The Ferocious Fury

The premier class guide for the Fury class!

Fury Guide Index

Fury Main Page & Credits

1.0 - Fury Basics

2.0 - Methods and Techniques

3.0 - Spell Lists

4.0 - Where to Hunt
5.0 - Druid Achievement Points

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Spell Progression and Methods

3.1 Methods and Techniques

What race should I choose for my fury?

As with any class, you should first pick the race that you really want to play! If you are absolutely insistant upon starting out with the very best stats, I'd suggest going with races that lean more into wisdom and intelligence stat wise, the elves make a wonderful choice for this. Do keep in mind though that the higher you are in levels, the less and less those starting stats will mean. Since you have to look at the race you have chosen for your entire character career, it's just better that you choose a class that you enjoy looking at.

Can furies solo?

Any class can solo once you have gotten to know your skills and limitations. Furies do rather well soloing because they have the great potential for doing damage along with the ability to heal. I do almost 100% soloing on my own fury and have never had any troubles taking down reasonable mobs. Being able to solo doesn't promise that you will be able to single handedly lay waste to a yellow heroic, but its my opinion that no class should be able to do that anyway.

My own personal soloing tactic is to snare and debuff, throw a couple of nukes, then melee only when I have to. Luckily, furies are hardy enough that they can take a couple of hits. If I get hit too much, I'll put on a heal or two to get me through combat.

How should I equip my fury?

Furies wear leather armor. Early on, you can use these guides to help equip your fury. Higher in levels, you simply want to make sure that you aim your armor stats to give you wisdom, intelligence, and resist boosts to help with your healing and damage power. This is what the stats do for you: Wisdom gives you your power pool, Stamina gives you your health pool, Intelligence gives your damage spells their blasting power, Strength gives you your melee smacking power, Agility gives you avoidance. You'll want to boost each stat depending on what you use the most, but again, widom and intelligence are the most useful for furies.

What is a fury's role in a goup?

Furies are primarily healers and buffers. They do have the ability to do some very nice damage, but while grouping, that is something that you'll need to keep control over since you will be expected to take care of your groups health without gaining the attention of the mobs that your group is currently working on.

There has been some speculation on how exactly a fury should heal. Some swear by the tactic of casting a heal over time as the tank pulls, but I would suggest being extremely careful with this. Your tank would have to be skilled in taking and keeping aggro to keep the fury from grabbing aggro and taking too much damage. In pick up groups, I'd suggest not using that tactic without discussing it with the main tank first. Instead, give the tank a chance to get solid aggro then start casting your heal over times. A good healer is one that can stay alive so that they can keep their group alive.

3.2 Spell Progression Breakdown

This is a break down of your spell lines. This is especially helpful when deciding which spells you want to upgrade. I sometimes don't bother purchasing higher than adept I on spell lines that I know will be getting an upgrade soon anyway, and save my coin for Masters on especially helpful spell lines that get less upgrading.

Cures

Cures
arcane impairments on the target ally. This includes magic, mental, and
divine effects
Cure Arcane (28)    
Cures elemental and noxious impairments on the
fury's group.
Toxic Abolishment (42) Lethal
Abolishment (56)
Abolishment (70)
Cures elemental impairments on the target ally.
This includes heat and cold effects.
Cure Elemental (19)    
Cures elemental and noxious impairments on the target ally. Cure Noxious (6)    
Cures trauma impairments on the target ally.
This includes slashing, piercing, and crushing effects
Cure Trauma (13)    

Note: Cure Spells Scale in Power with Level

Debuff

An
impairment placed on the target, that heals the fury's group over a period
of time and increases the group's strength and stamina when that target
dies
Vicious
Feast (29)
Savage
Feast (43)
Bestial Feast (57) Feast (71)    
Impairs the target's agility and wisdom. Intimidatin (7) Feral Intimidation (21) Brutal Intimidation (35) Beastly Intimidation (49) Inferiority (76)  
Roots all enemies near the druid and reduces
their hate towards the druid. Any hostile actions taken on them have a
chance at breaking the root effect.
Subterfuge (13)          
Snares and stifles all enemies near the fury
and reduces their hate towards the fury. Any hostile actions taken on them
have a chance at breaking this effect.
Brambles (13) Confounding Brambles (27) Siezing Brambles (41) Seizing Thorns (55) Grasping Thorns (69) Incapacitating Thorns (79)
Interrupts the target and impairs their focus skill and casting techniques.  For the duration of this impairment, power is drained over time from the target and they are interrupted again when the spell expires. Irritating Swarm (47) Maddening Swarm (61)        
Snares the enemy, slowing their movement speed
for a limited duration
Snare (10)          

Direct Damage






Deals cold damage over time to an opponent.  Deals extra damage to elementals. Squall (3) Twirl (11) Cyclone (25) Whirlwind (39)   Waterspout (53) Typhoon (78)
Deals divine damage over time to the target and lowers their defense. Stinging Insects (1) Stinging Swarm (9) Provoking Swarm (17) Deadly Swarm (31) Dooming Swarm (45) Killing Swarm
(59)
Death Swarm (72)
Deals instant heat damage to the target and all
other nearby encounter members.
Starburst (32) Starfire
(46)
Starnova
(60)
Starshower (74)      
Instantly deals a significant amount of magic
damage to a target.
Strike of Thunder
(23)
Strike
of Storms (37)
Bolt
of Storms (51)
Thunderbolt (65) Lightning Bolt (77)    
Calls upon a pulsating storm in an area around the fury.  Every second, there is a chance that any enemy caught in the storm will be struck by lightning for magic damage.  In order to maintain this effect, the fury is stunned in place, but can end the effect early if desired. Call Of Storms (65) Call of Karana (78)          
Summons a ring of fire around the fury. Heat
damage is continually inflicted to any enemies within the ring.
Ring of Fire (55) Sunrise (74)          

Group Buff




A
group augmentation that grants the fury's group additional heat damage
with every successful melee attack for up to 3 attacks per ally.
Fae Fire
(35)
Fae
Flames (49)
Fae Pyre (63) Fae Immolation (75)  
A group augmentation that increases the agility
and wisdom of the druid's group.
Wild Spirit (18) Untamed Spirit (32) Ferine Spirit (46) Primal Spirit (60)  
A group augmentation that increases the
elemental resistance and health pool of the druid's group.
Verdue (16)        
A group augmentation that increases the
elemental resistance and health pool of the fury's group. The elemental
resistance protects more against heat than cold.
Pride of the Hunt (16) Mark of the Hunt (30) Ferocity of the Hunt (44) Spirit
of the Hunt (58)
Master of the Hunt (72)
A group augmentation that increases the
intelligence and wisdom of the fury's group.
Untamed Spirit
(32)
Ferine
Spirit (46)
Primal
Spirit (60)
Forest Spirit (73)  
A group augmentation that increases the
physical damage resistance and in-combat health regeneration of the fury's
group.
Natural Mask (5) Feral Mask (19) Savage Mask (33) Ferine
Mask (47)
Armor of Nature (74)
Grants invisibility to the fury's group Untamed Shroud
(45)
       

Group Heal





Heals all allies near the fury.

Recovery Of The Untamed (14)

Breath of the Untamed (28)

Howl of the Untamed (42) Cry of the Untamed (56) Shriek Of The Untamed (70) Untamed Regeneration (80)
Replenishes health over time for a short
duration to the druid's group.
Winds
of Renewal (14)
Ram's
Growth (28)
Owl's
Restoration (42)
Owl's Grace (56) Owl's Reparation (70) Dire Bloodflow (78)
Replenishes health over time for a short
duration to the fury's group. This spell does not require any power and
does not have a casting time.
Feral
Pulse (48)
         
Replenishes the group's health after a short
period of time has passed.
Hibernation
(58)
Hibernate (76)        

Single Target Buff




An augmentation placed on the fury's ally, that deals instant piercing damage to any attacker of that ally and all enemies nearby the attacker.  This spell does not require any concentration, but can only be maintained on a single ally. Bristles (2) Bristleskin (10) Bristlepelt (24) Barbed skin (38) Thornskin (52) Quillskin (77)
An
augmentation that increases strength and agility and grants the chance for
increased attack speed and combat attack damage in combat of an ally. This
spell does not require any concentration, but can only be maintained on a
single ally
Savagery
(26)
Bloodlust
(40)
Primal Fury (54) Agitate (68) Feral (79)  
An augmentation that increases the intelligence
and power pool of an ally.
Minor Lucid (4) Lucid (16) Verve (30) Vim (44) Ferine Vim (58) Lucidity (72)
Grants an ally increased power regeneration,
increased power pool, and agility. This spell does not require any
concentration, but can only be maintained on a single ally
Bat
Form (35)
Aspect of the Bat (71)        

Single Target Heal






Heals
a large amount of target ally's health over time for a short duration.
Regrowth
(12)

Greater Regrowth (19)

Fleshweave
(26)
Wild
Bloodflow (40)
Untamed Bloodflow (54) Greater Bloodflow (68) Dire Bloodflow (78)  
Heals
a large amount of target ally's health over time for a short duration.
This spell does not require any power and does not have a casting time.
Sylvan
Touch (15)
             
Instantly
heals some of target ally's health, and replenishes their health over time
for a short duration
Bloom
(15)
             
Instantly
heals some of target ally's health.
Minor Salve (1)

Salve(7)

Greater Salve (15) Nature's Salve (22) Predatory Salve (29) Feral Salve (43) Wild Salve (57) Dire Salve (71)
Replenishes
a large amount of target ally's health, and replenishes their health over
time for a short duration
Effloresce
(18)
             
Replenishes
a large amount of target ally's health.
Minor Elixir (3) Elixir (10) Greater Elixir (18) Wilding Elixir (32) Ferine Elixir (46) Nature's Elixir (60) Grand Elixir (73)  
Replenishes target ally's health. If target ally is under 50% health, the amount replenished is doubled. This spell cannot be cast on the fury Back into the Fray (52)              
Instantly heals some of targets ally's health.  This spell has a chance to restore the power used to cast this spell back to the caster. Bounty of the Virtuous (20)              

Special Utility



An
augmentation cast on the fury's ally that greatly increases the ally's
resistances and causes all attackers of that ally instant divine damage.
It costs power over time to maintain the spell and the fury is stunned,
but the spell can be toggled off early if desired. This spell can expire
early if the porcupine effect triggers 25 times
Porcupine
(50)
Urchin (70) Hedgehog (80)    
An emergency group augmentation that increases
the in-combat movement speed of the fury's group for a short duration.
Pact of the
Cheetah (39)
       
Augmentation which grants the fury's group the
ability to clearly see and breathe under water.
Ferocity of Eel
(23)
       
If target ally receives damage that would be
fatal, that ally is healed over time and their agility is increased. This
spell cannot be interrupted, does not require any power and has a very
fast casting time
Feral Tenacity
(41)
Feral
Vehemence (55)
Feral Potence (69) Feral Courage (80)  
Increases the movement speed of an ally while
out of combat.
Spirit of the
Wolf (13)
       
Interrupts the target and impairs their focus
skill and casting techniques. For the duration of this impairment, power
is drained over time from the target and they are interrupted again when
the spell expires
Irrtating Swarm
(47)
Maddening Swarm (61)      
Resurrects a fallen ally and shapechanges them
into a treant, granting increased offensive casting techniques,
intelligence, focus, and power over time replenishment. After the
shapechange effect expires, the ally will get resurrection sickness. This
spell can be used in combat
Primeval
Awakening (50)
       
Resurrects a fallen ally. This spell can be
used in combat and cannot be interrupted.
Fierce Rousing
(22)
       
Resurrects all nearby fallen allies. This spell
can be used in combat and cannot be interrupted.
Call of the Hunt
(36)
       
Summons an item for every group member. This
item can be used to revive a fallen priest.
Favor of the
Phoenix (11)
       
The fury takes on the form of a lion, greatly increasing stamina and agility. While in this form, the fury also gains the ability to see stealthed creatures Peerless Predator (20) Transcedent Predator (34) Incomparable Predator (48) Seasoned Predator (62) Veteran Predator (76)
An augmentation which grants an ally the ability to breathe under water. Enduring Breath (9)        
Resurrects a fallen ally.  That ally has resurrection sickness for a while.  This spell cannot be used in combat, but can be used on allies that are not part of your group. Revive (8)        
Summons food and drink for the chosen ally. Summon Food And Water (6)        
Allows a priest to create a heroic opportunity using the spells at his or her disposal. Divine Providence (5)        

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Last Updated: Mar 13, 2016

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