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If you've recently bought Fury and have been playing around with it for a while you will notice that healers in this game have a lot of balls. Which is actually nice compared to other MMOs where healers are usually just average. I originally thought this was good because healers are almost always targeted first in PvP because they are a nuisance, but this may be a bit much.
The problem is not with a single healer how ever, it is with 2 or more healers. I find that killing a healer 1 on 1 is near impossible unless I dump all my charges in both spiritual aspects and even then he may out heal me. But when you have two healers near eachother spamming rally and god knows what else, they just don't die. Infact it's gotten so bad in matches (Vortex) when there are 3 healers or more in a group we don't fight them. It's like them and everyone around them on their team is invulnerable.
Which raises a question in my mind. Could a group of 8 healers be undefeatable in a game such as Vortex? Where killing is not the primary goal but crystal retrieval is?
This is my perspective, I would like to hear other peoples thoughts and even advice. I am always looking to better myself as a player.
Edit: LoL Furry=Fury
Comments
It would be nice if a combat system is designed such a way that players actually have reasons to attack non-healers first.
god no there not balanced, it's one of the reasons i left the game
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It seems to me the only way to take down a healer is focus attack. If opposing party manage to focus attack the same target (i.e. healer), then the target drops pretty quickly. Effects like stun, sleep...etc could greatly reduce the effectiveness of healers too.
I guess the key is team communication and team targeting.. Is Fury have good mechanics to support effective team communication and effective team targeting? (I know Guild Wars does)
There are lots of ways to shut down healers.
Reverse their charges, make them immune to healing for 11 seconds (Frozen agony), lock them away from their team (the Bramble ability creates a wall around the healer), spiritual lock (Magilock), make them immune to charge generation (no charges no healing).
The good thing is there are also counters to all of the above counters and thats why Fury is a great game.
Fury Links & Guides|Don't believe the hype
Well it depends on the opposing team archetypes. SOmetimes its actually wise to spike out the opposing DPS first before the healer.
A healer can be taken out easily once the dangerous opponents have been dealt with, especially if they have chain Flashburn (physical pacify) capabilities.
Fury Links & Guides|Don't believe the hype
The game is does not break any grounds for mmos.
I'm downloading the fury trial now. Just about to log in and play it It taunts me with it's seductive "1 Min Remaining" message.
I'm downloading the fury trial now. Just about to log in and play it It taunts me with it's seductive "1 Min Remaining" message.
He right though, it really doesn't. Its not balanced. If a few friends join in a bloodbath game they can monopolize it, making the gameplay flawed. And there is really no point to pvp outside the satisfaction of killing someone, moving up a ladder or grinding gear.
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