Today’s four abilities come from the Warden and the Healer. The first two I got to personally play around with at EIEIO (E3) when my Warden character beat up all comers, except you know, the developers who annihilated me. Nonetheless, I quite enjoyed “Ignite”.
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: Ignite Element: Fire School: Growth Discipline: Warden Charges: Generation Effects Category: Damage AoE – DoT Target Type: Sphere Description: A physical attack that ignites all nearby enemies, dealing Fire damage to them every few seconds. Tip: Damage over time abilities like Ignite add up, so they are best used at the beginning of a fight. Ignite is also a Sphere AoE, but unlike most AoE abilities it generates charges so you can use it to set up more powerful attacks. | |
Name: Wanderlust Element: Nature School: Growth Discipline: Warden Charges: Generation Effects Category: Field buff Target Type: Field Description: Creates a field at the user’s location. This field pulses every few seconds, breaking any stun, sleep, terror, root or pacify effects on all nearby groupmates. Tip: In Fury, there are a tremendous number of abilities with effects that can stop or slow your movement. Most of these effects last only a short time, but being out of the action for even an instant can be devastating to your team’s chances of victory. Abilities like Wanderlust can counter those effects, which is what makes them so important. | |
Name: Serenity Element: Water School: Life Discipline: Healer Charges: Generation Effects Category: Buff – Heal Target Type: Single Target Description: A Water aligned ability that heals a moderate amount of damage and Blesses the target. There is a chance this Blessing will heal the target each time they take damage. Tip: There are but a few healing abilities that you can use while moving, Serenity is one of them. It can only be used every few seconds, but Serenity just might keep you alive long to escape your pursuers. | |
Name: Thundercord Element: Air School: Life Discipline: Healer Charges: Generation Effects Category: Damage Target Type: Single Target Description: A spiritual attack that deals moderate Air damage to the target and also has a chance to do double the damage when it hits. Tip: Whether this attack does double damage or not, it still moderately damages your target, while generating Air charges. You can then of course use those charges to perform more powerful abilities. |
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