<?xml version="1.0" encoding="ISO-8859-1"?>

<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/">
	<channel>
		<title>EQ2Flames Forum - Furies</title>
		<link>http://www.EQ2Flames.com</link>
		<description>Forum Leader:  Sioned, Befallen</description>
		<language>en</language>
		<lastBuildDate>Fri, 20 Nov 2009 22:20:00 GMT</lastBuildDate>
		<generator>vBulletin</generator>
		<ttl>60</ttl>
		<image>
			<url>http://www.eq2flames.com/images/styles/eq2/misc/rss.jpg</url>
			<title>EQ2Flames Forum - Furies</title>
			<link>http://www.EQ2Flames.com</link>
		</image>
		<item>
			<title><![CDATA["Comprehensive" Fury AA Specs]]></title>
			<link>http://www.EQ2Flames.com/furies/55282-comprehensive-fury-aa-specs.html</link>
			<pubDate>Wed, 18 Nov 2009 05:17:12 GMT</pubDate>
			<description><![CDATA[*Work in progress*
since i don't see any full AA post, just scattering of suggestions for some ways to spec the druid tree, or the fury tree I am going to attempt to make someplace for anyone to look for helps making choices on their AA lines for how they want to play
"Comprehensive" Fury AA Specs

Image: http://i292.photobucket.com/albums/mm20/nebq29/DruidTree.jpg 
The Druid Tree:

you have 5 options in here as to lines you want to spec. The Str line, which is a melee based line, the Agi line with gives you a charm, and some decent buffs for your HoTs, as well as an AoE blocker.  The Sta line, heal crits, and stun immunities come from there.  The Wis line known to some as the double death line.  The Int like which is the big dps line.

*The Str line:* Generally a fury will get maybe 100 dps out of his auto attack.  Its is usually a much bigger hassle to even bother with this tree unless you have nothing better to spec for.  The best way to spec in here is probably 4-4-4-8 to get the best chance for a heal proc when you attack.  You only get 20% Double attack this way, but you should get enough buffs from the rest of your group to make up 15% maybe 20%.

*The Agi line:* The charm you get in this is utterly worthless for anything other then soloing, but is probably the best end-line you can get.  An AoE blocker is always nice, because you can cast it if your group is within 3 meters of you, and not have to heal for 30 seconds (not that you can heal) except on certain scripted AoEs.  The decrease in time for our HoTs are nice, but our Heal stance decreases by another 2 seconds leaving our group heal unable to be up by about 50% of the time. You get a 24% increase to the first tick for the HoTs you cast, which can be nice if timed right.  Otherwise it gets absorbed by the fact you aren't healing any damage.

*The Sta line:* A large number of mobs still warder around with a damage shield on them that can be stripped off by this line.  Most are negligible compared to any of the other damage these epic mobs do, but still every little bit counts when you are unable to save someone by a couple hundred points of damage.  This is the line you get up to 15.6% heal crit from, and is best to get when you are not way over the cap.  The end-line here if a stun immunity that you can cast while stunned.  if you want to go for the end-line my suggestion is go 4-4-6-8-1, otherwise the picture above is good.

*The Wis line:* This line is pretty much worthless... move on.

*The Int line:* You will get a surprising amount of dps from this line.  Infusion will account for about 10-20% of your dps if used correctly.  You get 28% spell crit, as well as disruption, ordination, and focus from this line.  Those stats will make your spells harder to resist, your debuffs harder to resists as well.  Furies are caster dps, if you ever do damage, this is the most important line you will have.

Image: http://i292.photobucket.com/albums/mm20/nebq29/FuryTree.jpg 
The Fury Tree:

There are 4 different lines in the tree, Animalism, Recovery, Hindering, and Energy.  The Animalism end gives an ability called Animal Form that allows gives you 100 haste, and increases your ability with weapons by a great deal, and gives a 100% chance to proc tear on an attack that does some extra melee damage, and 108 power back to you at level 80.  Recovery line give an end ability called Pact of Nature, allows you to give someone in your group a heal almost identical to our Nature's Salve, this can be useful on fights where you have someone who is not in heal range.  The hindering line is basically a line for a fury who solos.  Kudzu used to save my ass all the time when my root broke and the mob would stay there just long enough for me to get my root back on, but again, for solong.  Energy line ends with the ability to give to our 5 nuke spells (inluding call of storms but excluding master smite) an increase of 40% base damage, an excellent temp buff for for dps.

*The Animalism line*:There are a few nice buffs in this tree, but generally they are just to get to the end-line.  

The Armor of nature buff was nice back in EoF it is becoming more useless now that mobs do so much damage, and you can only in combat ticks happen every 8 seconds, but it is still a free small HoT.  

The Peerless predator gives you run speed, but does not stack with a good horse.  Or a trade-skill epic earring... or much of anything for that matter. If you go this way it is top open up Fae Fire.

Forest Spirit increases the int and wis of your stat buff... here is where i like to be selfish for now, it helps with our dps and heals because it our myth is affected by our wis and int stat.

Fae Fires gives max cast haste to this spell, and improves the reuse speed, this is a great spell to use when you want to dps and proc infusion.

Primal Fury is one of the most important buffs we have for a melee dps class.  This acts a bit weird right now, as to it adds 5% more chance on top of whatever feral would normally do your melee attack to proc.

Porcupine is a buff that is very useless right now, so buffing it is generally a waste of time, is nice for duoing when you run very very low on power.  And you need to heal your partner, but not useful when raiding.

Animal Form, as stated above is a very nice thing to use when you need to regen power.  Gives 100 haste, and every time you hit your target with a melee weapon procs some damage a large dehate, and 108 power.  The best way to use this on yourself is to macro a weapon change to something with a small a delay as you can get, while casting it on yourself.


*Recovery Line*:This is the only line that affects any of our heals, and it affects the emergency heals at that.  

The improving your de-hate cast time is good for those who generate a lot of hate.  I don't remember if its needed for the next line or not.

Enhance Emergency healing is basically essential for any healer... and since our heal doesn't do that much in the first place a 50% boost is extremely nice.

Pact of Cheetah... again, more run speed, this is fluff there are other places to spend AA then here.

Feast is a useless spell as it is now, so the AA for it is generally accepted as useless.

Feral Tenacity, this AA will cap your reuse speed on your anti-death, you can use it every 5 minutes.  Very nice to keep the occasional squishy alive.

Enhance Hibernate will cost 5 AAs to put 1 skill into this.  I personally have found it nice to have for those AEs that will do about 90% damage to a group, this way they all stay alive.  But if it works correctly its a way to make our heal effectively a reactive.

As i stated already pact of nature is nice on certain older fights, where you have one person too far from heal range.  It is fun to give it to your bard and when the tank really needs more heals, he can cast it. But it is becoming less and less useful.


*Hindering Line*:This is a line meant primarily for soloing.  You can increase your debuffs, and increase how much your snare reduces the speed of a mob.

Intimidation while it is a very useless debuff, still isn't bad to throw on, it will increase the amount of damage you do, even if by just 1%. The increase to this will change your normal debuff of 99 to 133 agi and wis.

Karana's Hold will make your root harder to resist, so on a yellow mob more then likely your root will land.  i believe it makes it 41% harder to resist at master.

Since our root does not have a slow component on termination for soloing snare is huge, plus it allows us to solo mobs that are normally immune to root.  This will make a mob 75% slower at 5 AAs.  Even at 40% there are certain mobs that we can solo that no mage can.

Maddening Swarm the debuff does nothing for us, no reduction in an AoE's strength, no making it easier to resist, because they are almost all non resistible.  Increasing the debuffs power would be nice in PVP where the affect actually does something to your enemy.  But in PVE i don't see a use.

Kudzu is again ment for soloing.  The slow stacks with snare and has saved my ass tons of times by keeping a mod in place just long enough for me to get my root back on. If i haven't stressed it enough, this is for soloing only.


*Energy Line*:This is the line that will produce the most dps for a fury, it basically caps your cast speeds on all your nukes, and reuse.  Because of this line getting cast speed for offensive spells is worthless.  

Death Swarm: get it.

Tempest: get it.

Thunderbolt: get it.

Starnova: get it.

Ring of fire:  if you cast your drop pet a lot its nice, but the dps it does is not worth it, and can be left out of a rotation except as a drop before a mob comes in to add a bit more damage.


Call of Storms: You shouldn't be casting this unless there are more then 10 mobs... which i hope they are encounter and then starnova and Wrath of Nature will do more damage for you then this will ever do.  So this AA isn't worth much.

Energy Vortex: unless you are capped on base damage, and if you are i would love to see your gear, this is a very nice temp buff, as it can be toggled off when extra healing is required.  And it only decreases base heal by 50% not ignoring all mods to your heals.

Image: http://i292.photobucket.com/albums/mm20/nebq29/ShadowTree.jpg ]]></description>
			<content:encoded><![CDATA[<div>*Work in progress*<br />
since i don't see any full AA post, just scattering of suggestions for some ways to spec the druid tree, or the fury tree I am going to attempt to make someplace for anyone to look for helps making choices on their AA lines for how they want to play<br />
&quot;Comprehensive&quot; Fury AA Specs<br />
<br />
<img src="http://i292.photobucket.com/albums/mm20/nebq29/DruidTree.jpg" border="0" alt="" /><br />
The Druid Tree:<br />
<br />
you have 5 options in here as to lines you want to spec. The Str line, which is a melee based line, the Agi line with gives you a charm, and some decent buffs for your HoTs, as well as an AoE blocker.  The Sta line, heal crits, and stun immunities come from there.  The Wis line known to some as the double death line.  The Int like which is the big dps line.<br />
<br />
<b>The Str line:</b><blockquote> Generally a fury will get maybe 100 dps out of his auto attack.  Its is usually a much bigger hassle to even bother with this tree unless you have nothing better to spec for.  The best way to spec in here is probably 4-4-4-8 to get the best chance for a heal proc when you attack.  You only get 20% Double attack this way, but you should get enough buffs from the rest of your group to make up 15% maybe 20%.<br />
</blockquote><b>The Agi line:</b><blockquote> The charm you get in this is utterly worthless for anything other then soloing, but is probably the best end-line you can get.  An AoE blocker is always nice, because you can cast it if your group is within 3 meters of you, and not have to heal for 30 seconds (not that you can heal) except on certain scripted AoEs.  The decrease in time for our HoTs are nice, but our Heal stance decreases by another 2 seconds leaving our group heal unable to be up by about 50% of the time. You get a 24% increase to the first tick for the HoTs you cast, which can be nice if timed right.  Otherwise it gets absorbed by the fact you aren't healing any damage.<br />
</blockquote><b>The Sta line:</b><blockquote> A large number of mobs still warder around with a damage shield on them that can be stripped off by this line.  Most are negligible compared to any of the other damage these epic mobs do, but still every little bit counts when you are unable to save someone by a couple hundred points of damage.  This is the line you get up to 15.6% heal crit from, and is best to get when you are not way over the cap.  The end-line here if a stun immunity that you can cast while stunned.  if you want to go for the end-line my suggestion is go 4-4-6-8-1, otherwise the picture above is good.<br />
</blockquote><b>The Wis line:</b><blockquote> This line is pretty much worthless... move on.<br />
</blockquote><b>The Int line:</b><blockquote> You will get a surprising amount of dps from this line.  Infusion will account for about 10-20% of your dps if used correctly.  You get 28% spell crit, as well as disruption, ordination, and focus from this line.  Those stats will make your spells harder to resist, your debuffs harder to resists as well.  Furies are caster dps, if you ever do damage, this is the most important line you will have.<br />
</blockquote><img src="http://i292.photobucket.com/albums/mm20/nebq29/FuryTree.jpg" border="0" alt="" /><br />
The Fury Tree:<br />
<br />
There are 4 different lines in the tree, Animalism, Recovery, Hindering, and Energy.  The Animalism end gives an ability called Animal Form that allows gives you 100 haste, and increases your ability with weapons by a great deal, and gives a 100% chance to proc tear on an attack that does some extra melee damage, and 108 power back to you at level 80.  Recovery line give an end ability called Pact of Nature, allows you to give someone in your group a heal almost identical to our Nature's Salve, this can be useful on fights where you have someone who is not in heal range.  The hindering line is basically a line for a fury who solos.  Kudzu used to save my ass all the time when my root broke and the mob would stay there just long enough for me to get my root back on, but again, for solong.  Energy line ends with the ability to give to our 5 nuke spells (inluding call of storms but excluding master smite) an increase of 40% base damage, an excellent temp buff for for dps.<br />
<br />
<b>The Animalism line</b>:<blockquote>There are a few nice buffs in this tree, but generally they are just to get to the end-line.  <br />
<br />
The Armor of nature buff was nice back in EoF it is becoming more useless now that mobs do so much damage, and you can only in combat ticks happen every 8 seconds, but it is still a free small HoT.  <br />
<br />
The Peerless predator gives you run speed, but does not stack with a good horse.  Or a trade-skill epic earring... or much of anything for that matter. If you go this way it is top open up Fae Fire.<br />
<br />
Forest Spirit increases the int and wis of your stat buff... here is where i like to be selfish for now, it helps with our dps and heals because it our myth is affected by our wis and int stat.<br />
<br />
Fae Fires gives max cast haste to this spell, and improves the reuse speed, this is a great spell to use when you want to dps and proc infusion.<br />
<br />
Primal Fury is one of the most important buffs we have for a melee dps class.  This acts a bit weird right now, as to it adds 5% more chance on top of whatever feral would normally do your melee attack to proc.<br />
<br />
Porcupine is a buff that is very useless right now, so buffing it is generally a waste of time, is nice for duoing when you run very very low on power.  And you need to heal your partner, but not useful when raiding.<br />
<br />
Animal Form, as stated above is a very nice thing to use when you need to regen power.  Gives 100 haste, and every time you hit your target with a melee weapon procs some damage a large dehate, and 108 power.  The best way to use this on yourself is to macro a weapon change to something with a small a delay as you can get, while casting it on yourself.<br />
<br />
</blockquote><b>Recovery Line</b>:<blockquote>This is the only line that affects any of our heals, and it affects the emergency heals at that.  <br />
<br />
The improving your de-hate cast time is good for those who generate a lot of hate.  I don't remember if its needed for the next line or not.<br />
<br />
Enhance Emergency healing is basically essential for any healer... and since our heal doesn't do that much in the first place a 50% boost is extremely nice.<br />
<br />
Pact of Cheetah... again, more run speed, this is fluff there are other places to spend AA then here.<br />
<br />
Feast is a useless spell as it is now, so the AA for it is generally accepted as useless.<br />
<br />
Feral Tenacity, this AA will cap your reuse speed on your anti-death, you can use it every 5 minutes.  Very nice to keep the occasional squishy alive.<br />
<br />
Enhance Hibernate will cost 5 AAs to put 1 skill into this.  I personally have found it nice to have for those AEs that will do about 90% damage to a group, this way they all stay alive.  But if it works correctly its a way to make our heal effectively a reactive.<br />
<br />
As i stated already pact of nature is nice on certain older fights, where you have one person too far from heal range.  It is fun to give it to your bard and when the tank really needs more heals, he can cast it. But it is becoming less and less useful.<br />
<br />
</blockquote><b>Hindering Line</b>:<blockquote>This is a line meant primarily for soloing.  You can increase your debuffs, and increase how much your snare reduces the speed of a mob.<br />
<br />
Intimidation while it is a very useless debuff, still isn't bad to throw on, it will increase the amount of damage you do, even if by just 1%. The increase to this will change your normal debuff of 99 to 133 agi and wis.<br />
<br />
Karana's Hold will make your root harder to resist, so on a yellow mob more then likely your root will land.  i believe it makes it 41% harder to resist at master.<br />
<br />
Since our root does not have a slow component on termination for soloing snare is huge, plus it allows us to solo mobs that are normally immune to root.  This will make a mob 75% slower at 5 AAs.  Even at 40% there are certain mobs that we can solo that no mage can.<br />
<br />
Maddening Swarm the debuff does nothing for us, no reduction in an AoE's strength, no making it easier to resist, because they are almost all non resistible.  Increasing the debuffs power would be nice in PVP where the affect actually does something to your enemy.  But in PVE i don't see a use.<br />
<br />
Kudzu is again ment for soloing.  The slow stacks with snare and has saved my ass tons of times by keeping a mod in place just long enough for me to get my root back on. If i haven't stressed it enough, this is for soloing only.<br />
<br />
</blockquote><b>Energy Line</b>:<blockquote>This is the line that will produce the most dps for a fury, it basically caps your cast speeds on all your nukes, and reuse.  Because of this line getting cast speed for offensive spells is worthless.  <br />
<br />
Death Swarm: get it.<br />
<br />
Tempest: get it.<br />
<br />
Thunderbolt: get it.<br />
<br />
Starnova: get it.<br />
<br />
Ring of fire:  if you cast your drop pet a lot its nice, but the dps it does is not worth it, and can be left out of a rotation except as a drop before a mob comes in to add a bit more damage.<br />
<br />
<br />
Call of Storms: You shouldn't be casting this unless there are more then 10 mobs... which i hope they are encounter and then starnova and Wrath of Nature will do more damage for you then this will ever do.  So this AA isn't worth much.<br />
<br />
Energy Vortex: unless you are capped on base damage, and if you are i would love to see your gear, this is a very nice temp buff, as it can be toggled off when extra healing is required.  And it only decreases base heal by 50% not ignoring all mods to your heals.<br />
</blockquote><img src="http://i292.photobucket.com/albums/mm20/nebq29/ShadowTree.jpg" border="0" alt="" /></div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/furies/">Furies</category>
			<dc:creator>Meows</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/furies/55282-comprehensive-fury-aa-specs.html</guid>
		</item>
		<item>
			<title>new feral mechanics</title>
			<link>http://www.EQ2Flames.com/furies/55011-new-feral-mechanics.html</link>
			<pubDate>Wed, 11 Nov 2009 21:24:26 GMT</pubDate>
			<description><![CDATA[for those who want to know, there has been a change to how feral works, at first i thought it was the fact it was bugged, and our AAs didn't affect it on other people, i was wrong.

I have done a bit of testing, and some maths (yes i said maths), it scales to the person based off their weapon delay.  The higher the weapon delay the higher the chance to proc per swing.

Honestly it makes sense a bit, but the thing the only thing that stays close to constant is the chance it has to proc in one minute.  which is around 95%.

Chance to proc per hit is roughly (i say this because there are a lot more decimal places) 3.4 *weapon delay + 5. If you have the 5 AAs in making it proc 5% more often.

Also (great thing about SoE math) the procs per minute rate, is a 65% confidence, if you assume you will proc 2 times a minute, it means you have a 65% chance to proc at least once every 30 seconds (assuming no coding tricks have been used). (35% chance you will not proc at all durring that time) This is of course barring any haste you have on your weapon, chances that it procs on CAs, or Spells as well. Which feral will proc for some reason using CAs as well as Auto Attacks.

/end rant

I added some more maths, the procs per minute is given by 2*(WD+1.5)/WD (with WD = weapon delay) (only with 5 AAs in it)

*Summary* for those that don't want to read my rant
 Proc percent chance per swing is given by 3.4% / sec *weapon Dealy +5%
Proc rate with no AA, is given as 2.0 times per minute
They actually changed how that 5% gets added onto our spells, it gets added to the change it procs per hit, so it changes now based off the weapon used (stealth change)]]></description>
			<content:encoded><![CDATA[<div>for those who want to know, there has been a change to how feral works, at first i thought it was the fact it was bugged, and our AAs didn't affect it on other people, i was wrong.<br />
<br />
I have done a bit of testing, and some maths (yes i said maths), it scales to the person based off their weapon delay.  The higher the weapon delay the higher the chance to proc per swing.<br />
<br />
Honestly it makes sense a bit, but the thing the only thing that stays close to constant is the chance it has to proc in one minute.  which is around 95%.<br />
<br />
Chance to proc per hit is roughly (i say this because there are a lot more decimal places) 3.4 *weapon delay + 5. If you have the 5 AAs in making it proc 5% more often.<br />
<br />
Also (great thing about SoE math) the procs per minute rate, is a 65% confidence, if you assume you will proc 2 times a minute, it means you have a 65% chance to proc at least once every 30 seconds (assuming no coding tricks have been used). (35% chance you will not proc at all durring that time) This is of course barring any haste you have on your weapon, chances that it procs on CAs, or Spells as well. Which feral will proc for some reason using CAs as well as Auto Attacks.<br />
<br />
/end rant<br />
<br />
I added some more maths, the procs per minute is given by 2*(WD+1.5)/WD (with WD = weapon delay) (only with 5 AAs in it)<br />
<br />
<b>Summary</b> for those that don't want to read my rant<br />
 Proc percent chance per swing is given by 3.4% / sec *weapon Dealy +5%<br />
Proc rate with no AA, is given as 2.0 times per minute<br />
They actually changed how that 5% gets added onto our spells, it gets added to the change it procs per hit, so it changes now based off the weapon used (stealth change)</div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/furies/">Furies</category>
			<dc:creator>Meows</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/furies/55011-new-feral-mechanics.html</guid>
		</item>
		<item>
			<title>Fury Spell timers</title>
			<link>http://www.EQ2Flames.com/furies/54880-fury-spell-timers.html</link>
			<pubDate>Sun, 08 Nov 2009 14:15:51 GMT</pubDate>
			<description><![CDATA[As a fury I often use Ring of Rage during trash mobs on raids. As I am standing here without a group or raid if I activate ring of rage my spell timers for instance on Hibernate go from 1.05 to .5. So I start to cast all of my spells super fast. However on raids  and groups as well if I activate ring of rage my timers will jump up dramatically, even almost triple in casting time. Does anyone know of a buff that might be in raids causing this issue? It's very frustrating to sit there for 3 seconds to cast something that would normally only take .5 seconds when ungrouped.]]></description>
			<content:encoded><![CDATA[<div>As a fury I often use Ring of Rage during trash mobs on raids. As I am standing here without a group or raid if I activate ring of rage my spell timers for instance on Hibernate go from 1.05 to .5. So I start to cast all of my spells super fast. However on raids  and groups as well if I activate ring of rage my timers will jump up dramatically, even almost triple in casting time. Does anyone know of a buff that might be in raids causing this issue? It's very frustrating to sit there for 3 seconds to cast something that would normally only take .5 seconds when ungrouped.</div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/furies/">Furies</category>
			<dc:creator>Lowbacca</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/furies/54880-fury-spell-timers.html</guid>
		</item>
		<item>
			<title>FFS</title>
			<link>http://www.EQ2Flames.com/furies/54435-ffs.html</link>
			<pubDate>Wed, 28 Oct 2009 21:37:51 GMT</pubDate>
			<description><![CDATA[My guild is considering giving my raid slot in the mage group to a templar. I work my balls off and everyone in guild says I do a great job, yet they're still saying a templar would probably be better.

There's just no point playing a Fury at the moment is there.]]></description>
			<content:encoded><![CDATA[<div>My guild is considering giving my raid slot in the mage group to a templar. I work my balls off and everyone in guild says I do a great job, yet they're still saying a templar would probably be better.<br />
<br />
There's just no point playing a Fury at the moment is there.</div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/furies/">Furies</category>
			<dc:creator>Wucked</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/furies/54435-ffs.html</guid>
		</item>
		<item>
			<title>Anyone else have problems with Thornskin?</title>
			<link>http://www.EQ2Flames.com/furies/54359-anyone-else-have-problems-thornskin.html</link>
			<pubDate>Tue, 27 Oct 2009 20:27:19 GMT</pubDate>
			<description><![CDATA[Recently I have found that my Thornskin is much weaker than it used to be.  On myself, it does 85-105 +/-.  On any tank it is only in the 40s.  It seems it varies from tank class to tank class too.  I seem to remember it doing the same damage no matter what class i placed it on.  I am ashamed to say that my Mastered Thornskin is doiong less damage than an experted Warden's thorns.  Has there been a change or is there a bug on buff bars of others?]]></description>
			<content:encoded><![CDATA[<div>Recently I have found that my Thornskin is much weaker than it used to be.  On myself, it does 85-105 +/-.  On any tank it is only in the 40s.  It seems it varies from tank class to tank class too.  I seem to remember it doing the same damage no matter what class i placed it on.  I am ashamed to say that my Mastered Thornskin is doiong less damage than an experted Warden's thorns.  Has there been a change or is there a bug on buff bars of others?</div>

]]></content:encoded>
			<category domain="http://www.EQ2Flames.com/furies/">Furies</category>
			<dc:creator>Pheathers</dc:creator>
			<guid isPermaLink="true">http://www.EQ2Flames.com/furies/54359-anyone-else-have-problems-thornskin.html</guid>
		</item>
	</channel>
</rss>
