Loki[D.d.G] wrote:Actually, divine fury is kind of lousy for an uber spell. Firstly, whilst channeling it, you are still vulnerable to attacks and can be killed because of its long charge up time. Secondly, the damage it deals is relatively low in comparison to spells such as enflame. Only if you have physical shield and are dealing with masses of enemies, will it have a semblance of usefulness. Then again, with the amout of mana it drains, you might want to think again before using divine fury.
Well, well...
First, it's effective against nymphs annoying one much at the beginning :mischief: ; although a bow and, in lesser degree, Ghost Swords do too, the spell hits nymph's summons as well and in the same time, and you do not need to see target as in case of bow;
At first encounter with Jack (original Fable's ending) it was just a savior after Jack went levitating, effectively blocking his spellcasting; it didn't do so well against dragon form, though;
It's very powerful (esp. if mastered) against Summoners (and Undead in general) effectively interrupting them doing their lightning thing; in Ship of the Drowned episode it just ruled;
I got an impression that (at least in combo with Physical Shield) very few things if any can harm you while casting the spell, not ranged at least; and it seems nothing can interrupt your casting save you yourself ; on the other hand, released it interrupts anything in its range whatever an enemy was doing;
So i try always get the spell ASAP (as son as i can afford) and to max out before first battle with Jack.
Loredweller
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...for tomorrow never comes ...
My favorite application of Divine Fury is during the fight against Maze, when he runs up to the middle level of the lighthouse.
I hate navigating those stairs in the lighthouse in Hook Coast. Whether going up or down, I tend to run into the posts and get stuck momentarily. And having to turn constantly in small increments is a pain for me playing on a PC with a mouse.
What I do is run into the ground floor room and cast Divine Fury (after dispensing with the Screamer). Maze is stupidly throwing his fireballs and has no defense against this. Then it's a simple matter of taking him out with a bow when he teleports to the ground outside and casts fireballs that hit the side of the lighthouse while I stand safe inside.
I agree with everything Loredweller said about Divine Fury too, except that you are vulnerable to damage while casting the spell. In addition to Physical Shield, Slow Time is a good spell to cast in conjunction with Divine Fury; Slow Time negates a lot of the problem of being vulnerable while casting Divine Fury.
Heroing is one of the shortest-lived professions there is.
- Will Rogers
One more thing: very effective sequence: Enflame + Divine Fury. First knocks down enemy from their feat and you have to wait them to stand up: while on the ground nothing can hit them - except for the Divine Fury. It's just the time, Fury lifts them and hits them. :mischief:
Loredweller
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...for tomorrow never comes ...
As far as I can tell, the only difference between Divine Fury and Infernal Wrath is the visual effect. They seem to entail the same experience costs to level up and seem to have the same damage effect.
Am I missing anything? If not, it seems such a waste to have two spells that accomplish the same. If anything, I would have expected them to have alignment cost differences (one good, the other bad).
Heroing is one of the shortest-lived professions there is.
- Will Rogers
Unfortunately, our opinions fail to change the fact that there are no alignment modifiers for the two spells. You can be totally evil (or totally good) and master both.
Heroing is one of the shortest-lived professions there is.
- Will Rogers
I stand corrected - never tried the second (wrath). Too hard and to much effort requires to be evil, never really tried. Always thought that they are two opposites for good and evil chars.
Is the Wrath able to hit knocked down enemies like Fury does? And what about Nymphs? (well. we'll see).
Loredweller
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...for tomorrow never comes ...
Physical Shield Maxed-Prevents hits, good for getting high combat multiplier
Slow Time Maxed-Brilliant for dealing with fast enemies like minions
Assasin Rush Maxed-Bypass enemy blocking, which wastes time and thus prevent CM from going down.
I use these three only when fighting. This 3-spell combo works superbly with everything and in my experience is absolutely the best for getting an insanely high combat multiplier. Never got hit in the game except for Bargate Prison which can't use spells at.
I'll fight to the end, I will not bend
Through pain and torture, I shall not falter
With Dragon n' Sword, I'll burn every horde
Evil will fail and Justice prevail...
I get divine fury or infernal wrath for two situations, even if I'm a melee or ranged character:
The Arena, especially later levels, like bandits.
Rescuing the Archaeologist. I just run down the hill with the minions chasing after me, then charge up and let fly. Plus, you're invulnerable while it's going, so if you can get it up then you're safe against the minion magi trying to blast you.
"Colorless green ideas sleep furiously." - Noam Chomsky