salve line of heal spells.

Hindering

(H1) Enhance: Barbarous Intimidation (5 ranks, costs 1 AP per rank)

Pre-Requisites: None
Description: The size of debuff of AGI and WIS is increased by 7% per rank.
Notes: The master I spell has a debuff of 80 AGI/WIS. The amount for ranks 1-5 for me were:- 86, 92, 97, 103, 108

(H2) Enhance: Eldarr's Grasp (5 ranks, cost 1 AP per rank)

Pre-Requisites: Requires (H1) at Rank3 or (E2) at Rank3 to open.
Description: Reduces the power cost and resistability of the fury root line
Notes: The level 64 Adept III base spell costs 106 power and resistablity is 15% harder. The reduction per rank in power is as follows: 97, 89, 80, 72, 63. Resistabilty per rank changes to 19%, 23%, 27%, 31%, 35%. When you apply this Achievement you also get a Resistability % Harder per tick. It is 32% at rank 5. I am not sure what that means as I have not played rooting classes before.

(H3) Enhance: Snare (3 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (H2) at Rank3 or (R3) at Rank3 to open.
Description: Increases the amount by which the target is slowed by 7% per rank.Also decreases the power cost of the spell by 14% per rank.
Notes: The base spell slows by 40%, so at rank 3 the spell slows by 61%. The power cost of the base spell is 41 power, the amounts at higher ranks are as follows: 35, 30, 24.

(H4) Enhance: Maddening Swarm (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (H3) at Rank1 or (E4) at Rank1 to open.
Description: Reduces the enemies casting skills by 8% per rank.
Notes: The adept III base spell reduces casting skills by 31. The reduction at each rank is: 33, 36, 38, 41, 43

(H5) Kudzu (1 rank, costs 1 APs)

Pre-Requisites: To have spent a total of 15 APs between Hindering skills (H1)-(H4).
Description: New ability.
On all succesful hostile spells you cast a 2 second 50% slow on target. This breaks on damage.

Energy

(E1) Enhance: Killing Swarm (5 ranks, costs 1 AP per rank)

Pre-Requisites: None
Description: Reduces the casting time by 0.1s and the duration by 1s per rank (the time between ticks being reduced accordingly)
Notes: The master I spell has a casting time of 1.0s and a duration of 12s. At rank 5, this drops to 0.5s casting time and 7s duration. The same damage is done in a shorter time period.


(E2) Enhance: Tempest (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (E1) at Rank3 or (H2) at Rank3 to open.
Description: Reduces the casting time by 0.2s and the duration by 0.8s per rank (the time between ticks being reduced accordingly)
Notes: The master I spell has a casting time of 2.0s and a duration of 8.0s. At rank 5, this drops to being a casting time of 1.0s and a duration of 4.0s. The same damage is done in a shorter time period.

(E3) Enhance: Thunderbolt (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (E1) at Rank3 to open.
Description: Reduces the casting time of the spell by 0.2s per rank. Reduces the recast by 1s per rank.
Notes: At rank 5, this reduces the casting time from 3s to 2s. The recast drops from 15s to 10s.

(E4) Enhance: Starnova (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (H3) at Rank1 or (E2) at Rank1 to open.
Description: Reduces the casting time of the spell by 0.2s and the recast time by 1s per rank.
Notes: At rank 5, this reduces the casting time from 4s to 3s and the recast time from 20s to 15s.

(E5) Enhance: Ring of Fire (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (E2) at Rank3 or (E3) at Rank3 to open.
Description: Reduces the recast time by 3s per rank.
Notes: At rank 5, this reduces the recast time from 60s to 45s.

(E6) Enhance: Call of Storms (5 ranks, costs 1 AP per rank)

Pre-Requisites: Requires (E3) at Rank3 to open.
Description: Reduces the spell duration by 1s per rank (using power at an increased rate and generating bolts at an increased rate, accordingly), and makes it harder for targets to outright resist each bolt.
Notes: At rank 5, this reduces the duration from 16s to 11s. The effect on resistability cannot be seen on the spell description.

(E7) Energy Vortex (1 rank, costs 1 AP)

Pre-Requisites: To have spent a total of 20 APs between Energy skills (E1)-(E6).
Description: New ability.
Casts a self-buff, instant cast, duration 45s, recast 90s.
Increases Spell Damage and Power Cost by 50%, Reduces healing amount by 50%.
This can currently can be toggled off early.

 


 

Stole Caethre's post and edited it.
Kudzu is a pointless end ability and I hope it gets changed for the better.
Hibernation IMO is not worth 5 ap.
Starnova and Maddening Swarm only requiring 1 ap in the rank above to acquire is a bit wierd and might be changed/fixed.
Over all I like our achievements and even the hindering line seems to be alright now with some good choces for the soloer/PvPer.
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Unread 11-12-2006, 05:19 PM   #2
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Unread 11-12-2006, 10:05 PM   #3
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SHORT AND TO THE POINT ANALYSISAnimalism - :smileyhappy:Recovery - :smileyindifferent:Hindering - :smileysad:Energy - :smileyvery-happy:
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Unread 11-12-2006, 10:29 PM   #4
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Yeah energy and animalism will be the lines most people will pick and rightfully so ofc.
the hindering line got a nice add. with our root lines included too bad snare got a  toning down max 61 snare vs 75 before.
in the energy line whirlwind isnt that nice to incr no recast redux sadly so not that useful and rof/cos enhancement dont excite me much either the rest ofc is really nice.
animalism line is all good imo end ability is good too to get power back and the hast+dmg procs nice too if you got a fast weap.
recovery line will not see any point from me here the hindering line will get points in snare and root prolly energy line kill swarm and nukes will see points from me too.
will prolly get vortex and animal form both.
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Unread 11-13-2006, 12:39 AM   #5
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Thanks for the awesome thread and updates SpiritRaja!

I'm very pleased with this Achievement system, and it's by far the best thing I'm looking forward to in EOF.  Being a PvP Fury, I have to say that the Devs really did a great job!  There's something in there for every playstyle, not just Raiders, but also Soloers and us PvP'ers.  Well done SOE.  SMILEY

I realize that most PvP'ers, and many non-PvP'ers will go down the Energy line, and it's a very nice line.  But I think I'll go down the Hindering line, because I've always really enjoyed snaring.  Snarl is my favorite power on my Brig, so I'm very excited about being able to build my Fury snare up to impressiveness.  Coming from a First Person Shooter background, I am kinda frustrated by having to stand still to cast (on a related note I LOVE the Warden line that turns damage spells into Combat Arts!), so being able to Root (finally!) and having a strong Snare via the Achievement powers Snare and Kudzu, means I will not have to worry as much about my opponents escaping.  SMILEY

Having a root will be very nice too!  All in all, I really like the Hindering line.  It may not be as strong in PvP as the Energy line, but I think E2, E3 and E5 are gonna be fun.  I also like the decision to make the final powers only cost 1 point.  SMILEY  I'd rather beef up the pre-requisites than hold onto points in anticipation of having enough to get an end-ability like in KoS. 

Nice work SOE.  Glad to see you've included stuff for PvP'ers and not just Raiders and Solo'ers.  Thanks!

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Unread 11-13-2006, 08:09 PM   #6
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2 questions1.) Is it still 15 points in a "section" like say "Recovery" to unlock the end ability?  Or is it 20?  I hear mixed info...2.) Why is Hibernation upgrade not worth it?  Seems like it would come in handy if the 10% starting reduction is carried through... I mean if it triggers when you dip below 50% it turns it into a spell I would use ALOT more often.  Healing is our prime ability and while this doesn't help much... it seems it would help a little... true the amount isn't increased... but even 1 point in it means the tank will be saved by his hibernate.  I can see where going from 1 rank to 5 ranks would be pointless though...
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Unread 11-13-2006, 09:17 PM   #7
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Seems weird to me that Hibernation is the only AA that does not have a ranking system. It is just 5 pts period to get.  Seems it should start healing when an ally gets to 10% and then increase with each rank...maybe to like 50% at rank 5.  I dunno, would be cool though SMILEY
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Unread 11-13-2006, 09:45 PM   #8
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I'm most excited about the recovery line, personally.  As a primarily grouping (not raiding, not PvPing, not soloing) fury who prefers harder dungeon crawls and instances, there is almost never a desperate time when I'd prefer to go on full burn over full heals.  (Which isn't to say I dislike Energy Vortex - I *love* it as a concept and think it's very cool and flavorful, but my playstyle means I'd almost never use it.) The emergency heal AAs will make those emergency heals actually *heal* for a sizeable amount at high levels instead of mobs ripping through them.  Pact of Nature can be useful for spreading heal aggro and spot healing multiple targets when necessary (since I typically solo heal) as well as increasing DPS by freeing up time for me to nuke (particularly with some dabbling in the Energy line).  And Hibernation activating at ten percent can be handy both in unexpected emergencies and more planned situations, such as crossing a mob that can floor the tank with the first hit - that along with Feral Tenacity will have said tank up and running more than long enough for me to spam heal.  (As it is, I can pull it off with Feral Tenacity alone, but it's always a near thing.  I'd like it to be less near.) So, different strokes for different folks, but I don't find it not worth it by any means.
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Unread 11-13-2006, 10:57 PM   #9
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AN63LUS wrote:Seems weird to me that Hibernation is the only AA that does not have a ranking system. It is just 5 pts period to get.  Seems it should start healing when an ally gets to 10% and then increase with each rank...maybe to like 50% at rank 5.  I dunno, would be cool though SMILEY

And there is the answer to my question ;-p  Thanks"(1 rank, costs 5 AP)"Completely missed that....Well I see why they did it... because as long as your tank is healed before he is dead you have gained the benefits of the spell.... PLUS... it's beneficial to the fury to not heal with hibernation at 50% but to make sure it always lands at 10%... here is why.Any time a tank is healed and is not at 0% he is good to go... he doesn't swing slower or anything at 10% compared to 50%.  On the other hand many GOOD abilities do more under 50%... like say "back into the fray" or bezerker STR like AA where they bezerk under 50%.... so by boosting the % when hibernation triggers you would actually be lowering the effectiveness of the AA even though that green bar would give you a sense of security it would not be providing you any more security because that hibernation heal is sitting there waiting to be triggered via 10% HP or timer regardless.. the heal will be there when it is needed.Now the perception of allowing a tank to hover at 10%-50% to your group... well it doesn't win you friends... but that doesn't mean that it's not more effective... it IS more efficient and effective in many cases... it's just scary.  But the reality is quite different than how most people percieve it.
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Unread 11-13-2006, 11:10 PM   #10
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Ardweden wrote:I'm most excited about the recovery line, personally. 

Me too... I like pact of nature because I 2 box and hang out with my brothers... it will allow me to focus on the tank (my main)... and allow one of them to share the burden of watching out for the rest of the team.The Animalism stuff is nice... and so is the energy... I think I may mix those 2 up a bit to fill in the remaining 50.  1 thing I dislike about recovery is the fact Grasping and Cheetah are in there....  You can bypass Grasping pretty easy by electing to take Carnal mask in Animalism and swinging over to the recovery emergency heals... but you need 20 AP in recovery to get pact of nature.... so to get pact of nature you MUST spend 5 points in either Grasping, Cheetah or Bestial Feast... all USELESS things... it's sad since there is a bypass to get around doing the tree from top to bottom but in practicallity you can't if you want the end ability.
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Unread 11-14-2006, 12:12 AM   #11
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Unless Urchin and / or Animal Form turn out to be more effective than I anticipate, my current idea is:

Animalism

Carnal Mask - 3 : Primal Spirit - 5 : Agitate - 5

Recovery

Emergency Healing - 5 : Feral Potence - 3 : Hibernation - 5

Energy

Killing Swarm - 5  : Tempest - 3 : Thunderbolt - 5 : Star Nova - 5 : Call of Storms - 5 : Energy Vortex - 1

I really can't see denying myself access to my healing through Pact of Nature... unless I'm dead.  I'd really like to have Fae Pyre but I don't want to put points into Seasoned Predator  to get it.  If Call of Storms is disappointing, I may respec and put some points into Seasoned Predator to get to Fae Pyre. 

My biggest disappointment is that aside from the emergency healing and Hibernation changes, our actual healing potential wasn't enhanced much.  If Urchin is actually useful again due to the mit changes, the regenon that will be sweet.  Remains to be seen, I guess.  And I STILL wish they would make Urchin castable outside of group in raids. 

Message Edited by Katxim on 11-13-2006 11:12 AM

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Unread 11-14-2006, 12:57 AM   #12
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Similar to yours I think I will be going

Animalism

Carnal Mask - 5 : Primal Spirit - 5 : Agitate - 5

Recovery

Emergency Healing - 5 : Feral Potence - 5 : Hibernation - 5 : Cheetah - 5 : Pact of Nature - 5

Energy

Killing Swarm - 5  : Tempest - 5

Basically for the ability for one of my brothers helping me box the fury when stuff goes ugly I have to give up alot of the energy tree.... I would gladly trade Cheetah for Predator... but the 20 point requirement to earn pact of nature kinda cramps my style.

I would have been much happier if Carnal mask and Grasping Thorn's were swapped... Carnal mask is in fact "recovery" related. but in the "Animalism" area.  Cheetah is an "Animalism" thing but in the "Recovery" chain... maybe it's just me that sees it this way...
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Unread 11-14-2006, 01:09 AM   #13
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I'm excited about going
 
Carnal Mask 3 - Primal Spirit 5 - Seasoned Predator 5
 
Barbarous Intimidation 3 - Pact of the Cheetah 5 - Snare 3
 
Killing Swarm 5 - Starnova 5 - Thunderbolt 5 - Ring of Fire 5 - Call of Storms 5 - Energy Vortex 1
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Unread 11-14-2006, 01:22 AM   #14
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wow i'm stoked - raiding fury here who wants the following 50 AA's.  When I'm done i'll buff better, save a group of casters from a bunch of deaths with my hybernation master, get some power regen/other tiger form benefits, and slam out some dps when i'm not needed as a healer for 45 secondsaa's I want most - how I'm gonna spend my 50:Animalism  carnal mask    3  primal spirit   5  seasoned predator 5  agitate  5  fae pyre  1  urchin    1  animal form  1recovery  bestial feast    3  hybernation trigger 5  energy  killing swarm   3  tempest  3  thunderbolt  3  ring of fire  3  starnova  3  call of storms  5   energy vortex 1

Message Edited by rabbitfoofoo on 11-13-2006 12:39 PM

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Unread 11-14-2006, 01:54 AM   #15
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I haven't seen this asked anywhere else, so maybe someone can answer it: Is the falling damage reduction passive with the Seasoned Predator and Pact of the Cheetah enhancements?I ask because it is worded as if Seasoned Predator gets the in-combat movement speed increase with a passive falling damage reduction, while Pact of the Cheetah adds an additional reduction only while it is active (and if only while active, group wide reduction?). Was kind of hoping that the falling damage reduction would stack as a passive mod, with PotC speed while active and Seasoned Predator in-combat. Can't decide if I am going to want to pick up the PotC enhancements with a Master I in it already or look at different combinations. If the mod is not passive, might not be something I take.Also, does it (PotC) cap at 100% speed anymore, or is it allowed to break 100% with the new combat changes. Sorry if I missed any of this in another thread, but couldn't find these answers.
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Unread 11-14-2006, 02:36 AM   #16
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More than one response in here, just 'cause.  Also, line thingies are fun.  Something to generally note is it only takes one point, now, to get any of the final abilities.

Knightcrest wrote:I haven't seen this asked anywhere else, so maybe someone can answer it: Is the falling damage reduction passive with the Seasoned Predator and Pact of the Cheetah enhancements?

It is passive in that you don't push a button as you fall to activate safe fall when you land.  But the reductions are *active* insofar as you have to have Seasoned Predator / Pact of the Cheetah active in order to get the benefits of safe fall - just like the speed boosts or any other effects those spells may have.  So safe fall from Pact of the Cheetah, say, will last as long as the spell does. Speed caps at 100.  (It made myself and a ranger friend very sad, because we tried to race across Antonica at 190+ in beta, but... still caps at 100.)
Nembutal: With the way the tree is structured, you can't take Cheetah at 5 under your current set up.  You need Grasping Thorns first - nothing in your set up accounts for the prereq for PotC.
My current ideal probably never be reached fifty AA fury tree thing. Animalism Mask 5 - Predator 3 - Pyre 5 (keep waffling between this and Agitate) Recovery Thorns 3 - Heal 5 - Cheetah 4 - Feast 3 - Hibernation 5 - Pact of Nature 1 Energy Swarm 3 - Waterspout 3 - Thunderbolt 5 - Starnova 5 All in all, it looks *very* fun.
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Unread 11-14-2006, 04:40 AM   #17
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Thank you very much for the clarification SMILEY
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Unread 11-15-2006, 01:23 AM   #18
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animalism: carnal mask 3, predator 5, primal spirit 5, agitate 5, urchin 4, animal form 1

hindering: root 3, snare 3

energy: kill swarm 5, bolt 5, whirlwind 3, starnova 5, cos 2, energy vortex 1

in the kos achievements Im prolly gonna put some points in str(double attack+heal) and some in int(max stat+crits) and some points in wis (stat only)

Had fun testing things with this set up on beta so will prolly roll with this on live.

Message Edited by quetzaqotl on 11-14-2006 09:25 PM

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Unread 11-15-2006, 01:31 AM   #19
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quetzaqotl wrote:

animalism: carnal mask 3, predator 5, primal spirit 5, agitate 5, urchin 4, animal form 1

hindering: root 3, snare 3

energy: kill swarm 5, bolt 5, whirlwind 3, starnova 5, cos 2, energy vortex 1

in the kos achievements Im prolly gonna put some points in str(double attack+heal) and some in int(max stat+crits) and some points in wis (stat only)

Had fun testing things with this set up on beta so will prolly roll with this on live.

Message Edited by quetzaqotl on 11-14-2006 09:25 PM



What do you like about Animal Form?

Thanks for any response. :smileyhappy:

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Unread 11-15-2006, 01:54 AM   #20
quetzaqotl

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animal form is nice to get power back quick(!) + it makes me melee down mobs like a mad mofo and it only takes 1 pt on a aa line i was gonna get 20 pts anyway.

Will prolly mostly use it on myself  tho (I will prolly cast it on my warlock guildie shadowflag to stop him from making the parse SMILEY and make him go melee ohh the power us furies have) but when you go down the str line and your whacking away at mobs at around 180-220% haste with a fast weap+melee proc on animal form its kinda cool.

Message Edited by quetzaqotl on 11-14-2006 10:00 PM

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Unread 11-15-2006, 03:08 AM   #21
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quetzaqotl wrote:

animal form is nice to get power back quick(!) + it makes me melee down mobs like a mad mofo and it only takes 1 pt on a aa line i was gonna get 20 pts anyway.

Will prolly mostly use it on myself  tho (I will prolly cast it on my warlock guildie shadowflag to stop him from making the parse SMILEY and make him go melee ohh the power us furies have) but when you go down the str line and your whacking away at mobs at around 180-220% haste with a fast weap+melee proc on animal form its kinda cool.

Message Edited by quetzaqotl on 11-14-2006 10:00 PM


Even in the old system I was getting very decent autoattck(plus haste atatck) numbers just by using the STR line. Furies are built for massive amounts of haste (I could reach 102% in the old system at 'peak'). *grins* all these melee DPS will have to drag agitage out of my cold dead hands SMILEY
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Unread 11-25-2006, 12:02 AM   #22
Radigazt

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I would like to request that this thread with the NEWEST VERSION of the EoF AA's be stickied. Thanks to everyone who helped get out this great information.  SMILEY

Message Edited by Radigazt on 11-24-2006 11:06 AM

Message Edited by Radigazt on 11-24-2006 11:06 AM

Message Edited by Radigazt on 11-24-2006 11:07 AM

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Unread 11-25-2006, 12:07 AM   #23
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It would also be nice if we could get these AA's rolled into the Fury FAQ at some point as well.  Thanks. 

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Unread 11-27-2006, 10:53 PM   #24
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I have a question for someone new to earning AA's.
 
1.  For example (Enhance: Tempest)...does this only work for the spell called 'Tempest' or will it work with any spell in the same line like Twirl, Cyclone, Whirlwind?
 
 
Thanks in advance.

Message Edited by Iamken on 11-27-2006 12:53 PM

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Unread 11-28-2006, 11:43 AM   #25
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It works on that entire line of spells.
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Unread 11-28-2006, 12:47 PM   #26
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I am a new fury so sorry for such a basic quesiton.  Regarding the snare line of spells, does that slow the target with just the run speed or does it actually slow the melee, casting and all of the combat speed also?
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Unread 11-28-2006, 05:53 PM   #27
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They move slower, that's all... it does't affect combat at all. In fact before we got a root we didn't need to use this spell at all really (in PvE anyways).Though one thing I have noticed using snare and the run speed bonus is we can 'almost' kite a mob.
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Unread 12-18-2006, 11:30 AM   #28
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Can we get this thread stickied please? 
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Unread 01-07-2007, 10:47 PM   #29
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Katxim wrote:

My biggest disappointment is that aside from the emergency healing and Hibernation changes, our actual healing potential wasn't enhanced much.  If Urchin is actually useful again due to the mit changes, the regenon that will be sweet.  Remains to be seen, I guess.  And I STILL wish they would make Urchin castable outside of group in raids. 

Message Edited by Katxim on 11-13-2006 11:12 AM



I think that was quite intentional.  The debate over Fury healing prowess, viz-a-viz other priests, was something going on way-back when I played this game the first time around.  What they are doing in this tree is really emphasizing the things that make us Furies and not other priests.  And really, doesn't that make the most sense?  Subclass trees should, imo, emphasize distinctions, rather than allowing subclasses to become blurred.

As I've read the two threads on this topic it struck me that: pvp'ers were happy, group oriented ppl were happy, raiding furies were happy, and solo'ers were happy.  That sounds like SOE did a pretty solid job of it, then?

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