1. #1
    Deleted

    [New Class iDEA] Machinist: tank, dps, healer - ALL EXPLAINED INSIDE!

    So. We got engineering as a profession, and that's fine. But when you think about the history of the Warcraft franchise you could almost certainly see that it's quite obvious that a class like the Machinist could very well be a playable class in WoW, in fact some races are more widely known for their various types of craft in the engineering department: I'm talking about Dwarves, Goblins and Gnomes.

    So let's get into it:

    1) What is a Machinist?
    A machinist is someone who would much rather fight enemies with his powerful tools and gadgets then directly himself. A machinist is a master of sieging weapons, tanks, turrets, healing devices, teleporters, and basically anything that they can put to good use thanks to the technology and their brains. They take big risks for big rewards and would do anything to complete their creations. Even at the risk of their own health.

    Races available for the Machinist class:
    Alliance: Human, Dwarf, Night Elf, Worgen, Gnome,
    Horde: Orc, Troll, Goblin, Undead

    2) What Specializations would the Machinist have? What roles?
    - Siege Master: Tanking spec
    A machinist that specialize in crafting very resistent types of heavy sieging weapons, from tanks to to powerful metal barriers, able to run through anyone that stands in their way. They can also upgrade their own weapons and use magnetic gadgets. They are an unstoppable force when they get serious.

    Resource: Metal Scraps
    Use: 1 main hand (maces, axes) and Shield

    - Wrecker: Ranged DPS spec
    A reckless machinist that spiecialize in demolishing the enemy from range with their super high dangerous gadgets, mobile turrets, and explosive...stuff. they have little to no precautions (unlike the siege masters) and they would do anything and use every little dirty trinks they have in their pockets to destroy their target.

    Resource: Ammunition
    Use: Ranged weapons (Crossbows, bows, and of course... Rifles!)

    - Scientist: Healing spec
    Machinists can use their intelligents minds not only to be a danger tot he enemy, but to rather help allies around them. In fact they can have in their arsenal a wide arrange of healing and supportive devices, from Flying little healing drones, to useful teleporters. They always try to surpass each others with crazy inventions.

    Resource: Intuition
    Use: 1 hand (mace, daggers,) and as off hand accessories.

    --------------------------------------------------------------------------------------------------------------------------

    3) Siege Master - Explanation of the spec:
    The Siege Master uses a resource called Metal Scraps. They need massive amounts of materials to build up their most incredible inventions, while other tools may require less scraps.
    It's a bar that can go from 0 to 300, and you can fill up by collecting these scraps in various ways. The default amount of metal scraps you will have out of combat is 150.

    Siege Master style of tanking is not very mobile and they don't have themselves high sustain, but it's very focused on self defense and they can also have protective tools for their allies.

    Siege Masters have a huge component in their playstyle in using efficiently their resource (metal scraps), they will have to use them carefully and don't waste them on abilities that are not good in that given situation.


    Main abilities to generate Metal scraps:

    Passive: Magnetized Shield: Siege Masters upgrade their off hand Shield by magnetizing it, allowing the user to collect metal scraps from the terrain around them (up to 150 scraps out of combat). This allow a slow but steady income of resources.

    Magnetic Shock:
    Instant 0 cost. 12 seconds CD.
    Hypercharge the magnet on your shield and then slam it into your opponent, causing high nature damage, and causing your shield to collect Metal scraps at a much faster rate for the next 5 seconds.

    Scrambling strike: Instant, 2.5 seconds CD 0 cost:
    You hit hard your enemy with your main hand causing moderate physical damage, and sometimes causing your enemy to drop a bunch of metal scraps. If you hit a Mechanical Unit you will get more metal scraps.


    Abilities that consume Metal Scraps:

    Mini siege tank GB-01: 1 second cast, 45 seconds CD, cost 60 Metal scraps
    You enter your mini siege tank or the next 10 seconds.
    During this time You take 25% lss damage from all sources, and all of your abilities are replaced by the tanks abilities.
    -Cannon shot: You hit enemies with your front cannon, dealing high fire dmg to those hit. Moderate range, low CD.
    -Safe escape: You quickly force an escape from your Mini tank, with a high leap backwards
    Share cooldown with other Mini Siege Tank Abilities

    Spiked Shield: Instant, 5 seconds CD, costs 30 metal scraps
    You upgrade your weapons with metal spikes: Your next block will cause the target to bleed for 12 seconds for moderate physical damage over time. Stacks up 3 times

    Hyper Siege Tank DW-18: 1.5 seconds cast, 5 minutes CD, costs 250 metal scraps
    You enter your Hyper Siege tank for the next 25 seconds granting you 50% less damage taken from all sources for the next 5 seconds, gradually decaying to 15% less damage taken. The tank has its own set of abilities:
    - Smash!: You smash the first enemy in front of the tank causing high threat and moderate physical damage.
    - Turbo gears: For the next 7 seconds you'll move 35% faster and trample the enemies you hit, for high physical damage
    - Hyper flamethrower: You will brun all your enemies in a frontal cone, dealing moderate fire damage, and burning them for additional little damage over time for 6 seconds. If the tarets are under the effect of Oil barrel, the Dot will instead be 15 seconds long.
    - Oil barrel: You drop an oil barrel outside the tank, near your location, causing everyinge that move in the oil (large radius) to be slowed by 35%. Last 6 seconds.
    - Automatic Machine gun: Passive: An automatic machinegun fires from the top of your tanks, attacking random enemies near you for moderate physical damage. Attacks have a chance to reset the cooldown of your Turbo Gears.

    - Metal barrier: 1 seconds cast, 15 seconds CD, 80 Metal scraps
    You create a small metal barrier in front of you that deflects all ranged attacks and reduce the efectivness of melee attacks you take by 40%.
    Your allies can come close to the barrier to get half of your benefits (still deflect but 20% less dmg from melee). Last 6 seconds.

    - Magnetic field:
    Instant, 8 seconds CD, 50 Metal scraps
    You throw a magnetic field generator device at the selected location, causing all the enemies in a low range around it to get pulled towards it. Hitting one of these enemies with Magnetic Shock will cause the device to overcharge and explode, dealing low nature damage and stunning all the near enemies.

    - Mini Siege Tank GN-02: 1 second cast, 45 seconds CD, cost 60 Metal scraps
    You enter your mini siege tank or the next 10 seconds.
    During this time You take 25% lss damage from all sources, and all of your abilities are replaced by the tanks abilities:
    - Hyper Beam: Channeled attack that hits in a straight line. all enemies hit take moderate nature damage and are slowed by 30%.
    - Plasma Rifle: You'll fire a heavy shot with your plasma rifle at the target enemy immobilizing it for 5 seconds. The target is affected by the unstable Plasma debuff that cause him to take 25% more damage from all of your Nature attacks for 1 minute.
    Share cooldown with others Mini siege tanks abilities.

    - Mastery: Unstoppable force: Increase the damage ignored while in the Mini siege tanks by +X% and increase the movement speed while in the Mini siege tanks by +X%


    I hope you get an idea of how the Siege master works by these abilities, but i can't write all of those down here or it becomes too long. If you have questions feel free to ask me!

    NOW, I WILL UPDATE THIS POST WHEN I HAVE THE TIME TO WRITE DOWN THE OTHER SPECS!

    Please feel free to add your own thoughts.

  2. #2
    Deleted
    Every week someone suggests tinker or a variation of it
    Just go learn the engineer profession, problem solved.
    If they ever added it, it would destroy any purpose of engi profession, and I personally hope they never even consider adding such a pointless class
    Also to add, you have completely plagurised someone else's post, even the metal scraps as a resource as well as blatantly ripping off FFXIV machinist
    Last edited by mmoc9bf106605f; 2017-05-11 at 04:38 PM.

  3. #3
    So a Tinker then hey? yawn

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