This week’s Fury feature shows off three abilities from the Defiler discipline and one from the Invokers. Each of these abilities is quite nasty and like all abilities in Fury – which just completed its first beta weekend – can be equipped and uneqipped as players enter battle to allow maximum flexibility.
Fury is developed by Auran out of Australia and published by the upstart Gamecock.
Courtesy of Auran
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.
|Name: Unholy Ground |
Effects Category: Field-debuff
Target Type: Field
Description: A ground targeted ability that creates a field of Curse. This Curse lowers the effectiveness of healing abilities used on all combatants within, regardless of whether they are enemies or allies.
Tip: In a tight group vs. group battle, a good healer can be the difference between victory and defeat – so if that healer is a member of the other group, you’d best find a way to neutralize them. Unholy Ground is excellent way to do that. However, it must also be used with caution, for both enemies and allies will be affected by it.
|Name: Nightmare |
Effects Category: Damage-fear
Target Type: Single
Description: A spiritual attack that deals moderate Air damage and fills the target with Terror. While this Terror effect is active, the target is incapacitated and will take heavily increased damage from the next attack performed upon them. This effect is broken as soon as the target takes damage. Targets are less likely to succumb to disruption effects the more often they are used.
Tip: Similar to standard mesmerize effects, Terror effects prevent the target from moving or acting for a short time. Terror also amplifies the amount of damage the target will take from incoming attacks. This makes Nightmare an ideal ability to use for setting up your next heavy damage attack.
|Name: Smelt |
Effects Category: Damage-weapon
Target Type: Single
Description: A spiritual attack that deals moderate Fire damage to the target and lowers their physical damage output.
Tip: If you’re going to be a ranged magic wielder you must have a way to lower the effectiveness of melee opponents. Smelt might not blast enemies into oblivion, but it will drastically reduce the amount of melee damage they can inflict upon you, while dealing a respectable amount of damage as well.
|Name: Miasma |
Effects Category: Buff-damage pulse
Target Type: Sphere
Description: A Boon that pulses every few seconds, dealing damage to all nearby enemies.
Tip: Miasma is a great ability for both melee and magic archetypes. For a ranged archetype, Miasma will prove that little extra deterrent to melee characters wanting to take a swipe at you. For melee archetypes, Miasma will provide that extra bit of damage when you’re wading into combat against multiple opponents.
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