The highlight of this week’s dose of Fury abilities is the Guardian’s Wrath, the elite Warden ability. This attack does large damage to all surrounding enemies, knocks them back and then simultaneously acts as a buff to nearby allies. It shows that it is not a good idea to piss off the local Warden.
The Guardian’s Wrath is joined by three other abilities in our weekly four-pack. Check back next Wednesday for four more!
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: Shiver Shout Element: Water School: Decay Discipline: Defiler Charges: Consumption Effects Category: Damage – debuff Target Type: Arc Description: A spiritual attack that deals moderate Water damage and Curses all enemies in front of the user. This Curse lowers physical damage and movement speed. Targets are less likely to succumb to disruption effects the more often they are used. Tip: To truly reap the benefits of this attack you should hold off using it until you are facing multiple enemies. Use the movement speed debuff to put some distance between yourself and your attackers, so you can either flee entirely, or continue the fight from range. | |
Name: Terrorize Element: Air School: Decay Discipline: Defiler Charges: Consumption Effects Category: Fear Target Type: Sphere Description: A spiritual attack that deals moderate Air damage to all nearby enemies and fills them with Terror. While this Terror effect is active, the enemy targets are 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. Tip: This ability can be used as both a handy ‘panic button’, or to strategically spike your damage output when needed. | |
Name: Guardian’s Wrath Element: Nature School: Growth Discipline: Warden Charges: Consumption Effects Category: Damage (knockback) – Buff AoE Target Type: Sphere Description: A deadly physical attack that damages and knocks back all nearby enemies. The user of this ability, and all nearby groupmates will also receive a Boon that makes them immune to damage for a short time after. Tip: Guardian’s Wrath is the Warden’s Elite Ability, and does a truly devastating amount of damage. Not only that, but if used in the right place on a map, knockbacks can become instant kills by sending enemies flying off bridges or cliffs. It’s also great for clearing a path through enemies blocking you from getting to an objective. | |
Name: Swordbreaker Element: Fire School: Decay Discipline: Overlord Charges: Generation Effects Category: Debuff Target Type: Single Description: A physical attack that reduces the amount of damage the target can deal. Tip: Most effective if used at the start of a fight, this ability is an effective damage debuff, and unlike most other debuffs, generates charges. This means that it weakens your enemy whilst making any subsequent fire-aligned attacks of yours more powerful. |
Got any comments? Post them on our boards!