Fury Abilities Exposé Series

Abilities Exposé #17


Picking a class in most MMOs is a difficult decision. In choosing a class you effectively make a decision about what role you’d like to play. From this point on you’re left at the discretion of the development team as to how they envision the class’s gameplay, role and balance. Hopefully their vision and balance align with yours. If it doesn’t, it may be time to re-roll or even time for a new game.

Fury breaks the class mold entirely. In Fury, you are able to learn abilities from each of the four schools and eight disciplines. You are then given the freedom to create templates consisting of any of the abilities your avatar has learned. You aren’t tied to the developer’s vision of a ‘tank’, ‘healer’ or ‘hybrid’. You define your own vision, your own path, your own Incarnation.

All abilities in Fury are associated with one of the four schools and eight disciplines. The abilities from each school are focused on one primary element and two secondary elements. The four elements are Water, Nature, Fire, and Air.

The following are a few examples from Fury’s 400+ distinct abilities.

image Name: Purify
Element: Water
School: Life
Discipline: Healer
Charges: Consumption
Effects Category: Cancel
Target Type: Sphere
Description: This Water aligned ability removes one or more Curse, Poison, Torment or Disease effect from all groupmates near the user.
Tip: Negative effects such as Poisons are tools enemies often bring into battle. Having something to neutralize these affects can greatly increase your chances of victory – that’s how abilities like Purify earn a place on your Quickbar.
image Name: Bloodfire
Element: Fire
School: Growth
Discipline: Oracle
Charges: Consumption
Effects Category: Buff
Target Type: Single
Description: A Mark that increases the amount of damage the user and any nearby groupmates can deal.
Tip: Taking Bloodfire into battle allows you to buff the damage output of your entire group, which can give you an advantage in groups vs. group battles.
image Name: Fist of the Cobra
Element: Nature
School: Growth
Discipline: Warden
Charges: Generation
Effects Category: DoT
Target Type: Single
Description: A deadly physical attack that inflicts the target with multiple Poisons, dealing heavy Nature damage over time.
Tip: Fist of the Cobra can be devastating, especially against opponents with low Nature magic resistance.
image Name: Soul Flux
Element: Air
School: Death
Discipline: Invoker
Charges: Consumption
Effects Category: Drain – stun
Target Type: Single
Description: A deadly spiritual attack that stuns the target and transfers a part of their health to the user. Targets are less likely to succumb to disruption effects the more often they are used.
Tip: Soul Flux damages and stuns enemies while healing you at the same time, making in an all-around excellent ability.

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