Regenerative
Lv. Name Grade Power Effect
12 Regrowth AD3 62 Heals target for 118 x6 over 20 seconds
26.6 Fleshweave M1 118 Heals target for 140 x10 over 30 seconds
+2% dps on target for 30 seconds
40 Wild Bloodflow AD3 158 Heals target for 168 x10 over 30 seconds
+2% dps on target for 30 seconds
When you first get Fleshweave and Regrowth, you may think that they stack. Do
not be fooled – they do not stack. The icons do, but the heals are overridden by the
higher level spell. You will not be using Fleshweave if you follow my advice, however. In
fact, after level 20, you will hardly even use Regrowth (see Training Options section). I do
not recommend upgrading anything except for Wild Bloodflow unless you have mounds of
money to spend on the very rare M1 Fleshweave.
Offensive
Lv. Name Grade Power Effect
29 Vicious Feast AD1 74 If target dies while influenced by this spell:
+14 strength & stamina to group for 24s
Heals group for 52-64 x6 over 24 seconds
43.6 Savage Feast AD1 96 If target dies while influenced by this spell:
+17 strength & stamina to group for 24s
Heals group for 68-83 x6 over 24 seconds
These are my least two favorite spells in the heal line, mainly because they are
fussy and don’t always work or work in all circumstances. If you are vigilant, however,
these spells can be useful. The main problem is that they can’t be used until the mob
dies. Second, this spell (which only lasts about 30 seconds) must land on the mob (it can
be resisted) and stay on the mob as a debuff until it dies. Thirdly, even when this spell
meets those requirements, it doesn’t always go off! I tend to wait until the mob is in the
orange zone for non + encounters and wait until the red for + and ++ encounters. You will
have to acquire your own “feel” for this spell.
Special
Lv. Name Effect
15.6 Sylvan Touch Heals target for 495 +185×3 over 9 seconds
48 Feral Pulse Heals group for 139-170, then 131-160 x2 in 9s
+45-55% attack speed to group members
These two spells are on different timers, but both are 15 minutes, and are referred
to (by me at least) as “ut oh” spells. They cast instantly (but can and do fizzle) and take
no power. They are especially useful in raids when a mob drops a huge damage hit on
the main tank and I’ve used them many times while running away from encounters.
Archive for March, 2010
ErQ 2 Fury Guide-2.3.2(3)Healing Spells
Wednesday, March 31st, 2010ErQ 2 Fury Guide-2.3.2(2)Healing Spells
Wednesday, March 31st, 2010Large, Slow
Lv. Name Grade Power Effect
4 Minor Arch healing AD3 58 Heals target for 250
18.6 Effloresce M1 133 Heals target for 623hp
32.4 Wildling Elixir AD1 193 Heals target for 693
+20 strength/stamina for 12 seconds
47.6 Ferine Elixir AD3 238 Heals target for 955hp
+23 strength/stamina for 12 seconds
These work the same as the Fast, small heals in that Minor Arch healing,
Effloresce, and the two Elixir’s are on three different timers. None of these will be your
main heal as they are fairly sloppy and inefficient, but they do the role of patch healing
nicely. If you can, upgrade Effloresce as soon as you can as it can be a relatively cheap
way of boosting your healing capacity all the way up to level 50. In fact, I still use that
spell to patch heal during raids because sometimes those mobs can deal out a massive
amount of damage and you need to drop whatever you can to keep people up. I use
Effloresce before Salve, even, as it is far more efficient!
Group Instant
Lv. Name Grade Power Effect
17 Sylvan Wind AD1 122 Heals group for 318
28.4 Breath of the Untamed AD1 343 Heals group for 511
42.4 Howl of the Untamed AD1 468 Heals group for 690
These are some of my least favorite heals because they are grossly inefficient and
take so incredibly long to cast. The Untamed series are 5s to cast and 20s to recast,
making them worse than the Sylvan Wind spell at 2s to cast and 8 to recast. Five
seconds is simply far too much time to be spent casting a heal that only does 690 to the
group and hopefully SOE will see this someday as well. For now, pack these little heals
somewhere obscure, because you won’t be needing them that often unless you have a
scout that can’t disarm traps very well.
Group Regenerative
Lv. Name Grade Power Effect
14.6 Winds of Renewal AD3 124 Heals group for 82 x5 over 20 seconds
28.8 Ram’s Growth AD1 312 Heals group for 47 x10 over 24 seconds
+159 AC to all physical damage for 24s
42.8 Owl’s Restoration M1 448 Heals group for 84 x10 over 24 seconds
+220 AC to all physical damage for 24s
A lot of people gripe over this series as well, but I prefer the group regeneratives
(even the latter ones) over the group instant heals. The AD3 version of Winds of Renewal
is far more efficient than even the M1 version of your last heal in this line! It heals for
about 900 health less when chain casting this in a 60 second window, but, if played
tactfully, this spell can be a literal lifesaver to a Fury. The idea of stacking efficient heals
is essential to learning how to play and we must start with a good base of heals in order to
do this. Get high grade versions of Winds of Renewal and let the others stay around the
AD1 level. You will want the extra mitigation for some instances, but the double efficiency
provided by WoR often proves more useful! (Not all of us can dump 448 on a heal, too)
ErQ 2 Fury Guide-2.3.1.Concentration Buffs(4)
Tuesday, March 30th, 2010Self Animal Form
Lv. Name Grade Effect
20 Peerless Predator AD1 See Stealth: 48
+92 power
+123 health
+191 AC to all physical damage
10% chance to proc either
• 112-187 melee damage
• 19-33 damage every 4 seconds for 3
ticks
34 Transcendent Predator M1 See Stealth: 73
+163 power
+218 health
+293 AC to all physical damage
10% chance to proc either
• 273-455 melee damage
• 33-55 damage every 4 seconds for 3
ticks
48.6 Incomparable Predator AD1 See Stealth: 77
+176 power
+236 health
+311 AC to all physical damage
10% chance to proc either
• 230-383 melee damage
• 35-59 damage every 4 seconds for 3
ticks
This is another concentration spell that I highly recommend upgrading, especially if
you are partial to melee (which I hope you are!) The bonus to most of the effects is fairly
insubstantial, but the proc damage increases greatly and this particular proc goes off so
often that it will increase your damage output greatly if you use it to its full potential. You
can see above, that even Incomparable Predator AD1 cannot compete with M1
Transcendent Predator even though all of the other effects are higher on IP. For this
reason, I find myself using Transcendent more often than Incomparable and I am currently
saving to try and upgrade that Incomparable to a Master as soon as I can get the money.
Fury use melee damage to reach the full extent of their capabilities, so don’t put this spell
aside because it is unpriestly.
ErQ 2 Fury Guide-2.3.2(1)Healing Spells
Tuesday, March 30th, 2010Overview
There are essentially 6 lines of healing: fast-small, slow-large, group-instant,
group-regenerative, regenerative, and offensive. However, pre-20 spells do not share the
same timer as post 20 spells, so you are further increased to 8 lines of healing.
Additionally, there is a line of healing that I will simply call “special” and the cures. I will
explain more after I detail the effects in the upcoming sections.
Fast, Small
Lv. Name Grade Power Effect
3 Minor Healing AD1 26 Heals target for 100hp
13 Bloom M1 65 Heals target for 306hp
Heals 52-69hp 4 times in 10 seconds
28 Predatory Salve AD1 104 Heals target for 372hp
Form of Ferocity Buff (15 Minutes):
+3 agility
+2% DPS
5% chance to proc 75 slashing damage
45.6 Feral Salve AD3 144 Heals target for 569hp
Form of Ferocity Buff (15 minutes):
+4 agility
+2% DPS
5% chance to proc 109 slashing damage
You can begin to see why there are Fury complaints about our lack of healing with
this chart, but don’t be too greatly disparaged. Nothing scales well here, but SOE has
acknowledged this and we are still fully capable of being solo healer on groups as long as
we maintain good healing strategies and upgrade the best heals. For the Fast, small line,
we want Bloom to be as max’d out as possible as it is the most efficient (and can be the
biggest) heal in our arsenal.
Also, take note that Bloom and the Salve line are on different timers, allowing you
to cast both of them if you need to push heals. I mostly use it as a buff, however, and
rarely use it as a heal because it is so grossly inefficient vs. my other heals. Minor healing
is also on its own timer, but you won’t be using this heal 20+.
ErQ 2 Fury Guide-2.3.1.Concentration Buffs(2)
Monday, March 29th, 2010Main Defense Line
Lv. Name Grade Effect
5 Courage AD1 +7 stamina
+34 AC to all physical damage for caster
5% chance for caster to proc 32-39 damage
+136 AC to all physical damage for group
16 Willowskin AD1 +13 agility & wisdom
+14 power for caster
5% chance for caster to proc 69-85 damage
+224 AC to all physical damage for group
33 Savage Mask AD1 +20 agility & wisdom
+45 power for caster
5% for caster to proc 118-145 damage
1% for group to proc either:
• 164-273 melee damage
• 29-48 damage every 4 seconds for 3 ticks
+359 AC to all physical damage for group
46.4 Ferine Mask AD3 +23 agility & wisdom
+70 power for caster
5% for caster to proc 152-186 damage
1% for group to proc either:
• 252-420 melee damage
• 36-60 damage every 4 seconds for 3 ticks
+530 AC to all physical damage for group
This is a line that I do recommend upgrading, at least Ferine Mask. If you have
money or are lucky at harvesting, go ahead and get Savage Mask as well, but you may
wish to save it for the other spells from 30-39 that are never upgraded later. The reason
that you want to upgrade this is for the physical mitigation as AC to physical resistances
does a lot to hinder the damage caused by opponents. Also, the increase to proc damage
is a nice bonus.
-
ErQ 2 Fury Guide-2.3.1.Concentration Buffs(3)
Monday, March 29th, 2010Main Resistance Line
Lv. Name Grade Effect
18 Wild Spirit AD1 +21 agility
+239 to Divine, Magic, Mental resists
32.8 Untamed Spirit AD1 +30 agility
+20 intelligence & wisdom
+475 to Divine, Magic, Mental resists
5% chance to increase DPS by 2% for 18 seconds
when you successfully attack
46 Ferine Spirit AD1 +35 agility
+23 intelligence & wisdom
+644 to Divine, Magic, Mental resists
5% chance to increase DPS by 2% for 18 seconds
when you successfully attack
When upgrading these spells, the only noticeable increase comes in resistances.
The statistics will increase by a few points and the DPS increase/chance to proc will not
change at all. Therefore, only upgrade if you wish to possess more of these resistances
and small statistics boosts.
Single Target +Power
Lv. Name Grade Effect
16.6 Vigor AD3 +106 power
30.6 Verve AD1 +179 power
+12 to out of combat power regeneration
35 Spirit of the Bat
(Bloodlines AP -
Not Auto-Gained)
AP4 +201 power, +8 power on cast
+10 agility
+7 power every 10 seconds
44.6 Vim AD1 +235 power
+15 to out of combat power regeneration
This is another set of spells that I do not recommend upgrading as the only change
comes in the form of miniscule power increases. For example, the AD1 of Vim is 235
power and the +15 to OoC power regen and the M1 version is 253 power with the same
effect. The jump is a mere 18 power and I do not see the point in such a small upgrade
unless it is free.
Another thing to note is that while other lines do not have effects that stack with
each other, the new spell Spirit of the Bat does stack with Vigor, Verve, or Vim. It is,
however, only a 15 minute duration spell and you will have to drop another concentration
line to put it up. I usually drop Ferocity of the Hunt when I want to use two of these spells.
Also, Spirit of the Bat is not automatically received. You must purchase the
Bloodlines Adventure Pack and do the first three quests from the camps outside of the
waterfall in Nektulos to buy the AP2 version or you must pay a sage to craft an AP4 or
AD3 version. Crafting is recommended here, but only the AP4 version for now. The only
increase that AD3 version has over AP4 is 27 more power and, at the cost of an opal, that
is probably not money that you are willing to spend.
ErQ 2 Fury Guide-2.3.Spell Guide
Friday, March 26th, 2010Notice
For all of these spells, I will be giving the level received, the name, and the effect it
gives at a particular grade when it has reached it’s full potential. The Grade is AP =
Apprentice, AD = Adept, and M = Master.
ErQ 2 Fury Guide-2.3.1.Concentration Buffs(1)
Friday, March 26th, 2010Overview
There are 5 lines of concentration buffs (6 with the release of Bloodlines Adventure
Pack). While lower level buffs may stack with higher level buffs, if they are along the
same line, then the similar effects will not stack and only the differing effects will change.
For example, if you have a concentration spell on the Main HP line and it gives +2% to
power regeneration and 181hp and you use it with a higher level spell on the same line
that gives +300hp and +4% runspeed, you will end up having +4% runspeed, +2% power
regen, and +300hp. This sort of stacking is not recommended, however, as each buff
gives a myriad of helpful effects and using multiples in the same line cuts down on all of
the possibilities. All of these are group only except for the Single Target and Self ones.
Main HP Line
Lv. Name Grade Effect
19.6 Verdure AD1 Wards against 12 hp
+2 out of combat power regeneration
+181 health
30 Mark of the Hunt AD1 +3% out of combat run speed
+5 out of combat health regeneration
+276 health
41 Ferocity of the Hunt AD1 +4% out of combat run speed
+7 out of combat health regeneration
+363 health
I do not recommend upgrading these spells past AD1. The only benefit is small
health increases, so it is not the best upgrade for your money. Also, later on, you may
wish to drop this line for something else because it does not stack with the cleric HP buff
line currently and multiple priests per group is common on raids.
ErQ 2 Fury Guide-2.2. Spell List
Thursday, March 25th, 2010Priest (Inspirations)
Lv. Name Symbol Category
3
3
4
5
5
6
6.6
7
8
9
Minor Healing
Smite
Minor Arch Healing
Divine Providence
Courage
Cure Noxious
Summon Food and Water
Weakness
Revive
Enduring Breath
Chalice
Hammer
Chalice
Gate
Talisman
Moon
Heal: Fast, small
Direct Damage
Heal: Large, slow
HO Starter
Conc: Main Defense Buff
Heal: Cure
Other
Debuff
Other
Single Target Buff
Druid (Archgenesis)
Lv. Name Symbol Category
10
11
11.6
12
13
13.4
13.8
14
14.6
15
15.6
16
16.6
17
18
18.6
19
19.6
Nettleshield
Chill
Favor of the Phoenix
Regrowth
Bloom
Subterfuge
Spirit of the Wolf
Stinging Swarm
Winds of Renewal
Mossy Balm
Sylvan Touch
Willowskin
Vigor
Sylvan Wind
Wild Spirit
Effloresce
Elemental Amending
Verdure
Eye
Hammer
Moon
Chalice
Eye
Hammer
Moon
Talisman
Moon
Moon
Moon
Talisman
Chalice
Talisman
Single Target Buff
Direct Damage
Other
Heal: Regenerative
Heal: Fast, small +regenerative
De-aggro
Single Target Buff
Damage Over Time
Heal: Group Regeneration
Heal: Cure
Heal: Special
Conc: Main Defense Buff
Conc: Single Target +Power
Heal: Group Instant
Conc: Main Resistance Buff
Heal: Large, slow
Heal: Cure
Conc: Main HP Buff
Fury (Nature’s Reckoning)
Lv. Name Symbol Category
20
20
21
Peerless Predator
Faerie Fire
Feral Intimidation Moon
Conc: Self Animal Form
Other: Fluff
Debuff
- 9 -
Everquest 2 Fury Guide
22
23
24
24.6
25
26
26.6
27
28
28.4
28.8
29
29.6
Cyclone
Bristlepelt
Strike of Thunder
Ferocity of the Eel
Fierce Rousing
Savagery
Fleshweave
Confounding Brambles
Predatory Salve
Breath of the Untamed
Ram’s Growth
Vicious Feast
Retaliate Arcana
Hammer
Eye
Hammer
Eye
Talisman
Moon
Hammer
Chalice
Moon
Moon
Eye
Talisman
Damage Over Time
Single Target Buff
Direct Damage
Single Target Buff
Other
Single Target Buff
Heal: Regenerative
De-aggro
Heal: Fast, small
Heal: Group Instant
Heal: Group Regeneration
Heal: Offensive
Heal: Cure
Lv. Name Symbol Category
30
30
30.6
31
32
32.4
32.8
33
34
35
35
35
35.6
36
37
38
38.6
39
39.6
Mark of the Hunt
Nature’s Irate Form
Verve
Deadly Swarm
Starburst
Wildling Elixir
Untamed Spirit
Savage Mask
Transcendent Predator
Fae Fire
Call of the Fae
Spirit of the Bat (Bloodlines AP)
Brutal Intimidation
Whirlwind
Aspect of the Shark
Barbed Skin
Strike of Storms
Pact of the Cheetah
Call of the Hunt
Moon
Hammer
Hammer
Chalice
Talisman
Eye
Talisman
Moon
Hammer
Eye
Hammer
Eye
Eye
Conc: Main HP Buff
Other: Fluff
Conc: Single Target +Power
Damage Over Time
Direct Damage: AOE
Heal: Large, slow
Conc: Main Resistance Buff
Conc: Main Defense Buff
Conc: Self Animal Form
Single Target Buff
Other: Fluff
Conc: Single Target +Power
Debuff
Damage Over Time
Single Target Buff
Single Target Buff
Direct Damage
Other
Other
Lv. Name Symbol Catagory
40
40
40.6
41
41.6
42
42.4
42.8
43
43.6
Wild Bloodflow
Curse of the Un-natural
Bloodlust
Ferocity of the Hunt
Seizing Brambles
Toxic Quills
Howl of the Untamed
Owl’s Restoration
Dooming Swarm
Savage Feast
Eye
Talisman
Hammer
Eye
Moon
Moon
Hammer
Eye
Heal: Regenerative
Other: Fluff
Single Target Buff
Conc: Main HP Buff
De-aggro
De-aggro
Heal: Group Instant
Heal: Group Regeneration
Damage Over Time
Heal: Offensive
- 10 -
Everquest 2 Fury Guide
44
44.6
45
45
45.6
46
46.4
46.8
47
47.6
48
48.6
49
49.6
50
50
50
Feral Tenacity
Vim
Untamed Shroud
Fury of the Storm
Feral Salve
Ferine Spirit
Ferine Mask
Starfire
Irritating Swarm
Ferine Elixer
Feral Pulse
Incomparable Predator
Beastly Intimidation
Fae Flames
Primeval Awakening
Porcupine
Rowyl’s Furious Barrier
Eye
Moon
Chalice
Talisman
Hammer
Moon
Chalice
Moon
Moon
Hammer
Eye
Talisman
Heal: Special
Conc: Single Target +Power
Other
Other: Fluff
Heal: Fast, small
Conc: Main Resistance Buff
Conc: Main Defense Buff
Direct Damage: AOE
Debuff
Heal: Large, slow
Heal: Special
Conc: Self Animal Form
Debuff
Single Target Buff
Other
Single Target Buff
Other: Fluff
ErQ 2 Fury Guide-2. Fury Spells
Thursday, March 25th, 20102.1. Introduction
This section is an in-depth look at all of the available spells for the Fury. In
addition, I offer advice on which spells to upgrade. Generally, it should go heal > proc buff
> offensive damage > debuffs > concentration, but there are several exceptions. Please
take note of these, because upgrading some spells can enhance them significantly while
upgrading others changes them very little.
Symbol is in regards to the Heroic Opportunities Symbol and Category is a quick
reference of where the specific notes of the spell will be located in the next few sections.
Hammer, Moon, and Chalice are your main HO symbols. I have never seen Talisman
ever appear and eyes only occur rarely.