This page will contain wikis about the used, as they become available.The UsedThe Used is an alternative-punk band from Orem, Utah, United States that is commonly labeled emo/post-hardcore. Their self-titled debut album The Used has so far sold nearly 200,000 copies and counting. The band later released Maybe Memories, a live album featuring the songs from their self-titled album and previously unreleased home demos that also included live footage and interviews on DVD. They released their second album In Love and Death through Warner Bros. Records, on September 28, 2004. Their third album is due out in 2006. BiographyThe Used formed in Utah in 2000 where they created a home studio together to record demo material. Orem and neighboring city Provo didn’t offer much in the way of paying gigs. When the band did manage to land a show, they often weren’t invited back. "Everywhere we played, people wouldn't let us back because the way we play, I don't know...we kinda...I think it would frighten some people," drummer Branden Steineckert explains. "It's just us goin' off, and it's too much, the puke and the blood and things like that." The band also struggled with personal problems. They faced homelessness, poverty, and drug addiction. Music proved to be a way out. "You're held down so long and told what to do," says Steineckert. "You're supposed to fit in this fuckin' mold all the time. Music is your one place to break out and just say fuck it all, do what you want, be the person you are with no fuckin' rules." The band released their self-titled first album in June 2002. Recorded in both John Feldmann’s home studio and Olympic Studios in London, it has since sold over 200,000 copies. Singles include “A Box Full of Sharp Objects,” “The Taste of Ink,” “Buried Myself Alive,” and “Blue and Yellow.” The Used’s sophomore album, In Love and Death, released September 2004, was also produced by John Feldmann (of California-based punk act Goldfinger) and was recorded in his Los Angeles home. Singles include "Take It Away," "I Caught Fire," and "All That I've Got." The Used toured extensively, including the 2002 Ozzfest, the 2002 Vans Warped Tour, the 2003 Vans Warped Tour, Linkin Park’s Projekt Revolution Tour, the Taste of Chaos tour and most recently a fall 2005 tour (with Glassjaw) throughout August and September. In March 2005, The Used sold all 5,500 tickets for their only Australian headline concert in Sydney in just one hour. Also featured in the Crusty Demons 10th Anniversary tour in 2005. They won Best International Band at the Metal Hammer awards in June 2005. Relationship with My Chemical RomanceThe Used is known to be very friendly with My Chemical Romance. The lead singer Gerard Way and Bert were rumored to have been particularly close (rumors of romance exist but are probably dismissable, having been spread mostly by fanfiction; however, the two have been known to kiss onstage). My Chemical Romance and The Used have covered "Under Pressure" (originally by David Bowie and Queen) in concert on multiple occasions. In recent months, the two lead singers of both bands seem to have had a fallout due to Gerard's becoming straight edge. Some also believe the conflict sprouted from disagreements over the addition of "Under Pressure" to In Love and Death. Most of this evidence comes from an interview with Bert [1] and a recent song, so far unreleased, by My Chemical Romance entitled "Disenchanted (Shut Up and Play)". It is the hope of most fans that the relationship between the two bands is rekindled and that more great music is produced. Albums
Singles
Videography
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It is the hope of most fans that the relationship between the two bands is rekindled and that more great music is produced. My Chemical Romance and The Used have covered "Under Pressure" (originally by David Bowie and Queen) in concert on multiple occasions. There are many emotes in Guildwars, here is a list of them. The lead singer Gerard Way and Bert were rumored to have been particularly close (rumors of romance exist but are probably dismissable, having been spread mostly by fanfiction; however, the two have been known to kiss onstage). Below are a number of acronyms and abbreviations commonly heard in Guild Wars. The Used is known to be very friendly with My Chemical Romance. Often said phrases are commonly abbreviated in online games for the relative ease with which they're typed. They won Best International Band at the Metal Hammer awards in June 2005. Another solution is that Faction should be increased once more to improve the rate with which a player can unlock the skills. Also featured in the Crusty Demons 10th Anniversary tour in 2005. The most reoccuring proposition is that all skills should be unlocked (commonly referred to as UAS, Unlock All Skills) for both PvE and PvP-use. In March 2005, The Used sold all 5,500 tickets for their only Australian headline concert in Sydney in just one hour. There have been many proposed solutions to the problem. The Used toured extensively, including the 2002 Ozzfest, the 2002 Vans Warped Tour, the 2003 Vans Warped Tour, Linkin Park’s Projekt Revolution Tour, the Taste of Chaos tour and most recently a fall 2005 tour (with Glassjaw) throughout August and September. As a consequence some players ironically call the game "Grind Wars". Singles include "Take It Away," "I Caught Fire," and "All That I've Got.". This process is by some referred to as grind. The Used’s sophomore album, In Love and Death, released September 2004, was also produced by John Feldmann (of California-based punk act Goldfinger) and was recorded in his Los Angeles home. Although the Faction-points were permanently increased in September 2005 [4], many still think that the procedure to unlock all the skills for a profession is too time-consuming. Singles include “A Box Full of Sharp Objects,” “The Taste of Ink,” “Buried Myself Alive,” and “Blue and Yellow.”. Despite being unlocked, skills are still acquired individually for a PvE-character. Recorded in both John Feldmann’s home studio and Olympic Studios in London, it has since sold over 200,000 copies. As it is now there are two ways to gain new skills in Guild Wars: the first is by playing through the campaign and doing the quests that follows, the other way is by playing PvP and gaining Faction-points, with which you can unlock skills. The band released their self-titled first album in June 2002. As Guild Wars in both PvP and PvE is largely dependant on which skills the player has, the player with the most skills often has an advantage compared to others because of the new possible combinations that opens up for that player. Music is your one place to break out and just say fuck it all, do what you want, be the person you are with no fuckin' rules.". This issue has gained much attention due to the fact that it affects both the PvE and the PvP-communities of the game, but also because it contradicts one of NCSoft's and ArenaNet's goals with Guild Wars which was: "Success in Guild Wars is always the result of player skill, not time spent." [3]. "You're supposed to fit in this fuckin' mold all the time. Many players agree however that the largest issue currently is the process in which a player gains new skills. "You're held down so long and told what to do," says Steineckert. While some Guild Wars players argue that the campaign and its plot are the weakest parts of Guild Wars, others complain that the four character slots that are offered are too few. Music proved to be a way out. In the order that the player experiences them while playing through the game's story:. They faced homelessness, poverty, and drug addiction. The Ritualist also has an element of the Elementalist in him, with the power of lightning spells being at his disposal. The band also struggled with personal problems. The Ritualist also shares with the Necromancer the ability to sacrifice health for some skills, and can sometimes siphon resources from ally spirits, or even enemies, to empower themselves. "It's just us goin' off, and it's too much, the puke and the blood and things like that.". The Ritualist bears a strong resemblance to the existing Necromancer, who uses corpses to raise armies of undead minions, but the Ritualist has a much wider range of skill sets, with the ability to summon healing spirits or damaging spirits. "Everywhere we played, people wouldn't let us back because the way we play, I don't know...we kinda...I think it would frighten some people," drummer Branden Steineckert explains. Another new class introduced with Guild Wars: Factions is the Ritualist, a powerful entity on the battlefield, employing huge living spirits that heal allies or spread death and destruction amongst foes, and calling on the powers of long-forgotten ancestors to deal a wide range of effects. When the band did manage to land a show, they often weren’t invited back. Dagger Mastery and Critical Strikes enable them to swiftly penetrate their foe's defences to land damaging blows; Shadow Arts and Deadly Arts give the Assassin a wide array of underhand tactics to confuse and annihilate their enemies. Orem and neighboring city Provo didn’t offer much in the way of paying gigs. Assassins also have the most complicated attack system; Lead, Off-hand, and Dual attacks must be used in a particular fashion to work, but can be devestating when unleashed in a chain attack by the Assasin's two daggers, one wielded in each hand. The Used formed in Utah in 2000 where they created a home studio together to record demo material. Assassins are a kind of hybrid class; though differentiated from the other classes, the Assassin has in himself the elements of a damage dealer and spellcaster. . While physically slim, the assassin's strength lies in using his enemy's weaknesses to his advantage, making the Assassin a very unique character in the world of Guild Wars. Their third album is due out in 2006. Introduced with Guild Wars: Factions, Assassins rely on stealth, trickery, and swift strikes of their two daggers to subdue and confuse their enemies. Records, on September 28, 2004. It is expected to be released in spring 2006. They released their second album In Love and Death through Warner Bros. Factions will also bring new armors, new skills, new gameplay modes and much more into the game. The band later released Maybe Memories, a live album featuring the songs from their self-titled album and previously unreleased home demos that also included live footage and interviews on DVD. Apart from Cantha and its full length campaign, Factions introduces two new professions - The Assassin and The Ritualist. Their self-titled debut album The Used has so far sold nearly 200,000 copies and counting. Players that only purchase Factions will get access to all eight professions - however, they will only have the Factions campaign and the full skillset of the new professions at their disposal, not the core ones. The Used is an alternative-punk band from Orem, Utah, United States that is commonly labeled emo/post-hardcore. Players with Guild Wars that purchase the expansion will be able to travel back and forth between Cantha and Tyria with their characters. "I Caught Fire" from In Love & Death (2005). The battles that follow will have an immediate effect on the game world. "All That I've Got" from In Love & Death (2004). The expansion pack is named Factions because of the new feature which allows players to join forces with one of the two rivaling factions, Luxon and Kurzick, who fight for total control over the new continent of Cantha. "Take It Away" from In Love & Death (2004). Although Factions will be a stand-alone product, it is still commonly referred to as an expansion pack not to confuse old and new players alike. "Blue and Yellow" from The Used (2003). It is the first announced expansion pack to the Guild Wars franchise. "Buried Myself Alive" from The Used (2002). Guild Wars: Factions was announced at the Guild Wars website on January 10, 2006.[2]. "The Taste of Ink" from The Used (2002). Defensive tactics help the Warrior to avoid damage and protect allies, but strength is the Warrior’s biggest asset, providing the constitution to keep on fighting until the battle is won. "A Box Of Sharp Objects" from The Used (2002). Many Warrior skills require adrenaline, which builds up during combat to enable those skills, and usually results in major damage. I Caught Fire (In Your Eyes)(2005). Warriors are equally comfortable wielding axe, hammer, or sword, though many choose to master one weapon over all others. Under Pressure (with My Chemical Romance) (2005). The Warrior class in Guild Wars is unconventially complicated in comparison to other MMO's, where combat would require little player input. All That I've Got (2004). They can take a beating unlike anyone else. Take It Away (2004). They generally disdain long-range warfare, preferring instead to charge directly into the fray swinging their weapon of choice. Blue & Yellow (2003). Warriors rely on stout hearts, brute strength, and melee weapons to subdue their enemies and protect their allies. Buried Myself Alive (2002). Rangers are also blessed with survival skills that help keep them alive despite their lightweight armor. The Taste of Ink (2002). They are the only profession with the ability to charm animals, which then accompany them on their travels and assist them in battle, gaining levels and abilities over time. A Box Full of Sharp Objects (2002). They favor long-range combat, the bow being their weapon of choice, and can be especially effective from elevated locations such as bridges and cliffs. In Love And Death (2004). Nature rituals allow them to manipulate terrain to hinder their enemies, or borrow the very power of creation to heal and aid their allies. Maybe Memories CD/DVD (2003). Rangers are unique in their ability to succeed with the help of, or even in spite of, their environment. The Used (Self-Titled Debut) (2002). Due to the sacrificial nature of their methods, successful Necromancers practice patience and self-discipline to stay alive. Curses, which often cost the Necromancer dearly, exact an even greater toll from enemies, who find that their Enchantment Spells and healing skills are rendered useless. Necromancers have the singular ability to absorb Energy from an enemy’s death, and can raise a fighting force from the corpses of their foes. Dead and dying enemies become unwilling allies in their hands. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. Necromancers are masters of the dark arts, calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. What Monks lack in firepower they make up for with their unparalleled gift for keeping their allies alive, making Monks a very sought after class in almost any party. Smiting prayers, on the other hand, call down divine anger on enemies, exacting holy damage that ignores armor. Monks enjoy Divine Favor, which provides extra protection from harm, while their healing and protection prayers help to keep their allies strong and healthy. Combined with any other profession, Monks can alternate between supporting their team and dealing damage to opponents, either from a distance or in the thick of things. Monks employ a direct conduit to the powers that be, and the answers to their prayers come in the form of healing and protection for their allies and damage to their enemies. While Mesmers are not known for brute strength, their ability to confuse and distract the enemy more than compensates. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. Their powers of domination allow them to take control of enemy skills and Energy for their own use, and for the benefit of their allies. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Combined with any other profession, their skills provide excellent support, turning the enemy’s skills against them and changing the very fabric of reality to hinder foes and help allies. Mesmers are masters and mistresses of illusion and control. The wise Elementalist avoids becoming surrounded, but keeps a local area-of-effect spell on hand just in case. Water magic conjures mist and ice to slow enemy movement and attacks, blur vision, protect allies against magic, and inflict cold damage on enemies. Fire magic manifests flames, fireballs, molten lava, and even meteors to burn enemies to a crisp. Air magic harnesses the power of tempests to strike foes down with lightning strikes or enables allies to run like the wind. Earth magic summons quakes and eruptions, encases enemies in stone, or strengthens allies. Their mastery of the elements gives them a wide range of abilities, most of them deadly, and they can inflict more damage in a single strike than any other profession. Elementalists summon the powers of earth, air, fire, and water and command them at will. In the upcoming Guild Wars: Factions, which is due in the second quarter of 2006, there will be two new professions: the Assassin and the Ritualist. The developer, ArenaNet, has confirmed that there will be additional professions introduced with future expansions to the game. There are currently six character professions available, each with their own attributes and unique skill sets, though it is not uncommon to see specific 'builds' centered around a particular arrangement of skills and professions. Also a new ability called "Observer mode" now allows players to view recent battles in the Hall of Heroes and Guild Battles that involve guilds rank 100 or higher. These avatars will grant various beneficial effects for a small fee (in combat areas) or provide new quests (in cities and outposts). Holding favor also allows players from that region to summon an avatar at the various shrines by kneeling in front of them. Environment) game areas. Holding favor unlocks access to the Fissure of Woe and the Underworld, which are two challenging PvE (Player vs. Wins and losses are displayed in the chat box to declare who has the "Favor" and who is winning. The regions fight for "The Favor of the Gods" in the arena with their team-mates. There is also the World Domination Arena, in which Korea, North America, and Europe fight in a PvP arena called the Hall of Heroes. This often creates a notable improvement in a team's response time, since players can communicate by voice alone rather than having to stop in the middle of the game to type a message to a teammate. Some guilds use live Internet voice communication technologies, such as Ventrilo or TeamSpeak, to better coordinate their team. These contests of strength, strategy, and teamwork involve either defending or attacking one of seven possible Guild Halls. Together they can fight other guilds in order to raise their rank on the world-wide ladder system. If a player forms a guild (a team of players), then they can buy unique capes for all members, and also a Guild Hall, a private place where only guild members can enter. Guild (GvG) combat, a specific type of PvP, is also available. Guild vs. Player combat is balanced and interesting, and enforces rewarding player skill rather than time invested in character. A low maximum level ensures that the Player vs. Though a player will continue to gain skill points after this no attribute points are gained. There is a cap on character level, which is currently placed at level 20. There are penalties associated with the more powerful ones and only runes for the primary profession may be used. Through the use of runes and specific character class items, a given attribute can be increased to as high as 16. These attributes can also be raised using items known as runes, which are applied to armor. The Mesmer-only attribute Fast Casting has diminishing returns, meaning every additional point has less of an effect than the one before. With each additional point invested in an attribute, a linear gain is produced (usually increased effectiveness to a linked skill). These attribute points are earned as a character levels up. Attribute Points may be re-allocated only while in a town or outpost. Attributes can be increased from 0 to 12, at an increasing cost of 1 to 20 attribute points. However there are multitudes of dyes and other ways to color and differentiate each character from others. The character's in-game armor crafting choices are likewise limited to the primary profession's selection. The in-game model reflects only the primary profession's appearance. The last two methods of acquisition are the only ways to gain access to the elite skills. The fourth is to purchase the skills from special vendors using faction points, which are earned through PvP combat (skills earned this way can only be used by PvP characters that the player creates). The third method is to use a Signet of Capture, which can be bought from certain skill vendors for a skill point and some gold, and used on a boss enemy's corpse that employs a skill that one would like to learn. The second is to purchase the skill from one of the many skill vendors using one of a person's skill points, which are earned at each character level and every story mission, and a cost of gold to the skill vendor. The first method is to earn the skill as a reward from a quest. There are four different methods of earning a skill. Skills can be rotated in and out of the spell bar at any time while in a non-combat area, such as a town or an outpost. Out of the eight skills in the spell-bar, only one elite skill can be equipped at any one time. Since the skill set of each character is an integral part of the team's strategy, preparing the right skill set is critical. However, characters can only bring 8 skills at a time into any area in which combat is possible, allowing for many different battle styles. This allows for a possible total of almost 150 skills per character to acquire, choose from, and bring into battle. Elite skills can be captured from bosses by using the Signet of Capture skill. Each profession has access to approximately 75 skills, ~60 being common and ~15 being elite. Each player character in and of itself is composed of one primary profession and one secondary profession, with the six professions allowing for a potential of 30 distinct combinations (one of six primaries and a choice of five secondaries). This will include the two new professions "Ritualist" and "Assassin" and an expanded storyline. A new Guild Wars expansion pack called "Factions" is being released in Spring 2006. Unlike many MMORPGs, the launch of Guild Wars went very smoothly. Guild Wars was released on April 28, 2005 in North America and Europe. Designed for large-scale testing, these events were open to those who pre-ordered as well as people who got free one-time passes from various sources such as Friend Passes, magazines, or giveaways from sites like FilePlanet. Starting in November 2004, ArenaNet held monthly Beta Weekends in addition to the closed Beta. Long before the game was officially released, a "World Preview Event" occurred on October 29-31 2004, similar to the E3 event, and attracted approximately 400,000 users. Expansions will not be required to continue playing, nor will they give a true advantage over non-expansion players. ArenaNet plans on releasing expansions every six to nine months that will advance the game's story line as well as introduce new features. Special features in Guild Wars include silent streaming update technology (new content can be easily sent to the user while he or she is playing) and unprecedented player versus player combat that ArenaNet has designed to rely on skill rather than the amount of time spent playing, shunning the design of MMORPGs such as EverQuest where making a high-level character takes anywhere from several months to several years. Guild Wars was the subject of the "E3 for Everyone" event in May 2004 which, held during the annual E3 expo and conference, attracted over 200,000 gamers from around the world to participate in the 5-day public beta testing. The small player groups, lack of subscription fee, and low number of hours required to play the game are some of the reasons why Guild Wars tends to share more in common with the Diablo series of action RPGs than traditional MMORPGs such as Ultima Online, Runescape and EverQuest. PvP involves multiple 4 player or 8 player groups fighting to achieve typically FPS-style gameplay objectives such as deathmatch, king of the hill, or capture the flag. The cooperative PvE campaign can take "more than 100 hours" to complete with one character, though it can be done much quicker if the player wishes. "Guild Wars is not an MMORPG," said Jeff Strain, producer of the game. Guild Wars does not support hundreds of players in combat, instead having large towns where people form groups of eight or fewer players who then fight in their own unique instance of the game world. Player) design of the game, as well as serving to differentiate it from the standard, subscription-fee-based, MMORPG genre. This title describes the competitive PvP-oriented (Player vs. Though often referred to as an MMORPG, ArenaNet coined the term CORPG (Competitive Online Role-Playing Game) to describe Guild Wars. . ArenaNet is now wholly owned by NCSoft, a South Korean game publisher. Guild Wars is an online game by ArenaNet, a developer founded by individuals crucial to the development of Blizzard Entertainment's past games and services such as Diablo, Warcraft, Starcraft, and Battle.net. Southern Shiverpeaks. The Crystal Desert. Southern Kryta. Maguuma Jungle. Kryta. Northern Shiverpeaks. Ascalon. Ash skills: The Ritualist can bring up a wide variety of ashes from long-forgotten ancestors, enabling the Ritualist to perform many tasks, from healing, increasing maximum health, life stealing, to blinding and damaging enemies. Spirits: These formerly-living beings are chained to the Ritualist's will, and perform a wide range of tasks, from damaging, blinding and knocking down enemies, to healing and boosting ally's performance. Unique Skill Sets:
Ritualist skills related to lightning damage and energy become more effective with a higher Channeling Magic rank. Channeling Magic: No inherent effect. Ritualist skills related to life stealing, self-preservation, healing and defence become more effective with a higher Restoration Magic rank. Restoration Magic: No inherent effect. Spawning Power also increases the effectiveness of skills related to spawning spirits. Spawning Power (Primary Attribute): For each rank of spawning power, the health of summoned spirits increases by 4%. Teleportation: This skill set allows the Assassin to teleport on a whim, allowing him to strategically plant himself in enemy territory and deal some damaging blows to unsuspecting quarry. Therefore, the clever assassin opens the way with a Lead Attack, follows up with an Off-Hand attack, and then a Dual Attack; some combinations of these attacks allow a lengthy attack chain to be formed. The system goes in the following order; Lead Attack, Off-Hand attack, and Dual Attack. Attack system: Many Assassin skills are designed to follow a hit pattern, with certain attacks opening the way for other attacks. Unique Skill Sets:
Assassin skills that harm your enemy become more effective with a higher deadly Arts. Deadly Arts: No inherent effect. Assassin skills that enable you to move like a shadow and confuse your enemies become more effective with a higher Shadow Arts. Shadow Arts: No inherent effect. You gain +2 energy whenever you land a hit in this way. Critical Strikes (Primary attribute): For each rank of Critical Strikes you have, you gain an additional 1% chance to land a Critical Hit. Shouts: Shouts are beneficial skills that affect both the Warrior and nearby allies, like "Shields Up!", or harm other enemies, like "Fear Me!". After a prolonged period without taking or dealing damage however, stored adrenaline will disappear. Adrenal skills: Adrenaline, which is obtained by hitting an opponent or taking physical damage, is required for many of the Warrior's skills, similar to energy. Unique Skill Sets:
Hammer skills involve knocking the target down. Hammer Mastery: Hammer Mastery improves hammer damage. Sword skills involve inflicting some conditions to the target as well as good amounts of consistent damage. Swordsmanship: Swordsmanship improves sword damage. Axe damage is quite variable from one swing to the next. Axe skills involve inflicting many conditions to the target. Axe Mastery: Axe Mastery improves axe damage. With each attribute level you add to strength, Armor penetration goes up by 1%. Strength skills increase the Warrior's damage. Power Attack). Strength (Primary Attribute): Strength increases armor penetration of melee skills (ie. Traps: Traps are skills that are triggered if an enemy or ally enters a designated area. Only one preparation can be active at any given time. Preparation: Preparations temporarily add extra damage or effects to a Ranger's attacks. A Ranger can only have one pet at any given time but can always replace it with a new creature he may find by giving their current pet to a tamer. Pets: Pets are creatures that a Ranger has tamed while in the wild. Only one of the same type of Spirit can be up at a time within the area of effect. Nature rituals: Nature rituals are global enchantments that affect every character present within the area of effect. Unique Skill Sets:
They also enable the character to heal and deal extra damage. Wilderness Survival: Wilderness Survival skills provide an advantage to the ranger if used prior to combat. The higher a Ranger's Marksmanship, the more powerful are the Ranger's Attack Skills. Marksmanship: Marksmanship improves the damage a Ranger is able to inflict with Bows. Beast Mastery also has a few Nature Rituals, such as Energizing Wind. Beast Mastery: Beast mastery skills provide bonuses for the Ranger's animal companion, which they can charm and raise in level. Expertise is also vouched for as the best Primary Attribute. Expertise skills increase the Ranger's abilities to stay alive. Expertise (Primary Attribute): Expertise reduces the energy cost for attack skills, preparations, and traps. Wells: Wells are area-effect spells that can affect either friends or foes within range, but must be cast from a corpse. The rate of decay is directly proportional to how long the minions have been alive, making it hard, if not impossible, to keep them alive for an indefinite period of time. However, these undead minions are inherently unstable and will degrade, gradually losing life until they die. Undead Minions: Undead minions are summonable pets from a corpse. Unique Skill Sets:
Blood magic spells also deal damage to the target over time. Blood Magic: Blood magic spells manipulate health into damage or damage into health for the target. Soul Reaping (Primary Attribute): Soul Reaping allows the Necromancer to regain energy whenever a friend, foe, or summoned creature dies near the necromancer. Resurrections: Resurrections are spells that restore life into a dead ally with varying levels of functionality and effectiveness. These are also known as maintained enchantments or upkeep spells. However, maintaining these spells will lower a Monk's energy regeneration rate by one. Blessings: Blessings, or "buffs", benefit the target constantly. Unique Skill Sets:
Smiting Prayers: Smiting spells deal specialized damage that ignores armor and deals double damage against Undead. Protection spells are usually situation based. Protection also removes negative conditions from the target. Protection Prayers: Protection spells provide beneficial enchantments to the target. Healing Prayers: Healing spells restore physical health to the target. Divine Favor spells generally increase the Monk's ability to cast their spells. Divine Favor (Primary Attribute): Divine Favor allows any Monk spell cast on an ally or the monk herself to heal the target for an extra amount. Mantras are generally Stances. Mantras may protect against specific elements, prevent interruption, decrease the recharge times of signets or spells, extend the length of illusion hexes, or replenish the caster's energy. Mantras: Mantras are a set of skills that offer various benefits to the caster. Energy Steals: Energy steals are spells that decrease energy from the target while increasing the caster's energy. Unique Skill Sets:
Inspiration skills also contain two anti-interrupt stances, Mantra of Resolve and Mantra of Concentration. Inspiration: Inspiration spells manipulate the energy or health of either the caster or the target. Illusion skills tend to focus on shutting down melee characters, although spells like Arcane Conundrum and Migraine slow down casting time for casters. Illusion: Illusion spells create effects and manipulate the enemy while not always doing direct damage. Energy Denial seems to be pretty popular at the moment. It is primarily used to shut down casters by disabling their skills, inflicting damage on them when they try to use a skill, and depleting their store of energy. Domination: Domination skills focus on manipulating the energy and skill use of the target. Fast casting, unlike other attributes, does not produce a linear gain and has less of an effect at higher levels. Fast Casting (Primary Attribute): Fast casting increases the rate at which spells are cast. Examples of Wards include Ward Against Elements and Ward Against Melee. Wards: Wards consist of spells that apply some benefits to all allies within its radius for a limited duration. Glyphs: Glyphs consist of spells that alter some component of the next spell cast. Unique Skill Sets:
There are Obsidian Flame "Spike" builds in Tombs of Primeval Kings recently. Earth Magic also offers Obsidian Flame, and Crystal Wave, which ignore armor. Several Earth spells utilize rock and stone for damage, such as an Earthquake attack. The advantage of these is that they cannot be removed by enemies for as long as they last. Wards can be placed on the ground to create an area of protection for team members to run in. Earth Magic: Earth spells center more around the defense of the elementalist and her allies. Fire is the most commonly chosen element for Elementalists, especially for first time Elementalists. Fire Magic: Fire spells center mostly around the application of fire for damage over an area, utilizing area-of-effect spells such as a large Fire Storm attack or a Meteor Shower, which are favored by 'nukers' . Air is the favored type of "spiking" - concentrated damage to a target before the enemy healing can react - for many players. Air also has a handy spell called Windborne Speed, which temporarily increases the running speed of the elementalist or a targeted ally. Air is sometimes known as the more difficult element to master, however the Air element does offer an unprecedented amount of power in the right hands. Air Magic: Air spells center mostly around the application of electricity for damage, such as Lightning Strike, to a single target, often accompanied by a secondary effect that further weakens the target or the ability to knock an opponent down. This trait also increases the effectiveness of several spells involving the restoration of health or energy. This allows for the stockpiling of gargantuan amounts of energy relative to the other classes. Energy Storage (Primary Attribute): Energy storage increases an Elementalist's maximum energy by 3 per level. |