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Unread 01-11-2009, 09:13 PM   #1
Kitteh

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Hi.

I'm recently returning to EQ2 after playing WoW (still am playing WoW) and have decided to play a Fury, so I have a few questions.

What stats levelling wise in gear should I take? Am I supposed to focus on, say, two primary stats, or am I focusing on balancing everything? If focusing on some primary stats, which ones should I focus on?

I know that furies are capable of dps. Is there a specific reccommended AA tree I should use for levelling? While levelling, will I be able to heal instances as well as throw a few nukes here and there? Is it generally acceptable for the heals to be doing dps if managed right, or will I get chewed out for that?  How well do furies parse compared to the mage and scout classes? What is the best spell dps rotation for soloing/grouping?

Should I pay an arm and a leg to adept my spells every time I gain a level, especially if I am levelling fast?

What diety is the best for a fury?

Lastly, what is the most beneficial profession for a fury?

Thanks for your time guys -  I know all of this information could be found elsewhere but it would help to have it all consolidated.

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Unread 01-13-2009, 06:05 PM   #2
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Kitteh wrote:

Hi.

I'm recently returning to EQ2 after playing WoW (still am playing WoW) and have decided to play a Fury, so I have a few questions.

What stats levelling wise in gear should I take? Am I supposed to focus on, say, two primary stats, or am I focusing on balancing everything? If focusing on some primary stats, which ones should I focus on?

I'd focus on Int, Sta, Wis (in this order) - Int = spell damage, Wis = mana pool, Sta = HP

I know that furies are capable of dps. Is there a specific reccommended AA tree I should use for levelling? While levelling, will I be able to heal instances as well as throw a few nukes here and there? Is it generally acceptable for the heals to be doing dps if managed right, or will I get chewed out for that?  How well do furies parse compared to the mage and scout classes? What is the best spell dps rotation for soloing/grouping?

boost your nukes on the Fury tree, 3 points into the "spider" and 3 into twirl then 5 in the others, then work the line on the druid tree to get 8/8 into spell crit (believe this is the int line).  I'm currently solo healing instances in a 4 man group as I level my fury, spec'd fully in dps

Should I pay an arm and a leg to adept my spells every time I gain a level, especially if I am levelling fast?

I only adpet 3 my heals

What diety is the best for a fury?

Depends on if you are good or evil, and if you want a healing or nuking diety

Lastly, what is the most beneficial profession for a fury?

As a sage, you can make your own spells.

Thanks for your time guys -  I know all of this information could be found elsewhere but it would help to have it all consolidated.

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Unread 01-13-2009, 09:36 PM   #3
Kitteh

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Thanks for answering, Telal.

I am a good fury. Actually, the diety depends. Depends on if I would be doing a bit more dps solo wise, but hamper my healing. If it won't hamper my healing, then a nuking diety. If it will, I would rather just do a little less dps and have a healy diety so I can heal groups better.

Also, if wisdom and stamina is health and power, why, on some gear is there Wisdom and Stamina as well as +Power and +Health?

Lastly, do you have a specific spell rotation for soloing, as well as a healing rotation for groups?

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Unread 01-13-2009, 10:05 PM   #4
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The diety itself doesn't actually affect your healing much, it's more in the miracles/blessings that you purchase.  I have never purchased or used a miracle or blessing on any character (I don't raid at all)... SMILEY

If I were soloing my Fury i'd probably root it in place, then cast my two dots:  "twirl" and "stinging insects", then I'd follow it with "strike of thunder".  After that I'd heal as necessary, reroot and reapply dots.

In the group I run in, Tank pulls, I cast "regrowth" on tank, then i cast "Intimidation" on the mob (if heroic), cast my 3 nukes (i don't have the 4th one yet), then reapply regrowth, I find I cast regrowth even if the tank isn't hurt as it will heal him on the next tick if he does get hurt. SMILEY

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Unread 01-14-2009, 02:14 PM   #5
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One point in Shapeshifting. Do it now. NOW NOW NOW! It rocks for solo...just switch to Wolf form and you get bonus to crit...for one AA point. Treant works with bonus to crit heal I believe if grouped.

~Sun

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Unread 01-14-2009, 02:41 PM   #6
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At low levels, which my Fury definitely is, I like to use the following when killing solo con mobs:

Root, Start HO, Snare (Just in case!), Wis Debuff, Strike of Thunder (triggers HO), Cold DoT (finishes HO w/DD), Stinging Insects DoT.

Usually this sequence will kill, or nearly kill a mob without even waiting for the DoT's to tick out.  Rotating Strike of Thunder earlier in your sequence simply gets it ready to use again more quickly since that is the recast you'll likely be waiting on.  Same applies to the HO starter, the sooner you start it, the sooner it will be ready again, even if you don't actually trigger it for a few seconds.

When going thru this sequence, if Snare or Wis debuff bounces, I just ignore it and keep going.  It's not super important, but, using this sequence has the added benefit of improving most of your casting techniques that otherwise might fall by the wayside - Subjugation and Ordination being the primary two beneficiaries of this sequence.

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Unread 01-14-2009, 09:52 PM   #7
Kitteh

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Telal, is there a link or something I could go to to see the spec you're talking about? I can't find the "spider" thing you were talking about in my tree.

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Unread 01-15-2009, 02:48 PM   #8
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It's "Enhanced: Death Swarm". Top right most ability on the "fury tab"

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Unread 01-19-2009, 06:28 AM   #9
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Thanks for all the help, Tel and others. I really appreciate it!

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Unread 01-19-2009, 05:57 PM   #10
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Oh, I actually do have another question though. First off, I am getting resisted a rediculous amount, like every other spell twice in a row. I make sure to have all my nukes at the highest I can get them without spending like 10g an adept (I don't know if this is a lot of gold at this point and time in the game, and account wide I've stocked up a good 7plat before I returned, but I don't want to see it all go to adepts if you know what I mean - basically this means all my nukes and heals atm for that matter are about Apprentice IV) Is there any way to stop getting resisted so much?

Secondly, someone told me that Furies should stack agility too, to decrease your chance of getting hit if snares get resisted, which mine are. Should I be taking any agility on my gear or am I supposed to count on my snares not getting resisted most of the time?

Also, how much +power per point of WIS and how much +health per point of STAM?

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Unread 01-19-2009, 07:44 PM   #11
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Against resists you can do the following:- fight mobs lower level than you.- try to fight a different mob type to see if resists are differen.- use all spells regularly to raise your skill (look at what spells get resisted and look what skill they use... then check the persona/skill window if the skill is not at the maximum).- if skills are really low then use these spells as often as you can. (You may need to disable adventure xp to level more slowly thus allowing your skill to catch up. You can also practice your skills with gray mobs.)-> look at what Banditman wrote about Subjugation and Ordination (low skills will cause your snares to resist more often).- get your important spells adept I or III the rest should be fine at apprentice IV while leveling.-> If you think snare is very important get it Adept III... but then Furys can take a few hits with leather armor before going down... and even then they can re-root/snare and/or run. My friend often tanked mobs with his Fury while we were duoing. I would have been dead within two swings with my cloth armor. And if things went bad he was often able to run. (It's different at level 70+... but until then he did not have to rely on root/snare much. That's why I don't think they are so important... and would rather go for other spells. But it depends on your playstyle.)- harvest to get a few rares so a crafter can make you an adept III cheap. (Sell other rares or even the commons on broker.)- craft your own spells (still need to get the expensive rares though for adept III).- buff yourself before the fight.- debuff your opponent at the start of the fight (right after the root).- use heroic oportunitys as often as you can (will not help with resists... but greatly helps keep the fights shorter... and may give some nice benefit).

*edit*Later you get gear that buffs your skills helping with reducing resists.

Resists may also be a bit level dependent... so it may get better in a few levels. At higher levels I only had problems fighting mobs a few levels above my level. (I'm not a Fury but it should be simmilar.)

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Unread 01-22-2009, 03:32 AM   #12
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Lots of resists usually mean your skills aren't maxed. As previously said, right click your xp bar and disable combat experience to slow leveling down and max your skills. Right click your spells and examine to see what spells are affected by what skills.

If you are chaining resists, I'm guessing your skills are in need of a lot of work. hit 'p' then click the skills tab to see where you are at, if you didn't already know.

Make sure you are using your wis debuffer to help keep reisists down.

For aa I'm going to suggest you take the Int line under druid aa and go 4/4/8 then put another 8 in the following one to raise your casting skills up significantly, but wait on that last one AFTER you run some aa in the fury sets. 

For fury aa go 3 to swarm enchancement so you can put 5 into your strike of thunder. don't waste aa in twirl, it doesn't reduce cast time so your overall dps won't improve. Instead, to get to your nova aa at the bottom start your kudzu line with 3 into the stat debuff (it's just left of the swarm enchancement aa), then you have your snare (max it, makes snare last 45 seconds) From there you can hit the root enchancement and nova enhancement. once you have nova at 5 aa finish out spending 15aa in hindering to get kudzu.

BTW, when root/nuking best to use strike/nova and lay off the dots. They do low damage and each tic has a chance to break root. Save then for when you have a tank.

For deities, I went with Karana. The pet is +wis and +int, the cloak give a good +mod to your spells and he has a balanced list of miracles and blessings. Overall, a good fit for a fury. I don't use them often, but I do keep the group rez from karana just in case.

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Unread 01-24-2009, 01:20 AM   #13
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Hm. It seems like everyone has been saying to go the Int line in the druid tree - for good reason I found out. What about the other lines though? I've heard that +strength/+Int, or +Agi/+Int, or even +Int/+wis lines are awesome too. Is any one better than the other? Oh, and how much Agi do furies need? I know my Wizard benefitted from some Agi because she was getting hit alot because her roots broke, but does mitigation on leather armor make up for that and should I take Agi as I get it or actually go out of my way to get it?

Also, as asked before, how much +power per point of WIS and how much +health per point of STAM?

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Unread 01-25-2009, 04:31 AM   #14
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After the Int line go down kudzu and nuke lines under the fury aa. Run those two lines like I mentioned before to start out with. Later on you can come back and fill out your nuke line if you want.

As for the other Druid lines, don't get them for the stat increase. It will be the abilities in the line, generally you'll only go 4 in the stat increase anyway, just to unlock the next.

IMO, Str line offers some nice abilities, but without a solid melee spec like wardens get, there's just too much going on with you healing, nuking and trying to melee much. It's not good enough to give up nuking, so in the end not so great.

Agi, is a complete waste, again in imo. The mezz is too conditional, pets are a pita and the final ability doesn't lower recast of your hot, so your heals per second aren't increasing. There's better places to put aa than here. Agi is my least favorite line.

Sta is mediocre, but the 4th ability is heal crit mod, which you'll eventually want.

Wis is tied with sta to me. ae root comes in handy, run speed + is always good, the immunity passive isn't bad, but the final ability, Rebirth, has come in handy for me loads of times. It really shines in those dungeons crawls where there a wipe deep in and you self res then bring the group back. Can prevent a lot of reclearing.

Atm I'm runninng Int and Wis, but I know I'll eventually respec to get the heal crit from sta sometime.

Btw, for the soloer, you'll eventually want to max out your predator enhancement in your fury aas for the +35 runspeed mod it adds to your predator buff.

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Unread 01-31-2009, 02:04 PM   #15
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So now my little Fury is level 20. That said, I am having alot of trouble finding any kind of leather upgrades with Intellect on it. What do I do? Is  the plus int on the druid tree enough to make up for lack of int on gear or is there something else I can do to solve this problem?

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Unread 02-02-2009, 08:42 AM   #16
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Kitteh wrote:

So now my little Fury is level 20. That said, I am having alot of trouble finding any kind of leather upgrades with Intellect on it. What do I do? Is  the plus int on the druid tree enough to make up for lack of int on gear or is there something else I can do to solve this problem?

My fury is just ahead of you, have reached level 30+ something.I also have a tailor to make my own master crafted leather clothes and I'm sorry to say that there aren't any leather clothes with int on em, loads of wis but no int. If you want int you have to go with cloth.

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Unread 02-03-2009, 03:11 PM   #17
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In my opinion, (my Fury is 42), stick with the leather armor (woven set) which gives STA and WIS. You can buff up your INT with 2xINT Hex dolls (+14 INT a piece MC iirc at 42) and by wearing caster stat jewels.

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Unread 02-03-2009, 05:58 PM   #18
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The tailored woven is leather armor and will have + int, wis and sta on it. That is what you'll be wanting to wear.

Doesn't mean there will be a full set waiting around on the broker for you to buy, you might have to harvest the rares  yourself and find a tailor to make it for you.

In my opinion, do not ever place achievement points into one of the stat aa in the druid line just for the stat, only run the first 4 to unlock the following skill. You have to weigh the benefit of the increase against the cost of the aa as well, and imo there will always be somewhere better to put that aa then in just a stat increase.

Don't place a lot of focus on your stats, stay in mastercrafted tailor woven armor and you should be fine, don't worry about how much sta or agi you 'need.' You are a priest that can cast decent nukes, so anything other than improving your heals and damage spells is trivial. The tailored woven will give your better mit than cloth versions. And at your lvls, hell even now, I run with a 1h-der and shield instead of a 2-hander. The shield is for defense so I wouldn't worry about trying to find the perfect priest shield, just get a good protective shield.

As for tradeskill, you have two obvious choices, sage for making your adept III's, and tailor to make your armor. My wife is a tailor so I went with sage, and truth be told, I'm 76 and my ts lvl is 40, so I ended up buying a lot of stuff instead of making it for my self, around 40 the ts lvl'ing slows dramatically, but you may want to take the time to keep your ts lvl useful for your fury. Tailoring you'll only have to make your 7 pieces of mc to keep you up and going, every 10 lvls, sage will provide a greater benefit, but you'll do lots and lots of harvesting for rares to keep your spells at adept III, even the useful ones, which there are quite a few. Just have to decide which way you want to go. IMO, sage will lvl the fastest due to the larger number of recipies to get the bonus xp for first combine.

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Unread 02-04-2009, 12:11 AM   #19
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First off please more fully describe your playstyle.  Will you be soloing most, grouping, maybe later raiding?  It doesn't sound like you are on a PVP server, but if you are the answers will change quite a bit.

But a few generic rules-

To have a really strong toon, your AA level should always be close to max, for you now that's 1.5 your experience level.  You can do this by questing, killing names, all the normal stuff....

Without locking, leveling in EQ2 is super fast now.  If you don't/can't lock then spending large amounts of plat on spells and armor is just silly in the lower levels, say until your mid 40's or so.  At that point leveling slows down a bit, but even then it's still really fast, all depends on what your are doing.

Mastercrafted armor is more than adequate until you start hitting 50+ or even a bit higher.  Of course if you want to solo yellow heriocs, you will need some better stuff.

Same with spells, until later, save your cash and choose your Master 2's based on your playstyle.  You should always get adept 1's though SMILEY.

As mentioned the preferred method of soloing on a fury is root and nuke.  DOT's have a chance to break roots on every tick, so don't use them until the end of the fight when you can win no matter what.  In MC gear you can just go toe to  toe with green heriocs, with a good AA setup, even some blues are doable this way.  Even con or yellow heroics are always a challenge, but doable.

BTW, don't use MC jewelry, the stats are ok but the resists are crap.  In general try to find jewelry that gives a good mix of stats and resists.

Also, don't spend alot on adornments early on, same as above, you will just out grow the good/expensive ones too fast, save up for later.

If you are going to solo alot, focus on WIS / AGI / STA / INT, in that order, here's why.  Furies burn through power FAST, so you need as much as possible.  WIS gives you power and resists, and if you are rooting and nuking, you will need power to do so, and resists for the spells cast upon you.  Next is AGI, to avoid melee attacks when roots break or when going toe to toe.  Next is STA, for added HP, without HP you are dead right?  More equals better.  LAST is INT, for a priest the INT doesn't add up to a huge amount of extra damage.  Priest nuking is all about outlasting your opponent, not nuking ASAP, that's what mages do.

Grouping in a good group is all about efficiency.  You need power, you need resists against AOE's and you need to stay alive.  And if your group is good enough, you can toss in some damage.  So go WIS / INT / STA / AGI.

Honestly that mix isn't hugely important, but ALWAYS focus on WIS first.  On my now retired level 70 fury, I actually had 3 distinctly different sets of armor, one solo, one group and one damage.  Raiding gear is a whole nuther can of worms.  The damage one was actually mostly cloth armor for max INT.

AA setup is by far the most critical as it relates to playstyle.  In good groups, and if you have a large power pool, the AA Infusion can be alot of fun and so can Energy Vortex.  But if your current group is always on the edge of death, you will be better off enchancing your heals and their crit level.

My currently played level 49 fury on PVP Nagafen has 3 extra melee type attacks only available through AA's.  They rock for PVP, but would be almost worthless in a strong group on PVE.  BTW my 49 fury has 77 AA's I can't even use them all!

One last note, in general I have found fury debuffs to be nearly worthless.  I haven't done a huge amount of parsing but what I have done doesn't show any significant improvement that can be attributed to debuffing.  Your are better off casting another DOT, or even a "safety" heal.  If you find that you have nothing to cast often, then you are better off working toward one or more of the melee type AA attacks then.

Of course as you level up, things get more complicated, more spells, more AA's, more armor to choose from.  By then you will know more on your own, and know more of the type of playstyle you are doing more.  Then you can fine tune and really start being an awesome fury!

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Unread 02-04-2009, 12:16 PM   #20
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WasFycksir wrote:

WIS gives you power and resists, and if you are rooting and nuking, you will need power to do so, and resists for the spells cast upon you.  Next is AGI, to avoid melee attacks when roots break or when going toe to toe.  LAST is INT, for a priest the INT doesn't add up to a huge amount of extra damage. 

One last note, in general I have found fury debuffs to be nearly worthless.

I find it amazing that you so nicely wrote up how each individual stat helps you as a fury succeed, but then make that statement that our debuffs are nearly worthless.

The following is for any fury that truly believes that our debuffs are worthless and can't be bothered to cast them, ever.

Increase our wis to increase our resists against whatever the mob is going to throw at us and reduce incoming damage? Check.

Debuff the mobs wis to decrease its chance to resist what we throw at it and have our spells do more damage? Only if you actually cast your debuff. Decreasing the mobs resistance to ALL damage types by lowering it's wis helps lower the chance that your spells are going to get resisted and also allow them to do more damage. Truly a benefit for a fury since we do several different types of spell damage: heat, cold, divine, magic. Those roots and snares might land more consistently too.

Increased our agi to avoid that melee hit while standing toe to toe with your opponent? Check.

Debuff the mobs agi to decrease its chance to avoid our melee attacks while we are standing toe to toe when root breaks. Same as previous. Only if casting your debuffs. Especially helpful since furies don't get any really useful ways to increase our melee skills.

That's 2 debuffs right there all rolled into the fancy package of casting 1 debuff. Later on, you can add aa points to also increase the wis/agi debuff amount and add an int debuff to this if you choose.

Increase our int to be able to hit the mob harder with our spells? Check.

Debuff the mobs int and casting skills to reduce the damage coming our way? Only if your casting your debuff. This one also has the ability to interrupt the encounter. Really helpful to reduce the amount of damage from those aoe's and spells the mobs like to throw at us.

Oh, and don't forget about your priest Master Strike ability. Not only does it do a nice amount of damage, but it also decreases the mobs attack speed and melee skills. Very handy when forced to be up front and personal with a mob.

Players should really stop underestimating the power of our debuffs. These debuffs help quite a bit while out soloing in the big, bad world out there. Those nifty stats that help us to survive also work against the mobs to assist them in their untimely demise. Never mind the usefulness in group/raid settings when they are added with other players debuff abilities. Mobs die faster when using them as opposed to not using them. Against some encounters, they can be the difference between success and failure whether it be solo, group or raid.

Use them! They are not just there to take up space in your knowledge book. You might just find yourself being able to do things more easily that were rather difficult/impossible before.

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Unread 02-04-2009, 08:57 PM   #21
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It may seem like I am contradicting myself but I am not.  The mechanics of incoming issues and outgoing issues SHOULD be the same, but they are not.  PVE mobs don't play by the same rules as toons do.

The debuffing of STATS has very little effect on the killability of PVE mobs.

Slows, mit debuff (brigs) and that type of thing do have an effect in the destruction of mobs.  Specific resist debuffs can help some too.  Debuffing poison for a scout type for example.  But those are generally dramatic drops as opposed to just knocking off a couple hundred points generically.

Take for instance a priest mob, debuff its WIS, it still has plenty of power, and will likely not run out even in an extended root and nuke scenario.  Debuff a mage mobs' INT, guess what, you are still going to get nuked for the same amount.  ONLY your WIS will make the damage less, not less INT on the mob.

In the few days I will try to do some parsing on some consistant encounters and post up the numbers.  I will use my 49 fury, my 70 fury is very underequipped comparatively since its been retired for so long.

I will also only use "standard" fury spells so that other furies can compare in a more direct fashion.

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Unread 02-05-2009, 02:56 AM   #22
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Super secret strat for all raid mobs below;

If you want the mage's nukes to hit higher, the tanks taunts not to be resisted and your own nukes hit higher with a smaller chance to get resisted.....DEBUFF the mob!!

You seem to be thinking; less Wisdom = less power... i don't know that to be the case, maybe, but that is neither here nor there really.

What i do know is, Less Wis = Lower spell resists = /win

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Unread 02-05-2009, 04:11 PM   #23
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I hope I didn't start anything. What Wasfycksir said about solo stats, WIS AGI STA INT, goes against what everyone is telling me in game and out. I am so confused as to what to do now stat wise. Currently I am stacking INT, WIS, STA in that order and just taking the AGI as I come by it and not really worrying. Will this be ok in the long run, at least until I hit 80?

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Unread 02-06-2009, 01:11 PM   #24
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Kitteh wrote:

I hope I didn't start anything. What Wasfycksir said about solo stats, WIS AGI STA INT, goes against what everyone is telling me in game and out. I am so confused as to what to do now stat wise. Currently I am stacking INT, WIS, STA in that order and just taking the AGI as I come by it and not really worrying. Will this be ok in the long run, at least until I hit 80?

When I was leveling up my fury ages ago I went int first for damage, then wis for power pool. I was duoing with a guard up to 80 so sta and agi weren't priorities for me. If you are soloing, you may want more sta/agi for survival.

However, when ROK came out and I was soloing more and the mobs start hitting harder, I began looking for gear with more raw hp/power stats. As you get closer to stat caps the wis and sta give less hp/power per point.

I would say that the stats you are focusing on are fine.  As long as you have enough damage, power, and hp to kill the mob before it kills you, you're doing good. We are more a root and nuke type class (doesn't mean we have to play that way though). You definitely need to have enough hp to survive a hit or three when the root breaks.

Now if you want to melee focus...ie use str line and forgo the root/nuke style, I could see adding in some agi and str.  I was using the str line and meleeing mobs more prior to ROK. It was fun.

They did make changes to the leather armor. The woven set is sta/wis/int. You no longer have to get cloth armor to up int and wonder where all the gear with wis is. Unless you want to wear cloth, of course. The MC caster jewels are also sta/wis/int. Starting at level 52 the MC set gets +heal and +spell mods too.

Swapping out a piece or two, and maybe even adding some of those expensive adorns to up stats you feel are lacking can help. You can also use potions to up certain stats for a short time period too.

I say set up your stats to match your playstyle. I play more root/nuke now. I wear leather gear for survivability instead of cloth gear for high damage. I do have some gear in the bank and the str line in my aa mirror for the times when I want to go out and actually hit the mobs with my weapon or do more damage. It's all about setting your stats and gear up to be successful in your chosen playstyle.

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