Alright im listing only some of the Mcs, for i dont know all of them, ill list the two main for em lol(4 for mages) please if you know the ones i didnt list and know the requirments for them list them.
19)Faithful-Testament of faith3 united faith3 wis200 cha200
20)Exorcist-Turn undead4 inquisitours brand3
Caters/Petters.......
21)Sorcerer-Wizards fury4 sorcerous mealstrom 4
22)Channeler-Channeler bounty2 channel
23)Metabolist-reconstuctive wis250 int175 Metabolist - Metabolists are the red headed stepchildren of the alchemist world in the eyes of popular opinion due to their mastery requirement and one of their master class abilities. However, despite that, I believe the metabolist master class has a lot of uses. Where transmuters tend to be the more popular master class for alcs, transmuters favor the support aspects of the class where metabolists are pure, self sufficient damage dealing machines. Upon receiving the tag, metabolists gain 50 points to their wisdom max, 2 HP factors (an additional two health points per level), and 50 points toward poison resistance. The stat requirements are 250 points on wisdom and 175 on intelligence (as well as 500 CMs spent at the time of tag purchase). As a result, a well built metabolist has a lower power pool and higher health point level than most transmuters. This essentially makes them VERY effective bottle chuckers with enough power to chain cast damage spells on their targets. One of their MCAs, Immunity gives them an additional 125 points to poison and disease resistance which frees them up to gear for other resistances and allow them to get closer to a target with an AOE.
The downside to the metabolist master class is that the other MCA is the ability to make their own food, which heals for 4 ticks of 650 HP...the equivalent of a level 49 healer with base charisma. It's much more potent than any store bought food you can buy, but it follows the same rules as any food you'll buy...it stops working if you hit, get hit, or cast a spell. The other downside is that metabolists must purchase the Reconstructive CM (see notes in the Class Masteries section), a mastery very few alchemists desire to purchase----
24)Transmuter-scientific method3 int250 wis175 -----Transmuter - Easily the most popular master class among alchemists despite the fact that an alchemist must have his intelligence at a minimum of 250 points and wisdom at 175 points (a fact the low power alchemists abhor). The tag itself gives an alchemist 50 points toward their maximum int level, 10 intelligence points, 10 points toward power over time, and 25 points each to poison and disease resistance. The prerequisite CMs consist of all three levels of the Scientific Method line, which gives the alchemist 30 points of intelligence, 30 points toward power over time, and 30 points toward poison resistance total. So outside of the intelligence requirements, it's really not all that bad of a price to pay.
But what makes the transmuter class so darned attractive are the master class abilities. Creative Transformation gives the alchemist the ability to make Transformatives (ie ogre pills!) which are tradeable and give the user an additional 1250 HP as well as 125 stamina and strength points. Used properly, the pill can provide an emergency 1250 HP stack heal...a nice thing for a tank to have in a raid situation. Transmutative Mixture gives the alchemist the ability to make rat potions which can debuff an enemy's dexterity and agility...as well as turn him into a rat! Both the products from these spells are LORE items, which means no one character can have more than one in his/her inventory----
25)Lich-Teaching of morthalis4 chardiths boon4 wis150 int200 ----this is the more power only tag, since it has the subversion skill, which allows you to give a high amount of power to a friend.----
26)defiler-mark of bertoxxulous2 plaguebearers rune 4 sta200 int200 ----more of the solo/dueling tag
Stoneskin:self buff reduces dmg taken by 75% power industion:very high PoT buff for 4tics 500PoT lol only gonna list them because this is what im going on fist lol.
34)Wherehunter- do the quest thats all i know about it lol. theres AwH-caster/DwHhealer/HwHtanks/GwHmelees thats it.
Doing this because im bored lol...credit goes to some people who were even more bored than me
Geomancer Geomancer is the earth master class for Magicians. Requirments: 150 Stamina, 200 Intelligence. Geomancers are stolid masters of the earth. They are durable in both body and mind, able to move the very earth with their power. Although Geomancers have been known to survive even the deadliest of blows, none of them are as hearty as the powerful allies they summon from the Plane of Earth.
Pet: Badi Elder
Badi Elder Information Database Pet Level: 54 Attack: Quad Hit Element: Earth (PR/DR) Offensively: Her melee attacks do mid-low level damage, but has a powerful melee strike she uses every now and then. Her taunt also does a little bit of damage. Defensivly: Very High HP, Very High AC. Aggro: Draws aggro through taunting, and her melee quads. Notes: Badi Elder's defensive power is off the charts, in both HP and AC. The new CB has increased her defense and lowered her offense, makeing her an ideal tanking pet. The Geomancer class itself is for mages who want to be able to survive attacks, and for the ultimate freedom of soloing when you don't have a group. You can always use the 60 store bought Efreet when grouping, so don't worry about that. Badi Elder has been known to tank entire floors of siloths, and tank an Ebony Recluse without a problem. -------------------- Aeromancer Aeromancer is the air master class for Magicians. Requirments: 150 Agility, 200 Intelligence. Aeromancers are agile masters of air elements, and often call open the power of lightning to defeat their enemies. By changeing the air flow around them they have been known to run at incredibly fast speeds, and are excellent at evadeing fatal attacks.
Pet: Djinni Vizier
Djinni Vizier Information Database Pet Level: 54 Attack: Single Hit Element: Air (LR) Offensively: His melee attacks do very little damage, but he has very powerful LR and a CR nukes it chain casts, as well an AoE that does major damage to the target. Takes roughly 2 seconds to cast each nuke, and the aoe takes about 3. Defensivly: Low HP, Low AC. Also has a short-duration root spell that prevents the target from moving. This root is breakable by attacking the mob. Aggro: Can draw aggro through spell damage, though not an adviseable tank on yellow-red mobs. Notes: Djinni Vizier's casting power is quite amazeing, and the speed at which he now casts make him a superb pet for almost any group (even at cold mobs like TFGs, Goblins, etc). I don't advise tanking with this pet, unless you've had some experience with soloing with air pets in the past. As for Aeromancers, most Aeros like to boast their power to it's highest potention, maxing out AGI and INT. I've heard power bars reaching the 9000+ region, so Aeromancer is the ideal class for raids. -------------------- Pyromancer Pyromancer is the fire master class for Magicians Requirments: 150 Dexterity, 200 Intelligence Pyromancers are fierce masters of fire, extremely aggresive and ambitious. They scorch their foes with searing fire, and often leave an ocean of cinders and ash in their wake. Fools would dare instigate the power of a Pyromancer, for they are often accompanied by the massive Efreeti from the Plane of Fire.
Pet: Efreeti Lord
Efreeti Lord Information Database Pet Level: 54 Attack: Quad Hit Element: Fire (FR) Offensively: His melee attacks do very high damage, has strong fire nuke he uses every now and then, as well as a melee strike he uses in cycle with his fire nuke. Defensivly: Mid-Low HP, Low AC. Extremely resistent to fire mobs. Aggro: Draws aggro through monstrous damage, though is not built to tank for an extended period of time unless fighting FR based mobs. Notes: Efreeti Lord has, litterally, monstrous damage. The biggest of the MC pets, and arguebly the badest looking out of all four of them, Efreeti Lord burns his enemies with intense flames and crushes them with his powerful fists. Pyromancer is a DEX modded MC, and therefore can achieve the highest spell damage possible to Magicians. The new dex mod on our nukes (thank you CB!) gives Blaze and Efreeti Strike to amazeing damage potentials. -------------------- Hydromancer Hydromancer is the water master class for Magicians Requirements: 125 Wisdom, 200 Intelligence
Pet: Ghilan Noble
Ghilan Noble Information Database Pet Level: 54 Attack: Single Hit Element: Water (CR) Offensively: Her melee attacks do very little damage, and nukes don't do much damage either (except on undead mobs, where her nukes become anti-undead). Defensivly: Mid-hp, mid-low AC. Has a myraid of heals, the biggest being in the 2000s and the smaller ones in the 1000s. Has an AoE heal of 150. Aggro: Can draw aggro by healing, but that's about it. Don't count on her to peel away from you with her nukes. Notes: Ghilan Noble is strictly a soloing pet, unless you're killing undead mobs in which case her AoE heal and undead nukes come in handy. As a Hydromancer, your main focus will be hp since you'll mostly be soloing with her. Boost as much HP as possible, your CR nukes don't cost much to begin with and those are the ones you'll be useing. If you need the extra damage, throw in a fire nuke but you really shouldn't have to. I think it is better if you take the first hits of a mob, then have Ghilan heal you and peel aggro. She can tank the rest. It's a balanced class all around, though as said before not useful in xp groups.
: Berserker - +25 STR/STA +4 OF -2 DF Racial Master Class Abilities: Berserk - ABILITY: Berserk - SELF Buff - Lowers Defense, Raises Offense, 5000 HP Heal Reckless Vigor - STAT: +25 STR/STA/DEX +10 HP Factor -400 AC
: Chosen - +50 WIS +20 PoT +1 HP Factor +1 DF +1 OF Racial Master Class Abilities: Innoruuk's Aura - ABILITY: Innoruuk's Aura - Hate decreasing defense buff Spite - ABILITY: Spite - High damage attack
Doomseeker - +5 to all resists +20 STA +50 STA Max +2DF Racial Master Class Abilities: Ancient Blood - STAT: +25 to all resists Sacrifice - ABILITY: Sacrifice - Large heal, kills caster
Immortal - +50 WIS/INT Max +10 PoT Racial Master Class Abilities: Aged Mind - STAT: +500 Pow +20 PoT Pure Heart - ABILITY: Pure Heart - Group HP/Pow buff
: Scholar - +50 INT Max +500 Pow +10 PoT Racial Master Class Abilities: Thirst for Knowledge - STAT: +500 Pow +20 PoT Erud's Teaching - ABILITY: Erud's Teaching - Large power direct heal
Tinker - +50 AGI/INT Max +10 PoT Racial Master Class Abilities: Construct - ABILITY: Construct - Summons clockwork pet Repair - ABILITY: Heals pet
Deputy - +50 AGI/DEX Max +2 DF +500 HP Racial Master Class Abilities: Protect the Vale - ABILITY: Protect the Vale - No mana taunt Halfling Heroics - ABILITY: Halfling Heroics - Group SoW, AGI (+50), Halfling illusion spell
Mercenary - +25 STR/STA/AGI/DEX/WIS/INT/CHA Max +200 HP Racial Master Class Abilities: Expose - ABILITY: Expose - Lowers melee/piercing/slashing/crushing resistance Grizzled - STAT: +25 STR/DEX +250 HP + 250 AC
Juggernaut - +5 all resists +200 AC +2 DF +50 STA Max Racial Master Class Abilities: Crush - ABILITY: Crush - High damage attack Cursed Ogre - STAT: +5 HP Factors -25 CHA/INT/WIS +50 STR/STA
Savage - +50 STR/STA MAX +2 OF +10 HoT Racial Master Class Abilities: Enrage - ABILITY: Enrage - Heal/Melee buff Battle Regeneration - STAT CHANGE - HoT
wow fist you have alot of free time lol. I liked Diviner on my shamn but it took too many cms, but the heal and stats were nice. Almost maxed out all my main stats. I mite go diviner on my drd but idk yet
All of the above races can be built to be a decent SK, although some have advantages and disadvantages. For instance; Trolls and Ogres are tied for highest base starting stats, both with 90 STA and STR, though, the disadvantage to both these races are the starting AGI and INT. Both are quite low, and both are very important depending on how you want to build your SK. While on the other hand, Eastern Humans and Dark Elves have higher AGI and INT, but not as much STA and STR. Recommend that you use human or dark elf SKs for higher int for life tap spells, and blood path spells. If you want to be a solid tank, go Troll or Ogre.
Shadowknights have four main stats: Strength, Stamina, Agility, Intelligence. I recommend boosting stamina first, then strength, then agility and then finally intelligence. Don't believe anyone if they say a Shadowknight can't be a MT. Any tank class can be a MT, if built right. And as a Shadowknight, both your path choices can help you with that.
Path Choices After you complete your 20 path quest, you can choose between two paths.
Blood Path This spell line drains the targets health for a heafty amount and siphons (transfers) it to you. Bear in mind, this isn't a buff it's a heal. This is extremly useful when soloing or if the healer dies/goes oom. Most Shadowknights go this path, but that doesn't make it the best choice. The blood tap does not heal your group mates, so the only reason you should use it is if you're close to death. It's also invaluable to duelists, since it can completely turn the tide. I've seen SKs looking like they're being gimped by warriors, then they blood like a maniac and dominate.
Shadow Path This spell line draws MASSIVE aggro and buffs you with ac for a short amount of time. The first spell is Shadow Tower, and buffs you with 500 AC for 5 seconds. It draws roughly 750 aggro. Now at first the AC buff might not seem that great, but the final level 49 spell draws 2000 aggro and buffs you with 1000ac for 24 seconds. These spells DO NOT STACK WITH EACH OTHER! They WILL stack with anything else, but if you use all of them at once you'll waste them. Alot of people think that the 24 taunt provoke is just as good- but this is false information. Provoke doesn't draw nearly as much aggro as Shadow Tower, and it could save someones life if you lose aggro. And yes, it is possible to lose aggro with Provoke- don't underestimate your groupmates.
TIPS: -Conserve your mana. DO NOT waste your mana on strikes. Leave the damage to the DD's. -Any tank SHOULD be able to handle reds. In extreme tanking measures, i've seen level 25s tank level 35s. -Do not worry too much about losing aggro before level 24. Taunt becomes obsolete by the time you're level 20 and holding aggro will seem almost hopeless. Use your debuff/siphon spells to pump up the aggro, but moniter your mana so that you don't go OOM.
Q: Is INT really that important? A: Yes. You need this for your life-tap proc spell, the heal on your strikes, and (if you go Bloodpath) your blood spells. 100 INT is a good number, since you need STR and STA more. Find a balance between the three, and don't neglect any of them.
Shadowknight Master Classes ALL Master Classes, regardless of race, or class, require you to be level 55 and require 500 CM Points spent.
Master Class Abilities Infernal Bond - Ticking lifetap. 500ish damage and 250 heal tick. 1250 power cost, 60 recast. Cursed Touch - Turns the entire touchline into life taps. (Some say this requires Infernal Hatred 4.)
Death Knight STA MAX +50 STA +10 AC +300 DEF MOD +2
Required Stats: 200 STR, 200 STA Required Masteries: Tainted Blood 3, Parasitic Bond 3
Master Class Abilities Undead Servitude - Summons Undead Servant, a level 40 non attacking familiar. Undead Servant buffs caster with 50 INT, 65 PR/DR/AR, and 300 power. Also buffs caster with a more powerful version of Veil of Death. When it procs, it heals for 116 at 400 INT. Banshee Wall - Gives Ability: Scream of Death. Horrendous scream damages and weakens your enemy. Debuffs and siphons 125 Str, 433 AC from target. 900ish damage. 900ish power. 2 cast. 1 recast.
Death Knight is considered the MT and defensive MC. Slayer is considered the DD, and Offensive MC. Both choices yeild extremely good results.
Master Class Abilities Veteran - MAX HP +500, AC +250. Soldier's Cry - Level 60 taunt, heals 50 hp everytime you cast it. 15 recast.
Soldier is a very good MT class since it focuses on everything a tank really needs. However, the glamour and allure of the Shadowknight Master Classes will draw you away from this one.
Racial Master Classes Racial Master Classes do not require any stats, or any abilities. Build your toon the way YOU want, and sometimes the Racial Master Classes are better choices then normal MCs.
Dark Elf Racial Chosen WIS MAX +50 HP FACTOR +1 PoT +20 OFF MOD +1 DEF MOD +1 AR +50
Master Class Abilities Innoruuk's Aura - Innoruuk's hate wraps the target, causing anyone to strike it to become enraged. Spite - 4000 damage. 0 power cost, 2 cast,3600 recast. (Some say you that the Equip Req is 1HP)
This is an interesting class for an SK. Spite is basically another Harm Touch, and even more powerful then Harm Touch at level 60. And the aggro-damage shield that you get makes this class a good idea for MTs.
Erudite Racial Scholar INT MAX +50 PWR MAX +500 POT +10
Master Class Abilities Thirst For Knowledge - PWR MAX +500, +20 Erud's Teaching - Targetable 1000-power refill. 186 power cost, 3 cast, 27 recast.
Any tank who goes Erudite Scholar is an idiot. This is almost as bad as a Gnome Magician going Tinker.
Human Racial Mercenary STR MAX +25 STA MAX +25 AGI MAX +25 DEX MAX +25 WIS MAX +25 INT MAX +25 CHA MAX +25 HP MAX +200
Master Class Abilities Expose - Debuff which lowers resistance to all weapon types, including special attacks. 720 power cost, 0 cast, 300 recast. Grizzled - STR +25, DEX +25, HP MAX +250, AC +250
Mercenary is a pretty good class, but since there's always a chance that a DD will go this path, you dont really need the Expose debuff. And as for Grizzled? Well, you can get that in normal SK MCs.
Ogre Racial Juggernaut STA MAX +50 AC +200 DEF MOD +2 FR +5 CR +5 PR +5 DR +5 LR +5 AR +5
Master Class Abilities Cursed Ogre - STR +50, STA +50, WIS -25, INT -25, CHA -25, HP FACTOR +5 Crush - Unknown, but obviously some form of melee attack like the level 6 CM 'Clobber'.
This is an AWESOME choice for MTs. It is majorly recomended for Ogre tanks to go Juggernaut.
Troll Racial Savage STR MAX +50 STA MAX +50 HOT +10 OFF MOD +2
Master Class Abilities Enrage - Self-buff giving 250 STR/DEX, and a single 3500 HP heal. 60 sec buff duration, 1 cast, 600 recast. Battle Regeneration - Self-buff healing roughly 250-300 per tick. 48 second (8 tick) duration, 120 recast.
Widely believed to be the best racial MC in the game. The uberness of this MC is insane, and makes for a god-like duelist. Bloodpath Savage would be ultimately unstopable.
Were-Hunter Were-Hunter Master Classes require that you complete two were-hunter quests that can be found in Oasis. Both quests are given by the same person, and are IMPOSSIBLE to solo. You can do them the same time you can do were quests, at level 30. Bring help, or waste time looking at the loading screen. Level 50-60 help is recommended, possibly a necro, tank, or healer.
Heroic Were Hunter STR MAX +50 INT +50 DEF MOD +1 OFF MOD +2 HOT +10
Master Class Abilities Vital Strike - When fighting monsters, you go for the kill by targetting their most vital organs. Unkown damage...1000+ at a fast recast. Danger Awareness - AGI +25, WIS +25, INT +25, FR +25, LR +25, DEF MOD +1
This is a pretty good class for tanks to go. The INT increase is VERY good for Shadowknights, plus in the end it nets you 2 OFF MODS and 2 DEF MODS. Oh and you'll realize that I removed the other Were-Hunters from this list. Were-Hunter MCs are Archtype, so a tank can't become a Gypsy, Divine, or Arcane Were-Hunter. Oh, and for those of you wondering...NO! You cannot become a were and go Were-Hunter!
Wolfwere, Bearwere, and Gatorwere are suggested. Lionwere is also good, but IMO its stat buffs aren't suited for a Shadowknight. However, boosting some AGI doesn't hurt so Lionwere is still recommended. Wolfwere and Bearwere give the same stats, so just pick which animal you'd rather be. Gatorwere buffs STR and AC, so it's a good idea for MTs. DO NOT GO RATWERE! This were form is useless for a tank, and is an utter waste of time. If you need agi, go Lionwere. Dexterity isn't that big on Tanks, and its not worth it to go Ratwere.
One thing left out of the other guide were the 49 epic weapons.
This is the SK sword epic weapon. In my opinion, this sword is devilishly sexy and draws attention like moths to a flame. I guess I just have a huge fetish for swords, and this sword does not disapoint. There is NO proc on this sword, and may that be the end of anymore people saying that there is.
Downfall DMG: 666
This is the SK paritizan weapon. Actually, there is a debate to what this weapon looks like but so far no one has mentioned the obvious: it looks like a demonic Naginata. Compare a naginata to this weapon, and you'll see the resemblence. Anyway, while it has no stats and only does 2 more damage then the sword, this weapon procs for 120 every few hits.
The decision is up to the Shadowknight who is forced to choose between them. Both weapons look GREAT, and since both offer good variables maybe you'll want to go for the one you think looks better.
The problems with juggernaut, especially if being built to MT are two-fold. The first ability crush does do good damage, as I posted on another thread asking about it, but it has a 1 min recast and costs almost 900 pow. The second is that it hits negatives on both int and wis, which are both primary stats for a sk going MT path. It hurts your proc and your resists, DK is still far better. Though your max str may not be quite as high, you get to keep your int, get the buffs from your pet, get a nice bonus to defense and the proc makes it far easier to keep your health up. An additional 40 or so HP at a time might not seem like a lot, but when you're proccing consistently at 250+ int and doing damage at the same time it makes a big difference. The pet is also good for taking crits if needed, and can always be recast if it drops.
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'Ware fool, that you put too much stock in the power of the spoken word, ledt the unspoken one trample you from behind!