WHAT IS THIS NEW HERO CLASS?
Machinists are a group of Goblins and Gnomes, who use their knowledge of engineering, to build various combat vehicles and use them in battles. to put it sumple : they are combat engineers.
WHY SHOULD THEY BE IN GAME? DONT WE HAVE ENGINEERS ALREADY?
Yes, we do have Engineers. but Machinists are quite different from Engineers. Engineers do lots of inventions and many of them may not use these inventions for combat purposes. Machinists are trained to fight, their inventions are all for the sole purpose of fight.
WHAT RACES CAN BE MACHINISTS?
Only Gnomes and Goblins can become Machinists. It's their exclusive hero class.
BAH! IT'S NOT LORE RELATED! IM GONNA SAY NO TO YOUR POST!
It IS actually lore related.
I advice seeing these links first before NOing this post.Theres a lot of negative posts in here. mostly calling this hero class "not fitting into WoW universe" :\ but as I have already pointed in my other posts. they DO exist in lore. we're already seeing them as mobs or NPCs.
http://www.wowwiki.com/Tinker
http://www.wowwiki.com/Goblin_Tinker_(Warcraft_III)
Gnomes have the capability to be Tinkers too.
http://www.wowwiki.com/Steam_Warrior
http://www.wowwiki.com/Goblin_shredder
and there are lots of Gnome mech warriors in game already.
http://www.wowwiki.com/Goblin_Alchemist
Machinist is a mix of all three hero classes.
Machinists' 3 specs are :
Tinker - Steam Warfare - Chemist
Just like Druids who can have several forms Machinists can have up to 5 forms.
1) Tinker Form in which Tinker equips his two mechanical arms which are placed behind him, attached to a main chasis.
2) Siege Form which is Steam Warfare's combat suit, in this form the Machinist creates a combat suit similiar to a Shredder. a new tab in character panel is opened which allows suit modifications.
3) Hazma Suit which belongs to Chemists. it allows Chemists to use their exclusive abilities and also grants protection against certain elements.
4) Jet Pack : Flight Form.
5) Travel Form.
Machinists can wear Leather and Cloth armor, the standard armor being Leather. Healer chemists share gear with resto druids, DPS chemists share gear with balance druids. Tinkers and Steam Warriors share gear with rogues.
they also have their own Tiers.
Steam Warriors's combat suits are small version of Goblin Shreders/Gnome Mechs depending on your race. they can be as big as Taurens.
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Specs :
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Tinker.
Role : PVP
Overview : Tinkers are something between Engineers and Machinists. thou they still have various of deadly abilities in their arsenal. equiped with two mechanical hands which is attached to a special machine they carry on their backs,Tinkers specialize in Deploying Combat Drones, Turrets and building Stations to deal with the enemy. Most of a Tinkers' firepower and efficency lies in these creations. Tinkers also have a couple of skills that aids them in close combat.
Resource System : Tinkers use Power Resource system which is shared between Tinker and Steam Warrior. Power generates automatically but the rate depends on what passive buffs you have enabled. (we'll descuss the buffs later.) Other than that a Tinker also has four small bulps over his health bar, these bulps are Invention Points.
each Drone, Turret or Station consumes one or two invention points. but only one Station , 2 Turrets , 2 Drones can be out at the same time. (you cannot have 4 Drones out or 4 Turrets out at the same time)
It's up to the Tinker to see which invention fits into the situation. they can use all their invention points for Turrets and Drones or build a Station and 2 Drones...etc etc.
List OF Abilities :
Inventions : managing your invetions is the most important part of being a Tinker.
Turrets : Turrets are set up by the Tinker, they are small in size (about the size of a totem) but their importance and power is far greater. a Tinker MUST have at least one turret out to be able to efficently manage a situation. Tinkers can have a maximum of 2 Turrets out at the same time, Turrets, unlike Totems, can be of same type. (two sentry Turrets out at the same time)
1) Sentry Turret : Standard DPS Turret, fill fire at enemies who come near it by default. Tinker can guide Sentry Turrets' fire by marking an enemy using -Focus Fire-. 5 second cast, lasts for unlimited time untill destroyed or dismantled by Tinker.
2) Anti-Riot Turret : Uses Electricity Shock to slow down enemies and remove their buff, can zap friendly targets and remove snare,fear,slow or simmiliar effects.
3) Gravity Turret : Gravity Turrets are activated when enemy players/mobs approach it, Once activated the turret Pulls nearby enemies towards itself and explodes. dealing fire damage to them.
Drones : Drones are like companions, they never leave the Tinker, they do not go after enemies. but they are nevertheless important. a Tinker can only have 2 Drones out at the same time but not 2 Drones of same type unlike Turrets.
1) Designator Drone : Designator Drones put a debuff on enemies marked by Tinker's -Focus Fire- Ability, any ally targeting the designated target will receive %5-10% haste while targeting the designated enemy.
2) Reaper Drone : Reaper Drones attack the enemy that comes to a Tinker's melee range, by constantly firing bullets at them.
3) Medi-Drone : Uses it's abilities to heal the Machinists wounds constantly, the Machinist receives healing while the Medi-Drone is active. Medi-Drone exhausts it's resources while healing the Tinker, causing it's health to drop while healing. once the health reaches to 0 the Medi-Drone is destroyed.
Stations : Stations consume 2 Invention Points, they are quite bigger than Turrets, at the size of a treasure chest perhaps. once a station is deployed Tinker gains access to the Call In ability. they also provide benefits of their own depending on their type.
1) Medical Station : Medical station heal friendlies who stand near them, just like Medi-Drones Medical Stations deplet their resources and will be destroyed once their health reaches zero. they also remove Disease and DOTs from friendly players.
2) Missle Station : Once Deployed, the Missle Station will stand by for Tinker's order. after using the Call In ability the Missle Station is destroyed.
3) Radar Station : allows friendly units to see stealthed enemies around the Radar Station.
4) Clockwork Station : Builds up to 4 clockwork Gnomes/Goblins. the clockwork units will attack anyone who comes near them.
Call In : Call has different uses depending on what Station Tinker has out. with the exception of Clockwork Station, Tinker can be at a very long range of the Station (you can use the Call in ability in the middle of WG with your Station being in Ally GY.
1) Medical Station : Calls in a Powerful Medi Drone that drops a HOT on an area, healing friendlies who stand on that area, lasts for 20 seconds.
2) Missle Station : Missle Station launches a missle at the targeted area, causing massive fire dmg and knocking enemies away.
3) Radar Station : calls in a team of Goblin Special Troopers/Gnome Special Troopers to aid the Tinker.
4) Clockwork Station : Must be near the ClockWork Station, once activated The Tinker and the Station fuse together and become a powerful Machine. lasts for 20 seconds.
Other Abilities : These abilities do not require Stations Or any Inventions.
Zap : Zaps an enemy , slowing it's movement speed and removing one buff and one healing effect.
Mecha Punch : Mechanical Arm punches the target, causing melee damage.
Tesla Shield : Activate Tesla Shield which slows Fuel generation down. gives the Tinker moderate resistance to all schools of magic.
Overclock! : increases Tinker's Haste by 10% and fuel generation by 30%. for 10 seconds.
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Chemist.
Armed with a Hazma-Suit and a special gas pumping gun. Chemists are trained to release gas and various chemical compounds to turn the tide of battle, be it dealing a powerful DOT or healing friendlies. they also have several gas grenades and potions only a Chemist posseses.
Roles : Range DPS (DOT) - Healer (HOT)
Resource System : Chemists use a special Gas system, it's a more complex rune system. I've decided to call it Gas Storage.
How it works : under the chemists' health bar is a special empty bar with three icons under it, the icons are red,yellow,blue. each representing a type of chemical gas. Chemists have three types of abilities :
1) Lequid abilities which revolves around use of lequid compounds.
2) Spray abilities which revolves around using gas in your storage to deal damage to heal.
3) pumps which drain your gas storage over time to give buffs or other effects to players/mobs around you.
in order to regen your gas storage you have to use abilities that require use of lequid. in addition of their own uses lequid abilities add some gas to your gas storage. the color of the added gas depends on the ability you used.
DPS abilities give yellow gas.
healing abilities give Red gas.
debuffs and buffs give blue gas.
once you've allowed a color in your gas storage you gain access to gas abilities that require the said gas color. you can cast healing gas abilities if you have red gas in you storage but cannot use dps gas abilities if you have red gas in your storage.
MIXING :
in order to gain access to the highest tier of abilities you need to mix the gas in your storage with another color. by simply using a lequid ability of different color. the mixed gas creates a new color depending on what gases you have mixed.
red + blue = purple
blue + yellow = green
red + yellow = orange
purple, green and orange are TIER 2 gasses, meaning they allow access to higher grade gas abilities. they also allow you to use two types of abilities depending on your mixed gas color.
if you mix red and blue and get purple you can use gas abilities that require red or blue gas. and use tier 2 abilities that need red or blue gasses.
Removal : adding a third gas color will replace the color with the newly added gas. but the amount of gas remains unchanged.
Roles : Range DPS (DOT) - Healer (HOT)
ABILITIES COMING SOON.
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Steam Warfare:
Overview :
Steam Warriors are trained to fight in special machines, or power suits. they wield a deadly arsenal of machine weaponary, through custom modification to their suits they can either become a long range supporter, a close range slaughtering machine or an armored beast capable of receiving tremendious amount of damage. (Note : in lore they are called Steam Warriors)
Steam Warriors use Power Suits (or mechs) to fight. they can modificate them as they wish, depending on the situation they are in.
MODIFICATION :
Once Power Suit Form is activated a new tab in character panel comes up, it uses an interface similiar to a glyph interface. allowing you to mod your power suit as you see fit.
There are 5 slots in the middle. Shoulder,Chasis, Back, Left and Right hand.
on the right side there are several modification buttons similiar to Glyphs. you can drag and drop these modifications onto the empty slots to make the modification. each modification is exclusive to a certain slot.
Modifications are VERY important cause they grant you the abilities you have, each mod allows you to do certain things.
Shoulder Slot can receive :
Armor Pad : grants Armor and decreases Damage you receive.
Tesla Generator : One Tesla Coil on each shoulder causes the Steam Warriors to regenerate fuel 20% faster. also allows Steam Warriors to use Tesla Armor ability.
Artillery cannon : a giant Howitzer is equiped on one of the shoulder. adds massive fire damage to the All Guns Blazing ability.
Chasis Slot can receive :
Sensor : enables the Lock, Counter Measures, Detect Stealth abilities.
Advanced Cockpit : enables Ejection, Emergency System abilities
Self Destruction System : enables the Self Destruct Ability.
Back Slot can receive :
Thruster : enables the Thrust ability.
Energy Battery : Increases your fuel capacity by 10%.
Ammunition Storage : Decreases the cooldown of some of your abilities.
Right Hand Slot can receive :
Power Gauntlets : takes both Right Hand and Left Hand slot, enables the Power Punch and Grab/Throw Ability.
Chain Saw : equips the right hand with a Chain Saw, enables the Rend and Cutting Whirl ability.
Blade : Equips a sharp Blade, enables the Deadly Swing and Piercing Attack ability.
Left Hand Slot can receive :
Railgun : Equips a railgun which enables the Barrage ability. also adds more damage to the All Guns Blazing ability.
Flamer : a flamethrower is equiped, enables the Firewall, Flameshoot abilities. also adds fire damage to All Guns Blazing ability.
Rocket Pod : equips a rocket pod, enables the Shoot Rocket Ability, also adds kockback to All Guns Blazing ability.
as you can see, an unmodified power suit has no abilities. and you HAVE to modify it in order to be able to use Steam Warrior's deadly arsenal of weapons. adding each modification to certain slot allows you to be able to use ONLY the abilities that mod provides. you cannot equip a flamer and be able to shoot a missle. a tank should always mod it's suit for tanking purpose by equiping gauntlets and armor pads instead of other mods.
Roles : Range DPS - Melee DPS - Tank
ABILITIES :
Tesla Armor : Increases resistance against all school s of magic by X%.
All Guns Blazing : (channel) fires all weapons, dealing damage overtime to all enemies infront of him. different guns apply different effects to the ability. lasts for 5 seconds.
Lock : Locks on a target, while locked chance to miss is decreased by 100%. also increases haste by 50% when hitting the said target. lasts for 15 second.
Counter Measures : (passive) has a 50% chance to shoot a diversion flare and make an ranged enemy's attack to miss. cannot occur more than once every 5 seconds.
Detect Stealth : (passive)chance to detect stealth is increased.
Ejection : (passive) once health reaches zero Steam Warrior ejects from the suit with 25% health. landing somewhere near the destroyed vehicle. quickly comes out of combat.
Emergency System : (passive) decreases stun/snare and simmiliar effects' time by 20% percent.
Self Destruct : Combat Suit explodes after Steam Warrior's death, dealing damage to enemies at close range and knocking them back.
Thrust : Thrusts forward, dealing damage to anyone who stands in it's way. (it's like a targetless charge but enemies who stand near the Steam Warrior take damage too, more like a weak mage blink, but instead of quickly teleporting to a long distance you thurst to a short distance and deal dmg.)
Power Punch : Punches the target, generating massive threat. has a 50% chance to hit with both hands which doubles it's effect.
Grab/Throw : Grabs a target with it's hands, cannot grab huge targets. once grabbed you are unable to use any ability unless you Throw the target away. the Grab button will be replaced with Throw button instantly, allowing you to easily use these two abilities. (good for throwing ppl from cliffs or doing CCs.) enemies can cancel this effect by using items to cancel the effect.
Danger Sirens : once enabled Steam Warrior attracts the attention of nearby enemies, causing them more likely to attack it.
Rend : Rends the target for a moderate ammount of damage and applies a DOT on target that gets more powerful when another Rend is applied. stacks up to 3 times.
Cutting Whirl : Does a whirlwind, applying Rend (but not dealing the early moderate damage) to 5 nearby targets. will not add a stack on already rended targets but resets their timer nevertheless.
Deadly Swing : Swings the blade and hits the enemy, dealing damage and ignoring X% of enemy armor.
Piercing Attack : totally ignores enemy armor and deals X% ammount of damage. cooldown is 1min.
Burst Strike : Fires the railgun at enemies infront of him for 6 seconds. Steam Warrior can move and use other abilities while Railgun is firing.
Firewall : creates a wall of flames infront of him, anyone who stands in firewall gets a DOT.
Flameshoot : sprays fire to a long distance towards an enemy. hitting all enemies who stand in the line of fire for X% fire damage.
Shoot Rocket : fires a rocket at a target, dealing X% damage and knocking them back for X yards.
Tesla Overcharge : While this ability is active Steam Warrior quickly degenerates it's fuel reserves to increase haste by 50% and anyone who hits Steam Warrior with melee strike has a 80% chance to be electrocuted, which stuns them for 5 seconds. electrocution cannot occur more than once every 8 seconds. lasts untill fuel reserve is depleted.
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Other Abilities :
Grenades : Machinists can use Grenades too, while in Tinker form or while they are not in any forms. Grenades share cooldown with eachother.
Flash Grenade : throws a flash bomb at a targeted area, blinding enemies in that area.
Smoke Grenade : Throws smoke bomb at a targeted area, creating a LOS barrier.
Frag Grenade : throws a Frag Grenade, causing fire damage and throwing enemies for a short distance.