Fury
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| The Fury class is part of the Priest archetype. Druids (furies and wardens) specialize in Burst healing with group heals and regens. |
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Description
As a druid class we are a healer with a great amount of utility for groups and raids. Our main function is to heal, coming equipped with several nice heal lines, but we also enhance other classes with DPS buffs (both for casters by adding Int and melee by increasing haste). We are given a chance to Solo (many choose Fury because it is the most soloable of priest classes) but also are very effective in group encounters. We are the DPS ( Damage Per Second ) counterpart of the Warden also top tier for DPS as far as priest classes go, Our buffs // heals // and nukes allow us to Raise the DPS levels allowing for faster kills and quicker exp. Fury buffs do not raise the Hit Points as much as other priests' buffs but have the effect of increasing the resistances and dps of the group. Examples of our buffs are lion form self buff that gives stat bonuses or the Primal fury line that gives a haste proc to a single target in the group. We also have a group int/wis buff as well as increased resistance to elemental damage.
The Fury's direct heals are favorites for "burst healing" because they have some of the shortest cast times of all the heals in the game. These can raise the HP of the tank quickly but at a significant power cost. As a druid, the Fury also has access to powerful Regenerative or Heal over Time spells that are extremely power efficient. Because our Nukes (Lightning and Fire) have a significant power cost, nuking and healing at the same time can be very power draining. Since we are a jack of all trades we have a lot to focus on, but more often the Fury fills either a Healer or a DPS slot (although not as well as a caster or scout) allowing for a versatility that is not available to many classes in EQ2.
Tactics
Group Tactics
Often used as a second healer because of our powerful dps buffs and nukes, the Fury is a more than adequate main healer in all tiers of the game. Our cast times on heals and the slight decrease in healing effectiveness allow us to chain cast heals and nukes adding DPS to group. In the role of single heal it is often important to chain cast heals and regens since the Fury is only a pure healer (no wards or reactives). During Group fights, always have the MT ( Main Tank ) targeted for heals and cures and make sure you begin by casting regens. After you have mastered keeping the group alive you should start adding in the occasional nuke / AE / Dot ( Damage over time ).
Solo Tactics
In soloing, the Fury must tank mobs since we don't have a pet or a root of any usefulness. We do have a couple of snares/stifles which slow mobs movement but it makes little difference in solo encounters in PvEs not very useful. In soloing there are a couple of techniques. Some prefer to pull mobs with the wis debuff and tank them causing the encounter to get hit by the damage shield while burning them down MAX DPS on an encounter casting the single target regen on yourself and spot healing when necessary. Another way to solo would be to pull with the AE (encounter) nuke and follow with AoE (pet) -> DoT -> DoT -> Nuke -> HoT and repeat.
Player vs. Player
In PvP it is generally important to stay on your toes and aware of your surroundings. The predator line of spells gives the Fury a somewhat rare ability to see stealth allowing him to see scouts that others may not see. Many find that the Fury illusions (lion form, treant, fae) are helpful in hiding from would-be killers. In PvP the snares/stifles are more useful as is the higher level power drain (soon to be encounter snare/stifle). Fights last longer but using HoTs and DoTs helps outlast your opponent and then you can nuke them down when they run /oop.
Tips and Tricks
- Remember and live by this coda: if the tank dies, it is the healers' fault; if the healer dies, it is the tanks' fault; if the dps dies, it is the dps' fault.
- One key idea for Furies is to balance your stats. While Wisdom increases the priest power pool and resistances, Int will increase the amount of damage you will do using spells. Furies are not a generally considered melee class so STR should not greatly impact the average Fury in game-play.
--Prior to about 500 wis (after KoS expansion) consider gearing up focusing on these stats: Wis >Int >Sta >Agi >Str
--After 500Wis focus on: Power > HP >Int >Sta > Agi >Str > Wis while keeping in mind that resistances are also important. High resist gear is rare below T6 but it is less important.
- As you level and class/racial abilities become available, consider choosing traits that will increase your wis and power regen over simply increasing your power pool (Power pools and Hp pools should always come second to regeneration. The reason for this is you will eventually run out of HP / Power and need to regen them ). Next choose for any sort of wards (Damage absorbers) and distraction (aggro loss) buffs this will help you later in the game.
- Focus on wearing Leather Armor but do not hesitate to equip Very Light Armor (VLA or cloth) if it has the stats you need. Leather tends to have fewer +Int bonuses but the increased mitigation is important when soloing and when over-healing causes aggro. Since the healer SHOULD NOT be taking damage if your fury is mainly group, mitigation shouldn't make much of a difference. Since Wizzies are the main cloth wearers, +Int is more common in cloth armor. However it is possible to combine Legendary dropped leather armor to max out Wis and have a very decent Int (almost 500) in T7.
- Use your anti-hate stifle in emergency situations. The Thorn line of spells is the quickest way to turn beasts off of you. It sucks to be in a group where the priest has an "on me" macro (surely you have a better use for that hotbar slot?). Sure it is the tanks job to keep aggro but sometimes the nuke happy healer will peel and in those cases you should do everything you can to prevent death. Thorns works by reducing threat by A TON and casting it will redirect the mob toward someone else in the group that you can heal.
Earlier power regen was discussed. Power regen comes to in two forms IN-Combat and OUT of Combat. This is also true for HP regen. The main focus when collecting power regen gear should be IN-COMBAT power regen. This is referred to in-game as Flowing Thought or FT and come in various numbers from 1-8. FT will stack but there is a cap to the amount of power regen you can have equipped at any given time. While many items have FT some of the items that Furies wear are the Tunic from Lockjaw which is Ft3, Golden Efreeti Boots Ft5, The Amulet of Ro Ft1, and Robe of the Invoker Ft7. The Mark of Awakening is a necklace in T7 that provides stat bonuses as well as power regen.
There are other effects that increase power regen as well, such as Battlement of the Mind (7pt power regen) and the Prismatic weapons from T5 and T6 that provide 12pt and 14pt power regeneration. Druids also get the spell Spirit of the Bat which is 9pt power regen at level 35. Since it is part of the bloodlines adventure pack it must be purchased from the broker or made by a sage who has the spell. Most druids continue to use this spell even at level 70.
1H + Shield Vs 2H weapon
Lately i have been asked quite a bit whether a 2H weapon is better then a 1H weapon and a shield. I personally prefer a 1H weapon + Shield because i believe i can gather more stats as well as hp / mana then a 2H weapon. There are always exceptions to the rule and various reasons for going with a 2H weapon.
2H weapons are nice because sometimes they give various AE effects ( which break enchanters mez's at raids ) and offer more DPS.
1H weapons + Shield are nice because you can find 1H weapons with procs on them like the prismatic that do not break spells but the shield offers you more protection against mobs hitting you with its shield factor.
Most Furies will carry multiple weapons and switch in order to find the most successful combination for the situation. While soloing the 1H weapon (hammer or sword) + buckler maybe the best possible match-up to increase avoidance and reduce interrupts, a two handed weapon (staff) with nice stats may be a better choice since you won't worry about defense or interrupts.
