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  #31 (permalink)  
Old 11-13-2007, 06:41 PM
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Quote:
2. divine fury - because its a very good attack...
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.
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  #32 (permalink)  
Old 11-17-2007, 05:45 AM
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My top three is

1)Slow time(love it when the heads fly of)
2)Physical shield(combos
3)Beserk(punching of heads of guards)
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  #33 (permalink)  
Old 12-05-2007, 01:11 AM
xtr xtr is offline
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Slow time is my special favorite. shield is good, but takes lots of will potions, while with slow time i get same effect (no hits taken, high CM) far cheaper. and for offense, I need nothing but my Solus Greatsword and ocasionnaly a shot or two with Arken crossbow.
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  #34 (permalink)  
Old 12-06-2007, 09:35 PM
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Quote:
Originally Posted by xtr View Post
Slow time is my special favorite. shield is good, but takes lots of will potions, while with slow time i get same effect (no hits taken, high CM) far cheaper. and for offense, I need nothing but my Solus Greatsword and ocasionnaly a shot or two with Arken crossbow.
The difference with shield and slow time is that shield is a constant spell. You don't have cast and recast it everytime you are fighting with opponents. And, if you are good enough to avoid hits, you can even make it economical.

With slow time, you still can get hit by stuff such as the stone troll's ground smash ability or by a charging balverine.
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  #35 (permalink)  
Old 12-07-2007, 12:56 AM
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Well, that's right, and I sometimes use shield along with slow time, too. But in most cases, slow time alone is enough to avoid hits. And recasting it is not more tiresome than constantly gulping will potions to keep the shield up
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  #36 (permalink)  
Old 12-10-2007, 01:22 AM
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Quote:
Originally Posted by xtr View Post
Well, that's right, and I sometimes use shield along with slow time, too. But in most cases, slow time alone is enough to avoid hits. And recasting it is not more tiresome than constantly gulping will potions to keep the shield up
I guess that depends on the person. I find constantly recasting spells as troublesome, and I'm sure you don't. So, I respect your opinion.
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  #37 (permalink)  
Old 12-16-2007, 09:36 AM
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Originally Posted by Krazykeylime View Post
berserk all the way! it owns all. massive damage if you get hit it ups the damage output, knocks down enemies in one hit, owns summoners and it looks great
personally, the only reason why i use berserk is so i can hit them very quickly, and it knocks back a swarm of enemies so you can pick them off one by one. but the BIG minus is that they knock people down! a lot of the bigger guys, like minions, will get back up immediately so you cant plunge your sword into them. so by knocking those guys down just wastes a hell of a lot of time if you're doing the prison path quest.
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  #38 (permalink)  
Old 12-19-2007, 10:32 AM
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The most useful spells for me where assasin rush (I get around a lot faster when I'm using it) Summon (I have a minion, good for fights when one minion can take up to 3 guards) and either drain life or turncoat (because drain life is better then heal because it heals you but also takes the other guys health and uses less mana, while turncoat makes hostile NPCS friendly to you so you can either kill them or simply fight with them (also useful in the cliffside path where there are infinite undead so if you just turncoat them then you can run past them, as only two are there, they just respawn when you kill them). And I do not use physical shield, I use assasin rush to dodge attacks and get behind the enemies back in an instant.
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  #39 (permalink)  
Old 12-20-2007, 08:47 PM
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Quote:
Originally Posted by jacktheripper View Post
The most useful spells for me where assasin rush (I get around a lot faster when I'm using it) Summon (I have a minion, good for fights when one minion can take up to 3 guards) and either drain life or turncoat (because drain life is better then heal because it heals you but also takes the other guys health and uses less mana, while turncoat makes hostile NPCS friendly to you so you can either kill them or simply fight with them (also useful in the cliffside path where there are infinite undead so if you just turncoat them then you can run past them, as only two are there, they just respawn when you kill them). And I do not use physical shield, I use assasin rush to dodge attacks and get behind the enemies back in an instant.
Hmm, no physical shield. So, what is your max combat multiplier ever?
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  #40 (permalink)  
Old 01-04-2008, 03:23 PM
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Quote:
Originally Posted by Loki[D.d.G] View Post
Hmm, no physical shield. So, what is your max combat multiplier ever?
255. That was gotten on the Cliffside path.
Correction, I was using Physical shield, i only use it for getting a high combat. Someday Im going for 2000 combat multiplier. And when I have free time. But I really do not use healing spells anymore, It is virtually impossible for me to run out of potions.

Last edited by jacktheripper; 01-04-2008 at 03:46 PM.
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  #41 (permalink)  
Old 02-22-2008, 01:53 AM
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Quote:
Originally Posted by Loki[D.d.G] View Post
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 ; 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.
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Last edited by Loredweller; 02-22-2008 at 01:59 AM.
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  #42 (permalink)  
Old 02-22-2008, 07:34 PM
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Divine Fury

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.
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Last edited by Fire Monkey; 02-22-2008 at 07:37 PM.
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  #43 (permalink)  
Old 02-27-2008, 11:53 AM
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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.
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  #44 (permalink)  
Old 02-27-2008, 06:14 PM
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Divine Fury vs. Infernal Wrath

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).
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  #45 (permalink)  
Old 02-29-2008, 05:06 PM
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It depends on alignment: each requires opposite alignment to be mastered,IMHO.
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