Post by seyosk on Nov 5, 2006 22:55:02 GMT -5
By:Roma Fireheart, Fury Advocate
Elder Fury of the Light of Saedron
Embrace the Fury
Far beneath the green canopy of the swamp, deep into the heart of the rivers that flow within it, the steam that rises, there stands a hut. Not many venture here, not many have dared and those that have had the courage, were never the same again, once the fury was released within. An old elven woman, her body marked with symbols of ancient rituals, her hair twisted and wild, her robes tattered, her skin wrinkled with age. An old woman that time has forgotten, lives there. Keeping the swamps safe, waiting for her kind to find her. A knock on her door is heard before it slowly slides open, revealing a young woman, frightened, alone and on a search.
"What do you want!" howled the old woman while carving a rune within her arm. "I want to learn" the girl replied, clenching her hands together. The old woman gave a sigh and put down her athame. She stood and walked toward the girl, her eyes locked onto hers, piercing her very soul. The old woman threw the girl to the floor with a swift slap across her face. "Where have you been, all these years, and you come to me now...when I am this??!" the old woman cried out. "Time means nothing now old woman, it is endless, as our lives. I am here now, nothing else matters." The young girl replied while standing up. "Now teach me what i've come here to learn, or let yourself and our kind be forgotten forever." The young girl stood there, no longer scared, but angry, waiting for her moment, like a tigress in the wild. "Dear child, I hope you know what you have just done, I hope you are ready for an existance of pain, solitude, sacrifice, neglect and regret. I hope.." the old woman spoke in a solemn voice as she walked to her chair. "All we have in these dire times old woman, is hope. I will lead this life, for no other has meaning." the young girl replied while slashing her arm with her own athame. " I am ready" she spoke once more. "Then let us begin" said the old woman, as the clouds began to thunder.
To begin your journey, there are many paths you can take. I will explain what I can to you now.
Many Races in this world can embrace the fury, regardless of their prowess, only a woman can handle such a power.
Aelfborn : These half-breeds are too insane to grasp any part of the Fury. They lack the mental focus and spiritual energy. Aelfborn have low int and low spirit, the only upside to playing an aelfborn fury is a few more hitpoints, but a fury recieves very little on each level or for each point of Constitution for it to matter.
Strength: 40 / 95
Dexterity: 50 / 120
Constitution: 40 / 95
Intelligence: 45 / 105
Spirit: 35 / 85
Elves : By far these High-Born are the superior choice to embrace the Fury. Their mental prowess, their spiritual energy as well as their traditional disciplines. Elves have high int and spirit. They receive a far more beneficial amount of spirit per level as well as access to Archmage discipline which grants Litany of Will (+15 int +100% mana recovery +20% Power Damage buff) for a short duration with a recast as well as Chant of Mastery (Powerblock immunity) and Arcane Doom (Single Target powerdamage debuff, melee damage debuff and stamina recovery debuff. Based off of sorcery focus). Elves also have access to Bladeweaver, which grants them the power to duel wield weapons, such as a dagger and a wand, for optimal attack rating as well as Find Weakness to increase Fury of Winds damage output on a single target. Elves however have very low constitution, but like I said, this matters little for a fury. Endurance is not something that the Gods have blessed us with little one.
Strength: 35 / 70
Dexterity: 60 / 140
Constitution: 35 / 70
Intelligence: 50 / 120
Spirit: 40 / 100
Human : Bah! These cattle that roam Aerynth. They are just that, cattle. Nothing superior about them, nothing that stands out. Humans make average furies at best. Their stats are very balanced, their mana/spirit ratio is average, and their only upside is they recieve more training points per level. Allowing you to train an additional power or increase a focus line moreso than you could with another race. Which in most cases is a waste, you do not spend your time casting twenty spells when you have no time to do so. Cast what you need as fast as you can, time is not on our side. Humans also recieve no special discipline selection. Most players who choose to play a human, do so to play a Siege Debuff fury. Who specializes in nothing but debuffs, snares, blinds and their AoE Counterparts. The only damage output furies such as this can deal is through Fury of Wind. Even that is minimal due to them being in Defensive stance.
Strength: 40 / 100
Dexterity: 40 / 100
Constitution: 40 / 100
Intelligence: 40 / 100
Spirit: 40 / 100
Irekei : Now here is a race that should have never dabbled in the Fury. They belive they understand the Fury, but they know nothing of its true power. Irekei are also a good choice for furies. They recieve a few more hit points and an average amount of mana as well as a decent Intelligence max. Their discipline selection is minimal, but they do recieve Blood Prophet, which grants a Irekei Only Heal over time as well as a fire based Stamina/Hp damage Damage over time spell. Most players who choose to play an Irekei fury, usually choose to use more Damage over Time spells with high amounts of Constitution and Intelligence. Casting their spells and keeping themselves alive while their poisons run their course. An Irekei fury can severly damage any melee character by combinding BloodFire with Fury of Wind, Dampen Rage, Blind and so on.
Strength: 40 / 85
Dexterity: 55 / 130
Constitution: 40 / 90
Intelligence: 45 / 110
Spirit: 30 / 85
Nephilim : These fools, what can I say little one, I would rather teach a Nephilim the Arts of the Fury than to an Irekei. Smart ones they are and their wings give them command of the skys. Nephilim have very high intelligence and constitution but recieve very low spirit and mana. Their strength lies within their wings and mind. Nothing else.
To play a nephilim, you have no form of healing unless you drain life using Leech of Blood which can be found in your Stormcalling Focus line. You cannot be grounded unless by Archers, so use your wings wisely. You are limited to yourself, your own spells, your own fury. Nephilim also cannot wear hoods, so you will always lack the statistical advantage of having a hood that gives"Archmage of Genius, Runed of Genius". Nephilim do make good furies though. They are able to deal a decent amount of damage and have the survivability of natural flight to grant them the time to cast their debuffs to begin to deal damage. Choosing Nephilim over the other races, limits you from being able to heal yourself and empowers you by giving you natural flight and a healthy amount of hit points.
Strength: 55 / 140
Dexterity: 15 / 60
Constitution: 40 / 90
Intelligence: 65 / 130
Spirit: 30 / 80
Now you must choose your traits, your bloodlines, your birthrights blessings.
Character Creation Runes.
There are many choices here, far too many for an old woman to mention.
No matter the race, you must take -5 points away from strength and Dexterity at character creation. (Unless you wish to train as a high defense fury focusing on Dexterity and Intelligence, then remove -5 from str and -5 from spirit)
My advice to you is to take Brilliant Mind and Wizards Apprentice, place the rest of the points into Intelligence. Wizards Apprentice will lower your spirit and constitution by a few points. But that does not matter, constitution is not something you need to worry about, even if you had 200, your hp would be below 2500 and at that point, your damage would be below 500, to each his own I suppose. If you decide to skip Wizard's Apprentice, I suggest taking a spirit rune instead or a small constitution rune, depending on your prefered playstyle.
Don't worry about Precise or Lucky. You will have atleast 1600 attack rating with 150% base Stormcalling. You can also Blind which lowers a targets (non-shade) defense & attack rating by 50%.
If you choose elf, once you reach level 10, apply the bloodrune called "Scion of the Dar Khelegur" it is your birthright little one. Embrace it, no matter the cost. You are a Fury, sacrifice what you must to achieve what you desire.
Your name, your world (Server) or your starting equipment is your own choice, it makes no difference in the end. Choose what you will.
Your equipment will change, I recommend the following for damage based furies.
Lapis of Stormcalling rings & Lapis of Stormcalling Amulet (+10 Int +10 Stormcalling +30% mana regen.These will increase your focus line which in turn raises your attack rating as well as your damage.) Avatars of Stormcalling Feather Wand (+150 attack rating +10 Stormcalling focus).Runed of Genius Robe & Hood (+100 mana +10 Int +25% mana regen on each piece, great help for fighting alone or against classes who want to drain your mana, also, our spells cost high amounts of mana to cast, 200 extra mana helps alot).
For a pure debuffer fury. I recommend any resistance jewelry. Ignore Stormcalling focus line jewerly, your use of it will be minimal.
Now keep in mind. You can use whatever gear you desire. Use what fits your style, your strategy, your world.
Your powers.
Little One, this will take ages if I go into each and every spell you posses. To have a complete overview of all your spells, stance levels and requirements, look here:
www.chronicle.ubi.com/Encyclopedia/Professions/Fury.htm
Here are your class defining spells.
Draw Natures Fury : -50 Ice -50 Lighting - 50 Fire - 50 Poison resistance on a single target. 89% Sorcery Focus line required. This spell stacks with the Channeler Bolts as well as your Hex of the Storm and Ice Fury spells, for a combined amount of -100 to a single element of your own or the channelers choosing. This spell will NOT overide other magicians debuffs such as the Wizards Hexagram ritual. (Hex of the Ice and Storm fury WILL override the other debuffs if it is equal or greater in levels.)
Fury of Wind : -60% Movement speed. -60% attack rating and deals crushing damage over a span of 30 seconds of damage and 60 seconds of the debuff effects. You will need 93% in Stormcalling to open this spell up. If not The best spell in our arsenal, it is within the top three. Any fury worth her dreadlocks will have this spell Grandmastered and cast on every target she comes across. Never ever start a battle without casting this within the first 5 seconds.
Call Storm & Call Blizzard : Our two area of effect spells (AoE) Call Storm is Lightning Damage based and Call Blizzard is Ice Damage based. The difference here is that they are persistant, like the rain. You must be focused to use these spells. If you move, get stunned or powerblocked, they will stop. They will not hurt you, but they will hurt whomever is around you or the target you aimed it at. If the target moves out of your range, the spell stops. The maximum number of things (people/monsters) you can hit is 10, and each time the storm pulses (every 10 seconds) it will do as it did the first time, and check your attack rating, againt the targets defense. So it can miss, even if it hit the first time.
If you have the points, train both these to Grandmaster level. They are very situational in use, but worth it if you can manage to cast them properly.
Flesh Ward : This is a Physical Damage Absorber, one of the two best in the game currently. Not really a class defining spell, but very useful nonetheless. You need 53% in Warding to achieve this skill. Master it. It is your means of survival, which we all lack greatly. Make sure you time this spell. Have it cast on you at all times. If you know a battle will come, cast it to refresh it. Wait for the recast, then engage if possible. To be able to recast it in the middle of the fight, prolonging your life span.
Your Focus Lines
You have three that you will need to train. Don't worry, not all 3 need to be mastered.
Warding : This focus line holds most of your defensive spells.
It is also your focus line for spells attack rating. I do not recommend taking stun if you choose to use lighting as your main damage source. I do however recommend it if you use Ice. Either way, a handy spell to have.
Warding also holds your Flesh Ward (Damage Absorber) which opens up at 53% Warding. This focus line should not be above 53% unless you train stun. Then I recommend moving it to 60-80% No more.
Sorcery : This focus line holds your curses. Your Blind, Area of Effect Blind, Draw Natures Fury and other such spells which i'm sure you've read over. You will need this focus line atleast at 89% for Draw Natures Fury. If you choose to get AoE Blind, train this to 104%. (If you do train AoE Blind, make use of Arcane Doom if you're an Elven Fury with Archmage discipline applied.)
Stormcalling : This is your essence. Your calling.Train this to atleast 150% No less, ever. This focus line will effect your Storms, Direct Damage spells (Fury of Ice, Call the Sky's Fury), your Damage Over Time spells and so on. It will raise their Attack Rating as well as their Damage. Master this.
Paths a Fury can take
Here are some templates.
Elven Archmage
This is who I am little one. Pay attention.
Elf level 75
Runecaster - Archmage -
Strength - Base (-5)
Dexterity - Base (-5)
Constitution - 65
Intelligence - 170
Spirit - 110
Runes Taken : Brilliant Mind, Wizards Apprentice, Heroic Intelligence, Amazing Spirit.
Powers Trained :
Shielding - GM
Ward From Harm - GM
Flesh Ward - GM
Call the Sky's Fury - GM
Fury of Ice (13 trains to open Call Blizzard)
Strike Blind - GM
Claws of Blindness - GM
Call Storm - GM
Call Blizzard - GM
Hex of the Storm Fury - GM
Draw Natures Fury- GM
Powers Trained to only 1 point :
Inflict Poison -
Chant of Frenzy -
Awaken The Fury -
Purify.
Discipline spells trained :
Nyth Rune (Runecaster) 1 train.
Litany of Will (Archmage) 20 trains.
Chant of Mastery (Archmage) 1 train.
Arcane Doom (Archmage) 1 train.
Warding - 53%
Sorcery - 104%
Stormcalling - 150%
Equipment - Runed of Genius Robe & Hood - Lapis of Stormcalling Rings and Amulet - Avatars of Stormcalling Feather wand (Feather wand is based on the sorcery focus line as its mastery, which means you will achieve a few more defense points. Which you can make use of with your blind and fury of wind which equal to a total of -80% of a targets attack rating.)Crimson Circle Gloves - Marathon Shoes of the Windlord ( or any other Prefix of your choice).
This template is difficult to play. But by far the best I have ever played. You need precision timing and to know your enemy inside and out. To anticipate what he/she will do before you even make your move. The damage output for this fury is very good, the downfall, as for most furies, you will need alot of time to prepare your target in order to deal damage. Make sure you cast Fury of Wind and Blind on any target you fight. Once you have that done, proceed to cast Hex of the Storm fury (or Ice) then Draw Natures Fury. Root them, stun them, do what you need to make sure you cast those spells. Then proceed to cast your AoE spells and Direct Damage spells. Know when to switch to Defensive Stance, or what jewelry to use for the best resistances.
Other Variations of Furies exist.
The Human Debuffer.
Focusing on spells from the Sorcery focus line. Spells such as Dampen Rage, Bind the Flesh, Evil Eye. These types of furies take no spells that deal damage, except Fury of Wind. These furies live their lives in Defensive stance, in the outskirts of the battlefield, spitting their curses at their victims.
They focus on Warding and Sorcery Mainly. Their stats are usually very high constitution and very high spirit, ignoring intelligence usually leaving it at 60 points to 80 points. Furies such as this use complete sets of resistance jewelry and train their Wards. (Storm Ward & Ice Ward - They are Protection spells that stack with Resistance spells. These Wards at GM level will cut the damage from that element by 50%)
There is also another way, a pure, elemental, damage fury. (Any path you take, if you are an elven fury, Always keep Chant of Mastery up if you know an enemy is coming) This fury gives up all constitution. Leaving it at the base and subtracting -5 from it at her creation.This fury takes a Godly int, in addition to Brilliant Mind,Wizard's Apprentice and Scion of the Dar Khelegur.
The spells this fury trains are nearly identical to the Elven Archmage fury, down to the discipline selection. But. There is one, small, difference. This fury, trains both elemental debuffs (Hex of Storm and Ice) and both Elemental Attacks (Call the Sky's Fury and Fury of Ice) as well as Call Blizzard and 1 point into Call Storm. Main purpose of this fury is to reach high damage on any target, despite the resistances he/she may have. If you your lighting do low damage, you switch to Ice.
There are many ways to play a fury, this is but one. You are what makes the fury, a Fury. Use your knowledge wisely and never let your guard down.
Yet another is the Nephilim Leecher.
This fury has no form of healing herself except for Leech of Blood.
Your starting stats at creation would look like this :
Strength: 55 (Max: 140) - Subtract 5
Dexterity: 15 (Max: 60) - Subtract 5
Constitution: 40 (Max: 90)
Intelligence: 65 (Max: 130) - Apply Brilliant Mind & Wizard's Apprentice (Optional) Ideally, you want to aim for 180+ Int by level 75.
Spirit: 30 (Max: 80) - If you choose to apply more spirit later in game, take the max capacity to 85 by applying a spirit rune.
The focus lines for this template will be the same as the others.
Warding 53% or 60-80%
Sorcery 89% or 104%
Stormcalling 150% or more.
The spells you choose will be nearly the same as the above mentioned templates, with 3 small differences.
Leech of Blood GM - Your only method of healing.
Leech of Spirit GM - Your method of replenishing your mana.
Awaken the Fury at 20 trains. - Use this for downtime while farming, leveling or in dire situations when you need mana. This will take your Hit points and transfer them to your mana pool. Use Leech of Blood after you use this to regain your lost life.
For this fury, you will need to make use of your wings alot. But be warned, your spells will cost more mana in the air as well.
Strategies
So many ways, so little time. I could write you countless books on how to fight, and they would all fail if you do not understand what you are. A Fury. You must learn from yourself, no one else. Run into battles, fight the hordes, destroy yourself over and over. Until the day when you cannot be destroyed and when you are, you learn even more.
You will be of minimal use to your group young fury. The only benefits you can offer your friends, is that of the Fury of Wind and Draw Natures Fury and the Wards (Storm and Ice). The rest, others can do better, faster and with less cost to yourself.
To fight your enemies, you must always hinder their sight, weaken them, cripple them back to their mothers arms. Only then do we stand a chance. One wrong move sister, and you are reincarnated. Fury of Wind, Stuns, Roots, Blinds are your keys to survival. Remember them, use them. Be wary of your Storms, they will hurt your allies.
Times in Aerynth
You will meet many in your life little weather witch. None are more troublesome than the Shades. They cannot be blinded and they are devious, you must focus if you wish to harm them. Their defense is always high, their damage as well. If you need to, switch to precise stance and cast Fury of Wind, follow it up by your stacking Draw Natures fury and Hex of the (Storm or Ice) Fury. After you have done that, cast your Storms. Continue healing yourself till they fall, make sure you recast your Flesh Ward if needed as well as keeping Fury of Wind on them.
Centaurs, Aelfborn, Irekei, Human, Half Giant, Aracoix, all these fools will be of little importance to you when they dare face you alone. Remember, know yourself well, but know your enemy better.
A new threat approaches the horizon little one. The Vampires. I cannot tell you how to defeat them, that you must learn on your own. They are ruthless and have no need for their mana and can limit what damage we can deal to them as well as take our very life from us to feed themselves. Your best tactic against vampires will most likely be to continually stun them and keep their attack rating below your defense. Their drains hurt and two of them will most likely finish you off. Be Wary my daughter, I would face an army of shades anyday before I dare face these dark lords. But I will if I must, and I will learn. For that is what we do, we hurt, we suffer, we learn, we conquer. Embrace this.
I advise you never to travel alone. You cannot sense your surroundings, you cannot hide. But alas, we always end up alone, we are born alone and we die alone. That is our life.
When you are traveling, rest often and rest safely. Keep your Damage Absorber (Flesh Ward) active at all times. Keep the Sky Tamed (flight spell) active. It is of little use but it will jump you into the sky immediately and force your opponent to stun you, granting you immunity. Rest in Defensive stance and be ready to stand up at any given moment.
If you are the hunter, approach slowly, cast your Storms, cast your AoE Blind immediately. Proceed to Fury of Wind and weaken them to the elements. Be within the sky’s embrace if you can first. Forcing them to ground you, granting you stun immunity.
Never run from a fight. The minute you run, you are a failure. You have died. Be proud, stand and fight as your Sisters have for ages before you. Let the cowards run, you are a Fury, your death gives you knowledge.
The only survivability tool a fury has is the Damage Absorber. That’s it.
You have to make sure your defense is from 700-800 self buffed with shielding/ward from harm. While using a feather wand to help boost that defense slightly.
That amount of defense after a -80% attack rating (Fury fo Wind and Blind combined) on a target will make it very hard to hit you. You cant kite anything, fury's are too slow, you also cant fly. So you have to stand your ground. Counter every move your opponent makes with another that cripples them.
There are a lot of ways to fight your enemies as a fury. Giving you strategies wont help. No encounter is ever the same for so many different people, play style’s, templates and mindsets.
What I’m trying to do is give you the information you need that will matter. To you.
If you fight a shade warlock for example. You'll rarely hit him. Only thing you can do in most cases is go into precise stance, cast fury of wind, cast your DNF and Hex, then both AoE’s and keep healing with RuneCaster. Throw in a nuke every few heals and refresh Fury of Wind and if you have Inflict poison, even one train, cast it.
If he removes the debuffs, cast them again. Make him use his mana.
If you fight a Minotaur Barbarian. Keep your Chant of Mastery up. Fury of Wind, Blind, double debuff. Cast both aoe’s and start nuking. Make sure you have a fresh Damage Absorber to cast the second it drops, or even before it drops.
This battle will be hard, you have to make sure to be dealing damage every single second and healing when necessary. Also, cast litany of will as soon as you can.
Also, fake out the stun from the minatour. Make him stun you give you stun immunity. If you have to, cast AoE Blind first, let him stun it out of you, then repeat with single target blind. Always keep Fury of Wind refreshed on him. If you have buff removers, use them on him. The weaker this minatour, the better for you.
If you end up in a fight with another mage. It can be said, with little doubt that they will stun you first. Make sure you start out in defensive stance. If you can stun them first, great. Follow it by blind, then fury of wind. Then cast your debuffs and aoes, then your nukes.
If you get stunned first, you will most likely be very low on life when you’re out of the stun duration. Don’t heal yourself. Blind him, then fury of wind. Healing yourself is a waste of time in a situation such as that, you will not outheal his damage, especially in defensive stance. Cripple him while you can, once he's blinded he won’t hit you. Fury of wind him next, then Litany of Will, finish off with nukes.
My dear daughter, I have taught you all I can for this day, I am weary and need to rest. Remember my words, remember me now and for the rest of time. Teach what I have taught you to others, embrace the endless death, embrace the pain, embrace..the Fury.
Elder Fury of the Light of Saedron
Embrace the Fury
Far beneath the green canopy of the swamp, deep into the heart of the rivers that flow within it, the steam that rises, there stands a hut. Not many venture here, not many have dared and those that have had the courage, were never the same again, once the fury was released within. An old elven woman, her body marked with symbols of ancient rituals, her hair twisted and wild, her robes tattered, her skin wrinkled with age. An old woman that time has forgotten, lives there. Keeping the swamps safe, waiting for her kind to find her. A knock on her door is heard before it slowly slides open, revealing a young woman, frightened, alone and on a search.
"What do you want!" howled the old woman while carving a rune within her arm. "I want to learn" the girl replied, clenching her hands together. The old woman gave a sigh and put down her athame. She stood and walked toward the girl, her eyes locked onto hers, piercing her very soul. The old woman threw the girl to the floor with a swift slap across her face. "Where have you been, all these years, and you come to me now...when I am this??!" the old woman cried out. "Time means nothing now old woman, it is endless, as our lives. I am here now, nothing else matters." The young girl replied while standing up. "Now teach me what i've come here to learn, or let yourself and our kind be forgotten forever." The young girl stood there, no longer scared, but angry, waiting for her moment, like a tigress in the wild. "Dear child, I hope you know what you have just done, I hope you are ready for an existance of pain, solitude, sacrifice, neglect and regret. I hope.." the old woman spoke in a solemn voice as she walked to her chair. "All we have in these dire times old woman, is hope. I will lead this life, for no other has meaning." the young girl replied while slashing her arm with her own athame. " I am ready" she spoke once more. "Then let us begin" said the old woman, as the clouds began to thunder.
To begin your journey, there are many paths you can take. I will explain what I can to you now.
Many Races in this world can embrace the fury, regardless of their prowess, only a woman can handle such a power.
Aelfborn : These half-breeds are too insane to grasp any part of the Fury. They lack the mental focus and spiritual energy. Aelfborn have low int and low spirit, the only upside to playing an aelfborn fury is a few more hitpoints, but a fury recieves very little on each level or for each point of Constitution for it to matter.
Strength: 40 / 95
Dexterity: 50 / 120
Constitution: 40 / 95
Intelligence: 45 / 105
Spirit: 35 / 85
Elves : By far these High-Born are the superior choice to embrace the Fury. Their mental prowess, their spiritual energy as well as their traditional disciplines. Elves have high int and spirit. They receive a far more beneficial amount of spirit per level as well as access to Archmage discipline which grants Litany of Will (+15 int +100% mana recovery +20% Power Damage buff) for a short duration with a recast as well as Chant of Mastery (Powerblock immunity) and Arcane Doom (Single Target powerdamage debuff, melee damage debuff and stamina recovery debuff. Based off of sorcery focus). Elves also have access to Bladeweaver, which grants them the power to duel wield weapons, such as a dagger and a wand, for optimal attack rating as well as Find Weakness to increase Fury of Winds damage output on a single target. Elves however have very low constitution, but like I said, this matters little for a fury. Endurance is not something that the Gods have blessed us with little one.
Strength: 35 / 70
Dexterity: 60 / 140
Constitution: 35 / 70
Intelligence: 50 / 120
Spirit: 40 / 100
Human : Bah! These cattle that roam Aerynth. They are just that, cattle. Nothing superior about them, nothing that stands out. Humans make average furies at best. Their stats are very balanced, their mana/spirit ratio is average, and their only upside is they recieve more training points per level. Allowing you to train an additional power or increase a focus line moreso than you could with another race. Which in most cases is a waste, you do not spend your time casting twenty spells when you have no time to do so. Cast what you need as fast as you can, time is not on our side. Humans also recieve no special discipline selection. Most players who choose to play a human, do so to play a Siege Debuff fury. Who specializes in nothing but debuffs, snares, blinds and their AoE Counterparts. The only damage output furies such as this can deal is through Fury of Wind. Even that is minimal due to them being in Defensive stance.
Strength: 40 / 100
Dexterity: 40 / 100
Constitution: 40 / 100
Intelligence: 40 / 100
Spirit: 40 / 100
Irekei : Now here is a race that should have never dabbled in the Fury. They belive they understand the Fury, but they know nothing of its true power. Irekei are also a good choice for furies. They recieve a few more hit points and an average amount of mana as well as a decent Intelligence max. Their discipline selection is minimal, but they do recieve Blood Prophet, which grants a Irekei Only Heal over time as well as a fire based Stamina/Hp damage Damage over time spell. Most players who choose to play an Irekei fury, usually choose to use more Damage over Time spells with high amounts of Constitution and Intelligence. Casting their spells and keeping themselves alive while their poisons run their course. An Irekei fury can severly damage any melee character by combinding BloodFire with Fury of Wind, Dampen Rage, Blind and so on.
Strength: 40 / 85
Dexterity: 55 / 130
Constitution: 40 / 90
Intelligence: 45 / 110
Spirit: 30 / 85
Nephilim : These fools, what can I say little one, I would rather teach a Nephilim the Arts of the Fury than to an Irekei. Smart ones they are and their wings give them command of the skys. Nephilim have very high intelligence and constitution but recieve very low spirit and mana. Their strength lies within their wings and mind. Nothing else.
To play a nephilim, you have no form of healing unless you drain life using Leech of Blood which can be found in your Stormcalling Focus line. You cannot be grounded unless by Archers, so use your wings wisely. You are limited to yourself, your own spells, your own fury. Nephilim also cannot wear hoods, so you will always lack the statistical advantage of having a hood that gives"Archmage of Genius, Runed of Genius". Nephilim do make good furies though. They are able to deal a decent amount of damage and have the survivability of natural flight to grant them the time to cast their debuffs to begin to deal damage. Choosing Nephilim over the other races, limits you from being able to heal yourself and empowers you by giving you natural flight and a healthy amount of hit points.
Strength: 55 / 140
Dexterity: 15 / 60
Constitution: 40 / 90
Intelligence: 65 / 130
Spirit: 30 / 80
Now you must choose your traits, your bloodlines, your birthrights blessings.
Character Creation Runes.
There are many choices here, far too many for an old woman to mention.
No matter the race, you must take -5 points away from strength and Dexterity at character creation. (Unless you wish to train as a high defense fury focusing on Dexterity and Intelligence, then remove -5 from str and -5 from spirit)
My advice to you is to take Brilliant Mind and Wizards Apprentice, place the rest of the points into Intelligence. Wizards Apprentice will lower your spirit and constitution by a few points. But that does not matter, constitution is not something you need to worry about, even if you had 200, your hp would be below 2500 and at that point, your damage would be below 500, to each his own I suppose. If you decide to skip Wizard's Apprentice, I suggest taking a spirit rune instead or a small constitution rune, depending on your prefered playstyle.
Don't worry about Precise or Lucky. You will have atleast 1600 attack rating with 150% base Stormcalling. You can also Blind which lowers a targets (non-shade) defense & attack rating by 50%.
If you choose elf, once you reach level 10, apply the bloodrune called "Scion of the Dar Khelegur" it is your birthright little one. Embrace it, no matter the cost. You are a Fury, sacrifice what you must to achieve what you desire.
Your name, your world (Server) or your starting equipment is your own choice, it makes no difference in the end. Choose what you will.
Your equipment will change, I recommend the following for damage based furies.
Lapis of Stormcalling rings & Lapis of Stormcalling Amulet (+10 Int +10 Stormcalling +30% mana regen.These will increase your focus line which in turn raises your attack rating as well as your damage.) Avatars of Stormcalling Feather Wand (+150 attack rating +10 Stormcalling focus).Runed of Genius Robe & Hood (+100 mana +10 Int +25% mana regen on each piece, great help for fighting alone or against classes who want to drain your mana, also, our spells cost high amounts of mana to cast, 200 extra mana helps alot).
For a pure debuffer fury. I recommend any resistance jewelry. Ignore Stormcalling focus line jewerly, your use of it will be minimal.
Now keep in mind. You can use whatever gear you desire. Use what fits your style, your strategy, your world.
Your powers.
Little One, this will take ages if I go into each and every spell you posses. To have a complete overview of all your spells, stance levels and requirements, look here:
www.chronicle.ubi.com/Encyclopedia/Professions/Fury.htm
Here are your class defining spells.
Draw Natures Fury : -50 Ice -50 Lighting - 50 Fire - 50 Poison resistance on a single target. 89% Sorcery Focus line required. This spell stacks with the Channeler Bolts as well as your Hex of the Storm and Ice Fury spells, for a combined amount of -100 to a single element of your own or the channelers choosing. This spell will NOT overide other magicians debuffs such as the Wizards Hexagram ritual. (Hex of the Ice and Storm fury WILL override the other debuffs if it is equal or greater in levels.)
Fury of Wind : -60% Movement speed. -60% attack rating and deals crushing damage over a span of 30 seconds of damage and 60 seconds of the debuff effects. You will need 93% in Stormcalling to open this spell up. If not The best spell in our arsenal, it is within the top three. Any fury worth her dreadlocks will have this spell Grandmastered and cast on every target she comes across. Never ever start a battle without casting this within the first 5 seconds.
Call Storm & Call Blizzard : Our two area of effect spells (AoE) Call Storm is Lightning Damage based and Call Blizzard is Ice Damage based. The difference here is that they are persistant, like the rain. You must be focused to use these spells. If you move, get stunned or powerblocked, they will stop. They will not hurt you, but they will hurt whomever is around you or the target you aimed it at. If the target moves out of your range, the spell stops. The maximum number of things (people/monsters) you can hit is 10, and each time the storm pulses (every 10 seconds) it will do as it did the first time, and check your attack rating, againt the targets defense. So it can miss, even if it hit the first time.
If you have the points, train both these to Grandmaster level. They are very situational in use, but worth it if you can manage to cast them properly.
Flesh Ward : This is a Physical Damage Absorber, one of the two best in the game currently. Not really a class defining spell, but very useful nonetheless. You need 53% in Warding to achieve this skill. Master it. It is your means of survival, which we all lack greatly. Make sure you time this spell. Have it cast on you at all times. If you know a battle will come, cast it to refresh it. Wait for the recast, then engage if possible. To be able to recast it in the middle of the fight, prolonging your life span.
Your Focus Lines
You have three that you will need to train. Don't worry, not all 3 need to be mastered.
Warding : This focus line holds most of your defensive spells.
It is also your focus line for spells attack rating. I do not recommend taking stun if you choose to use lighting as your main damage source. I do however recommend it if you use Ice. Either way, a handy spell to have.
Warding also holds your Flesh Ward (Damage Absorber) which opens up at 53% Warding. This focus line should not be above 53% unless you train stun. Then I recommend moving it to 60-80% No more.
Sorcery : This focus line holds your curses. Your Blind, Area of Effect Blind, Draw Natures Fury and other such spells which i'm sure you've read over. You will need this focus line atleast at 89% for Draw Natures Fury. If you choose to get AoE Blind, train this to 104%. (If you do train AoE Blind, make use of Arcane Doom if you're an Elven Fury with Archmage discipline applied.)
Stormcalling : This is your essence. Your calling.Train this to atleast 150% No less, ever. This focus line will effect your Storms, Direct Damage spells (Fury of Ice, Call the Sky's Fury), your Damage Over Time spells and so on. It will raise their Attack Rating as well as their Damage. Master this.
Paths a Fury can take
Here are some templates.
Elven Archmage
This is who I am little one. Pay attention.
Elf level 75
Runecaster - Archmage -
Strength - Base (-5)
Dexterity - Base (-5)
Constitution - 65
Intelligence - 170
Spirit - 110
Runes Taken : Brilliant Mind, Wizards Apprentice, Heroic Intelligence, Amazing Spirit.
Powers Trained :
Shielding - GM
Ward From Harm - GM
Flesh Ward - GM
Call the Sky's Fury - GM
Fury of Ice (13 trains to open Call Blizzard)
Strike Blind - GM
Claws of Blindness - GM
Call Storm - GM
Call Blizzard - GM
Hex of the Storm Fury - GM
Draw Natures Fury- GM
Powers Trained to only 1 point :
Inflict Poison -
Chant of Frenzy -
Awaken The Fury -
Purify.
Discipline spells trained :
Nyth Rune (Runecaster) 1 train.
Litany of Will (Archmage) 20 trains.
Chant of Mastery (Archmage) 1 train.
Arcane Doom (Archmage) 1 train.
Warding - 53%
Sorcery - 104%
Stormcalling - 150%
Equipment - Runed of Genius Robe & Hood - Lapis of Stormcalling Rings and Amulet - Avatars of Stormcalling Feather wand (Feather wand is based on the sorcery focus line as its mastery, which means you will achieve a few more defense points. Which you can make use of with your blind and fury of wind which equal to a total of -80% of a targets attack rating.)Crimson Circle Gloves - Marathon Shoes of the Windlord ( or any other Prefix of your choice).
This template is difficult to play. But by far the best I have ever played. You need precision timing and to know your enemy inside and out. To anticipate what he/she will do before you even make your move. The damage output for this fury is very good, the downfall, as for most furies, you will need alot of time to prepare your target in order to deal damage. Make sure you cast Fury of Wind and Blind on any target you fight. Once you have that done, proceed to cast Hex of the Storm fury (or Ice) then Draw Natures Fury. Root them, stun them, do what you need to make sure you cast those spells. Then proceed to cast your AoE spells and Direct Damage spells. Know when to switch to Defensive Stance, or what jewelry to use for the best resistances.
Other Variations of Furies exist.
The Human Debuffer.
Focusing on spells from the Sorcery focus line. Spells such as Dampen Rage, Bind the Flesh, Evil Eye. These types of furies take no spells that deal damage, except Fury of Wind. These furies live their lives in Defensive stance, in the outskirts of the battlefield, spitting their curses at their victims.
They focus on Warding and Sorcery Mainly. Their stats are usually very high constitution and very high spirit, ignoring intelligence usually leaving it at 60 points to 80 points. Furies such as this use complete sets of resistance jewelry and train their Wards. (Storm Ward & Ice Ward - They are Protection spells that stack with Resistance spells. These Wards at GM level will cut the damage from that element by 50%)
There is also another way, a pure, elemental, damage fury. (Any path you take, if you are an elven fury, Always keep Chant of Mastery up if you know an enemy is coming) This fury gives up all constitution. Leaving it at the base and subtracting -5 from it at her creation.This fury takes a Godly int, in addition to Brilliant Mind,Wizard's Apprentice and Scion of the Dar Khelegur.
The spells this fury trains are nearly identical to the Elven Archmage fury, down to the discipline selection. But. There is one, small, difference. This fury, trains both elemental debuffs (Hex of Storm and Ice) and both Elemental Attacks (Call the Sky's Fury and Fury of Ice) as well as Call Blizzard and 1 point into Call Storm. Main purpose of this fury is to reach high damage on any target, despite the resistances he/she may have. If you your lighting do low damage, you switch to Ice.
There are many ways to play a fury, this is but one. You are what makes the fury, a Fury. Use your knowledge wisely and never let your guard down.
Yet another is the Nephilim Leecher.
This fury has no form of healing herself except for Leech of Blood.
Your starting stats at creation would look like this :
Strength: 55 (Max: 140) - Subtract 5
Dexterity: 15 (Max: 60) - Subtract 5
Constitution: 40 (Max: 90)
Intelligence: 65 (Max: 130) - Apply Brilliant Mind & Wizard's Apprentice (Optional) Ideally, you want to aim for 180+ Int by level 75.
Spirit: 30 (Max: 80) - If you choose to apply more spirit later in game, take the max capacity to 85 by applying a spirit rune.
The focus lines for this template will be the same as the others.
Warding 53% or 60-80%
Sorcery 89% or 104%
Stormcalling 150% or more.
The spells you choose will be nearly the same as the above mentioned templates, with 3 small differences.
Leech of Blood GM - Your only method of healing.
Leech of Spirit GM - Your method of replenishing your mana.
Awaken the Fury at 20 trains. - Use this for downtime while farming, leveling or in dire situations when you need mana. This will take your Hit points and transfer them to your mana pool. Use Leech of Blood after you use this to regain your lost life.
For this fury, you will need to make use of your wings alot. But be warned, your spells will cost more mana in the air as well.
Strategies
So many ways, so little time. I could write you countless books on how to fight, and they would all fail if you do not understand what you are. A Fury. You must learn from yourself, no one else. Run into battles, fight the hordes, destroy yourself over and over. Until the day when you cannot be destroyed and when you are, you learn even more.
You will be of minimal use to your group young fury. The only benefits you can offer your friends, is that of the Fury of Wind and Draw Natures Fury and the Wards (Storm and Ice). The rest, others can do better, faster and with less cost to yourself.
To fight your enemies, you must always hinder their sight, weaken them, cripple them back to their mothers arms. Only then do we stand a chance. One wrong move sister, and you are reincarnated. Fury of Wind, Stuns, Roots, Blinds are your keys to survival. Remember them, use them. Be wary of your Storms, they will hurt your allies.
Times in Aerynth
You will meet many in your life little weather witch. None are more troublesome than the Shades. They cannot be blinded and they are devious, you must focus if you wish to harm them. Their defense is always high, their damage as well. If you need to, switch to precise stance and cast Fury of Wind, follow it up by your stacking Draw Natures fury and Hex of the (Storm or Ice) Fury. After you have done that, cast your Storms. Continue healing yourself till they fall, make sure you recast your Flesh Ward if needed as well as keeping Fury of Wind on them.
Centaurs, Aelfborn, Irekei, Human, Half Giant, Aracoix, all these fools will be of little importance to you when they dare face you alone. Remember, know yourself well, but know your enemy better.
A new threat approaches the horizon little one. The Vampires. I cannot tell you how to defeat them, that you must learn on your own. They are ruthless and have no need for their mana and can limit what damage we can deal to them as well as take our very life from us to feed themselves. Your best tactic against vampires will most likely be to continually stun them and keep their attack rating below your defense. Their drains hurt and two of them will most likely finish you off. Be Wary my daughter, I would face an army of shades anyday before I dare face these dark lords. But I will if I must, and I will learn. For that is what we do, we hurt, we suffer, we learn, we conquer. Embrace this.
I advise you never to travel alone. You cannot sense your surroundings, you cannot hide. But alas, we always end up alone, we are born alone and we die alone. That is our life.
When you are traveling, rest often and rest safely. Keep your Damage Absorber (Flesh Ward) active at all times. Keep the Sky Tamed (flight spell) active. It is of little use but it will jump you into the sky immediately and force your opponent to stun you, granting you immunity. Rest in Defensive stance and be ready to stand up at any given moment.
If you are the hunter, approach slowly, cast your Storms, cast your AoE Blind immediately. Proceed to Fury of Wind and weaken them to the elements. Be within the sky’s embrace if you can first. Forcing them to ground you, granting you stun immunity.
Never run from a fight. The minute you run, you are a failure. You have died. Be proud, stand and fight as your Sisters have for ages before you. Let the cowards run, you are a Fury, your death gives you knowledge.
The only survivability tool a fury has is the Damage Absorber. That’s it.
You have to make sure your defense is from 700-800 self buffed with shielding/ward from harm. While using a feather wand to help boost that defense slightly.
That amount of defense after a -80% attack rating (Fury fo Wind and Blind combined) on a target will make it very hard to hit you. You cant kite anything, fury's are too slow, you also cant fly. So you have to stand your ground. Counter every move your opponent makes with another that cripples them.
There are a lot of ways to fight your enemies as a fury. Giving you strategies wont help. No encounter is ever the same for so many different people, play style’s, templates and mindsets.
What I’m trying to do is give you the information you need that will matter. To you.
If you fight a shade warlock for example. You'll rarely hit him. Only thing you can do in most cases is go into precise stance, cast fury of wind, cast your DNF and Hex, then both AoE’s and keep healing with RuneCaster. Throw in a nuke every few heals and refresh Fury of Wind and if you have Inflict poison, even one train, cast it.
If he removes the debuffs, cast them again. Make him use his mana.
If you fight a Minotaur Barbarian. Keep your Chant of Mastery up. Fury of Wind, Blind, double debuff. Cast both aoe’s and start nuking. Make sure you have a fresh Damage Absorber to cast the second it drops, or even before it drops.
This battle will be hard, you have to make sure to be dealing damage every single second and healing when necessary. Also, cast litany of will as soon as you can.
Also, fake out the stun from the minatour. Make him stun you give you stun immunity. If you have to, cast AoE Blind first, let him stun it out of you, then repeat with single target blind. Always keep Fury of Wind refreshed on him. If you have buff removers, use them on him. The weaker this minatour, the better for you.
If you end up in a fight with another mage. It can be said, with little doubt that they will stun you first. Make sure you start out in defensive stance. If you can stun them first, great. Follow it by blind, then fury of wind. Then cast your debuffs and aoes, then your nukes.
If you get stunned first, you will most likely be very low on life when you’re out of the stun duration. Don’t heal yourself. Blind him, then fury of wind. Healing yourself is a waste of time in a situation such as that, you will not outheal his damage, especially in defensive stance. Cripple him while you can, once he's blinded he won’t hit you. Fury of wind him next, then Litany of Will, finish off with nukes.
My dear daughter, I have taught you all I can for this day, I am weary and need to rest. Remember my words, remember me now and for the rest of time. Teach what I have taught you to others, embrace the endless death, embrace the pain, embrace..the Fury.