Shaman Reimagined: A Mechanic Class Concept for Goblins and Gnomes

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Herods
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Shaman Reimagined: A Mechanic Class Concept for Goblins and Gnomes

Post by Herods » Thu Jul 03, 2025 9:08 pm

Turtly greetings to everyone!
First of all, let me say—yes, I’m well aware of the technical challenges behind implementing something like this. However, if any team is capable of making it happen, it’s the Turtle team. With everything you’ve already accomplished, I have no doubt you could bring something like this to life.

Now, why do this at all?
Well, mechanically it makes sense. Lore-wise, it makes sense. And for RP? It’s pure gold.
Most importantly, it offers a way to fulfill a long-standing community request: Shaman for the Alliance—but without breaking lore or immersion.

So, why a Mechanic?
It fits perfectly. Machines, gadgets, tools—it’s all fully adaptable and can merge beautifully into the world. It’s even a class that already exists in WoW lore. And thematically, it captures everything a tinkerer should be.

Why the Shaman as a base?
I know the Shaman has been a little overlooked around here, but it’s still one of WoW’s most iconic classes. It’s the only archetype uniquely crafted for World of Warcraft, and a symbol of Blizzard itself—after all, the statue outside their HQ is Thrall on a wolf.
When I think of WoW, I think of Shamans. And since they’re such a utility-driven class, they’re a perfect fit for a reimagined tinker-type that builds turrets, gadgets, grants buffs, and empowers allies.

Why a Mechanic?
...
...
...
BECAUSE I WANNA SMASH STUFF FROM INSIDE A MECHA!!!!

With all that said, I present to you my proposal for the creation of the Mechanic. A “new” class—well, technically a Shaman, but with a fully reskinned identity and a few cohesive adjustments.

This would be a class exclusive to Gnomes and Goblins, offering Shamans to the Alliance while also giving the Gnomes something they desperately need—a purpose! (And hey, maybe now my Undead can finally change his diet from “roasted gnome” to something else.)


And with that out of the way...
Let’s get to the fun part.

I give you: the Mechanic.


Exclusive Skills
Ultra Motorized Engineered Combat Humanoid Armor (Ultra-M.E.C.H.A.)
A 3s cast that creates and equips a full-metal combat mech in which you become the pilot, allowing the use of all your skills. Works similarly to a Druid form, but outside the mech, you're just a regular guy with no abilities, like a merchant or mechanic. Item stat contributions for the pilot while outside the mech are severely reduced, but once you activate the mech, stats are like a Shaman. The pilot cannot be dismounted unless they deactivate the skill.

The pilot does not use resources like mana or rage, but the mech is powered by a Gnomish Arcanite Proto-Propulsor, which consumes mana as fuel. It also comes with a High-Efficiency Goblinic Converter, which can convert drinks into mana. This allows you to "fuel" the mech (drink), and this converter also allows the use of mana consumables. A true marvel of technology.

And guess what, the smarter (Intellect) the pilot, the more adjustments they can make to increase the fuel tank (mana).

Weapon Storage Compartment
Your equipped weapon transfers all stats to your mech, like damage and attack speed. Equipping a shield activates the Ultra-Gnomish Defense Arm (functions like a shield and inherits its stats).

Mecha Engineer
Provides a passive bonus to engineering items like bombs, giving a little more damage (not significant, just for roleplay). Also allows item creation without the traditional engineering or blacksmith tools, and mining without a pickaxe (though the pickaxe still grants bonuses).

Mecha Mechanic
Can repair broken items in the field as long as you have reagents (metal bars). The idea here is also roleplay, so the cost is high—much higher than an NPC repair service.

Combat Device
Not exactly a skill, but the mech has a replaceable combat arm. By default, it's a hand inheriting the pilot's weapon stats but can be swapped for other devices (like Shaman weapon enchants).

Elemental Skills
  • Chain Lightning → Overload
Overloads your mana proto-propulsor and launches a chain of lightning at the enemy.
  • Lightning Bolt → Arc Pulse
Extracts energy from your proto-propulsor and directs it at the target, dealing damage.
  • Purge → Hard Reset
Delivers a super-tech overload to your target, removing a beneficial effect.
  • Soothe Elemental → EMP Pulse
Disables a mechanical target, reducing its detection radius.

Enhancement
  • Astral Recall → Ultrasafe Transporter: Home
Teleports you home safely without the 99% health loss (Goblin safety seal!)
  • Bloodlust → Turbo Charger
Activates the upper engine turbo of the UltraMecha, increasing attack and casting speed.
  • Far Sight → Telescopic Sight
Activates long-range cameras on your UltraMecha, allowing distant vision.
  • Ghost Wolf → Mecha Turbine
Starts the lower turbo propulsor, increasing movement speed.
  • Stormstrike → MechaHit
Hits the target causing damage and increasing the Nature damage it takes.
  • Lightning Strike → MechaLoad
Extracts energy from your active shield, redirecting it to your target with effects based on shield type.
  • Water Breathing → Submarine Mode
Closes the UltraMecha's main hatch, allowing you to breathe underwater longer.
  • Water Walking → Hyper-Aquatic Polarity Shifter
Allows you to walk on water with this technological marvel.

Restoration
  • Ancestral Spirit → Unstable Temporal Time Shifter
Revives an ally with no side effects.
  • Chain Heal → Biosync Recharger
Uses proto-propulsor energy to heal your target, with remaining energy jumping to up to two nearby targets.
  • Cure Disease → Penicillin Dart
Fires an antibiotic dart at the target, curing a disease.
  • Cure Poison → Mega Serum Dart
Fires an anti-venom serum dart at the target, curing poison.
  • Healing Wave → Goblinic Healing Mix (Deluxe)
Throws a carefully crafted healing mixture at the target (may sometimes turn them purple).
  • Lesser Healing Wave → Goblinic Healing Mix (Lite)
Same as above but heals less and faster (and doesn’t turn them purple).
  • Nature's Swiftness → Mega Fuel
Fuels your UltraMecha with high-performance fuel, making the next Nature spell instant.
  • Reincarnation → Self Defibrillator
When you're down, just zap yourself back! Goblin-certified!
  • Totemic Call → Gnomic Recycler
Destroys all your active machines, recovering part of their fuel (mana).

Weapon Enchant (Mecha Arm Attachments)
  • Flametongue Weapon → Flame-Thrower Weapon
Appearance: A blade with surrounding flames. Causes fire damage on attacks.
  • Frostbrand Weapon → Frost-Handle Weapon
Appearance: Standard arm with a frosty enchant effect. Causes slow and frost damage.
  • Rockbiter Weapon → Shredder Weapon
Appearance: Circular saw hand like the Ashenvale mechs. Extra damage and threat on attacks.
  • Windfury Weapon → Super-Spanker Weapon
Appearance: Steam-powered pile driver arm with hoses, like Urgot from LoL but in WoW style. Chance to land 3 hits.

Totems → Machines

Earth → Device
  • Earthbind Totem → Magnetic Device
Deploys a device that emits a magnetic pulse, slowing enemies.
  • Stoneclaw Totem → Warning Device
Deploys a taunting device shouting "WARNING! WARNING! WARNING!"
  • Earth Elemental Totem → Manufacturing Kit Device: Metal Reaver
Assembles a Metal Reaver to deliver heavy attacks.
  • Stoneskin Totem → Defensive Sentry
Emits low-frequency waves, reducing enemy physical attack power.
  • Strength of Earth Totem → Jukebox Device
Plays inspiring music, increasing group strength.
  • Tremor Totem → Earthquake Device
Emits tremors, removing fear and sleep.

Fire → Turret
  • Fire Elemental Totem → Manufacturing Kit Turret: Molten Mechanical Golem
Builds a molten golem from a metal frame, causing chaos on the battlefield.
  • Fire Nova Totem → Goblinic Fire Turret
Assembled from spare parts, explodes after a few seconds (Oops!)
  • Magma Totem → Fire Turret
Sentry with a flamethrower causing AoE fire every second.
  • Searing Totem → Minigun Turret
Fires at targets each second, causing fire damage.
  • Flametongue Totem → Flame-Thrower Turret
Grants nearby allies a smaller version of the Flame-Thrower Weapon.
  • Frost Resistance Totem → Frost Resistance Turret
Acts like a portable heater, increasing frost resistance.

Water → Gadget
  • Fire Resistance Totem → Fire Resistance Unit
Grants fire resistance.
  • Disease Cleansing Totem → Mega Anti-Disease Injector
Fires penicillin darts at area targets each second.
  • Poison Cleansing Totem → Mega Anti-Venom Injector
Fires anti-venom serum darts at area targets each second.
  • Healing Stream Totem → Automatic Healing Unit
Delivers painkillers to all in the area, restoring small health per tick.
  • Mana Spring Totem → Gnomish Hydration Unit
Provides hydration serum for mana recovery.
  • Mana Tide Totem → Super Gnomish Hydration Unit
Provides high hydration for large mana recovery.

Air → Sentry
  • Grace of Air Totem → Super Coffee Machine Sentry
Provides coffee, increasing group agility.
  • Grounding Totem → Grounding Sentry
Grounds lightning attacks.
  • Nature Resistance Totem → Nature Resistance Sentry
Spreads activated charcoal, increasing Nature resistance.
  • Sentry Totem → Gnomish Surveillance System
Deploys a surveillance sentry visible on your UltraMecha dashboard.
  • Windfury Totem → Super-Spanker Sentry
Grants allies a mini Super-Spanker Weapon.
  • Tranquil Air Totem → Low-Fidelity Threat Dampener
Emits calming music, reducing group threat.

Shock → Javelins
  • Earth Shock → Steel Javelin
Fires a poisoned steel dart at the target, causing Nature damage.
  • Flame Shock → Fire Javelin
Fires an explosive dart at the target, causing Fire damage.
  • Frost Shock → Frost Javelin
Fires a frozen dart at the target, causing a slow effect.

Shields
  • Earth Shield → Thorium Shield
Surrounds your UltraMecha with a Thorium Shield, giving a chance to resist interrupts and healing when broken.
  • Lightning Shield → Lightning Shield
Electrifies your UltraMecha, damaging attackers on contact.
  • Water Shield → Oil Shield
Covers your UltraMecha in a fuel shield, increasing regeneration and providing a small refill when broken.


P.S.: I also think something similar could be done with an Undead Paladin or other creative concepts...
But, my lunch break is over, so—maybe another day.


I might have missed one skill or another—my apologies.
Still, I believe the core idea comes across well enough.


And finally, sorry for any grammar mistakes.
English isn't my first language, so maybe some things came out a bit odd—but I hope my point was clear!
Troll 60 War prot
Orc 60 Shaman Enhance
Undead 60 Rogue Combat
Gnomes are food, not friend!!!

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Re: Shaman Reimagined: A Mechanic Class Concept for Goblins and Gnomes

Post by Akarui » Fri Jul 04, 2025 12:23 am

World of shamancraft. or deep rock galactic mmo?)

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Re: Shaman Reimagined: A Mechanic Class Concept for Goblins and Gnomes

Post by galapagos » Fri Jul 04, 2025 7:46 am

While I admire the effort, creativity, and genuine love for the game that went into this proposal, I’d like to offer a detailed counterpoint—because, frankly, I believe this idea, as appealing as it sounds on the surface, is fundamentally flawed from multiple angles: mechanically, thematically, and in terms of game design philosophy.

You suggest that the Mechanic would be “technically a Shaman,” reskinned with some thematic abilities and minor adjustments. But what you're actually proposing goes *far beyond* a reskin. You’re replacing entire spell schools, ability interactions, and core class mechanics with an entirely new framework (mech suits, gadgets, engineering logic, etc.). That’s not a reskin—that’s a whole new class built from scratch under the guise of existing mechanics.

The game’s underlying engine—especially in the Vanilla/Turtle WoW environment—is not designed to support dynamic transformations of this magnitude. Adding a full mech suit form, alternate resource logic (mana-as-fuel), replacement animations, conditional stat swaps, and class-specific item interactions would require rewriting massive portions of the core codebase. This isn’t just "technically challenging"—it’s a hard no unless you rewrite large parts of the game engine.

The idea that a Goblin or Gnome “Mechanic” can simply emulate the power of the elements—by building totems out of scrap metal or throwing healing potions like they’re band-aids—is deeply disconnected from how magic and class identity work in Warcraft lore.

The Shaman is not just a utility class—it’s a spiritual archetype. Totems represent *real* ancestral, elemental, and shamanic forces. Reducing that to “machines and gadgets” not only waters down what makes the Shaman compelling, it disrespects the foundation of the class. You can’t just weld lore onto function.

Also: Gnomes and Goblins may be tinkerers, yes—but there is **zero precedent** for either race being spiritually attuned to the elements or channeling life-restoring magic. Engineering is about invention, not intuition. The two schools of thought don’t mix without shattering immersion.

I get it—RP is fun. And yes, a Gnome inside a mech suit yelling “UPGRADE COMPLETE!” while chain-lightninging enemies sounds amusing. But RP is not a justification for fundamentally altering core class identities and mechanics that affect all players, not just those in RP circles.

Let’s not forget: every class added or changed affects group composition, class balance, loot tables, gear scaling, PvP metagame, dungeon difficulty, and even raid design. This is not just a “fun little RP reskin.” It would have a ripple effect on nearly every system in the game.

The statement that “Gnomes desperately need a purpose” is odd. Gnomes already have one: they are the quintessential tinkerers, mages, rogues, and warlocks. They have a strong identity in both lore and gameplay. Giving them Shaman access via an engineering gimmick feels forced and unnecessary.

The Alliance not having Shamans in Vanilla isn’t a “problem” to fix. It’s a deliberate, thematic divide that adds flavor to the game’s factions. Introducing Shamans to the Alliance—especially through lore-stretching mechanical contrivances—dilutes that uniqueness.

Things like:

* Resource converters (mana = fuel),
* Jukebox devices that buff stats,
* EMP pulses replacing Soothe Elemental,
* Healing “mixtures” that sometimes turn you purple (!?),
* Coffee machines increasing agility,

…all sound entertaining, but they clutter the clean simplicity of Vanilla’s design. Vanilla WoW is known for its deliberate pace, restrained toolkit, and elegant class identity. This idea introduces **clunky novelty for novelty’s sake**—without actual gameplay payoff.

Many of your ideas echo systems from Retail (like mech suits, engineering mobility, customizable gadgets, class-restricted devices, and thematic spell reskins). But Turtle WoW and other Vanilla-based projects exist specifically because players want **less of that**, not more.

Turtle WoW thrives on refinement, not reinvention.

If you truly want to explore a “Mechanic”-type fantasy, here’s what might be worth considering instead:

* A **new profession** or subclass system (entirely non-combat focused).
* Cosmetic gadgets with RP effects (like deployable turrets or crafting bots).
* A neutral faction questline involving engineering lore.
* A transmog system that lets Shamans (if ever available to Gnomes) **appear** more tech-based *without altering the spells or mechanics*.

But a full-blown, mech-riding, reskinned Shaman class exclusive to two races? It goes too far, and it goes against the heart of what Vanilla WoW is.

Again, I say this with full respect for the work you put into writing this up. It’s entertaining, rich in detail, and you clearly love the world. But that doesn’t make the idea sound or implementable. Turtle WoW is at its best when it honors and subtly expands the Vanilla spirit—not when it stretches it beyond recognition.

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Re: Shaman Reimagined: A Mechanic Class Concept for Goblins and Gnomes

Post by Herods » Fri Jul 04, 2025 1:07 pm

galapagos wrote: Fri Jul 04, 2025 7:46 am While I admire the effort, creativity, and genuine love for the game that went into this proposal, I’d like to offer a detailed counterpoint—because, frankly, I believe this idea, as appealing as it sounds on the surface, is fundamentally flawed from multiple angles: mechanically, thematically, and in terms of game design philosophy.

You suggest that the Mechanic would be “technically a Shaman,” reskinned with some thematic abilities and minor adjustments. But what you're actually proposing goes *far beyond* a reskin. You’re replacing entire spell schools, ability interactions, and core class mechanics with an entirely new framework (mech suits, gadgets, engineering logic, etc.). That’s not a reskin—that’s a whole new class built from scratch under the guise of existing mechanics.

The game’s underlying engine—especially in the Vanilla/Turtle WoW environment—is not designed to support dynamic transformations of this magnitude. Adding a full mech suit form, alternate resource logic (mana-as-fuel), replacement animations, conditional stat swaps, and class-specific item interactions would require rewriting massive portions of the core codebase. This isn’t just "technically challenging"—it’s a hard no unless you rewrite large parts of the game engine.

The idea that a Goblin or Gnome “Mechanic” can simply emulate the power of the elements—by building totems out of scrap metal or throwing healing potions like they’re band-aids—is deeply disconnected from how magic and class identity work in Warcraft lore.

The Shaman is not just a utility class—it’s a spiritual archetype. Totems represent *real* ancestral, elemental, and shamanic forces. Reducing that to “machines and gadgets” not only waters down what makes the Shaman compelling, it disrespects the foundation of the class. You can’t just weld lore onto function.

Also: Gnomes and Goblins may be tinkerers, yes—but there is **zero precedent** for either race being spiritually attuned to the elements or channeling life-restoring magic. Engineering is about invention, not intuition. The two schools of thought don’t mix without shattering immersion.

I get it—RP is fun. And yes, a Gnome inside a mech suit yelling “UPGRADE COMPLETE!” while chain-lightninging enemies sounds amusing. But RP is not a justification for fundamentally altering core class identities and mechanics that affect all players, not just those in RP circles.

Let’s not forget: every class added or changed affects group composition, class balance, loot tables, gear scaling, PvP metagame, dungeon difficulty, and even raid design. This is not just a “fun little RP reskin.” It would have a ripple effect on nearly every system in the game.

The statement that “Gnomes desperately need a purpose” is odd. Gnomes already have one: they are the quintessential tinkerers, mages, rogues, and warlocks. They have a strong identity in both lore and gameplay. Giving them Shaman access via an engineering gimmick feels forced and unnecessary.

The Alliance not having Shamans in Vanilla isn’t a “problem” to fix. It’s a deliberate, thematic divide that adds flavor to the game’s factions. Introducing Shamans to the Alliance—especially through lore-stretching mechanical contrivances—dilutes that uniqueness.

Things like:

* Resource converters (mana = fuel),
* Jukebox devices that buff stats,
* EMP pulses replacing Soothe Elemental,
* Healing “mixtures” that sometimes turn you purple (!?),
* Coffee machines increasing agility,

…all sound entertaining, but they clutter the clean simplicity of Vanilla’s design. Vanilla WoW is known for its deliberate pace, restrained toolkit, and elegant class identity. This idea introduces **clunky novelty for novelty’s sake**—without actual gameplay payoff.

Many of your ideas echo systems from Retail (like mech suits, engineering mobility, customizable gadgets, class-restricted devices, and thematic spell reskins). But Turtle WoW and other Vanilla-based projects exist specifically because players want **less of that**, not more.

Turtle WoW thrives on refinement, not reinvention.

If you truly want to explore a “Mechanic”-type fantasy, here’s what might be worth considering instead:

* A **new profession** or subclass system (entirely non-combat focused).
* Cosmetic gadgets with RP effects (like deployable turrets or crafting bots).
* A neutral faction questline involving engineering lore.
* A transmog system that lets Shamans (if ever available to Gnomes) **appear** more tech-based *without altering the spells or mechanics*.

But a full-blown, mech-riding, reskinned Shaman class exclusive to two races? It goes too far, and it goes against the heart of what Vanilla WoW is.

Again, I say this with full respect for the work you put into writing this up. It’s entertaining, rich in detail, and you clearly love the world. But that doesn’t make the idea sound or implementable. Turtle WoW is at its best when it honors and subtly expands the Vanilla spirit—not when it stretches it beyond recognition.


Friend, I think you didn't understand much of what I propose... I didn't propose changing anything mechanically in the shaman, the only change I proposed was the soothe elemental affect mechanically and not elementals... and thematically this class would not be a class focused on spirits. But this is not contradicting the lore, precisely because it is not a shaman, mechanically it can be, but in terms of RP it is a different class

If we take the lore of Warcraft, the shaman himself already absorbs many archetypes, such as the shadow hunter, farseer, etc.

And technically speaking, the challenge is modeling, not API, the class works exactly like a shaman, the issues of mana for fuel, etc., are just thematic values, it is not a programming logic for this, just a description of the skill in favor of RP, nothing would be done for this, the mechanic will use mana in the same way as the shaman, only the name of the skill, and descriptions are changed to make RP logic. In practice, you will drink the mana potion and recover your mana, simple

Regarding the issue of inheriting attributes, this is already implemented in the vanilla API, with druids for example, and skins, the costume would just be a skin like a debuff. But if you want some logic, I, as a programmer, put one together in 2s. In normal form, the mechanic receives an invisible dbuff that reduces his attributes and prevents the use of skills, when activating the skin, the debuff is removed:


(debufMecha = -75% all att and skill == blocked)=> {
if {@player-skin==none ;
then; @player=debufMecha;
else if; @player-skin==Mecha;
then; @player--debufMecha;
}
}


Of course, this is just logic, not code. I don't even know the language WoW uses, haha, but this logic would work. The problem is that you're imagining the mecha as an object in its own right, with its own properties and values, and it's just a reskin of the shaman.

Finally, any technical impediment caused by the original WoW API is now overcome with the release of Tutrle2.

Now, about the relevance of gnomes in the game world... in terms of lore, the classes you mentioned are not commonly attributed to gnomes. All the great gnomes in the lore are mechas. Gnomes are the least played and most hated race in any WoW server, including by me... So, I don't think they've found their place in the world.
Troll 60 War prot
Orc 60 Shaman Enhance
Undead 60 Rogue Combat
Gnomes are food, not friend!!!

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Re: Shaman Reimagined: A Mechanic Class Concept for Goblins and Gnomes

Post by Akarui » Sun Jul 06, 2025 1:16 am

galapagos wrote: Fri Jul 04, 2025 7:46 am The Shaman is not just a utility class—it’s a spiritual archetype. Totems represent *real* ancestral, elemental, and shamanic forces. Reducing that to “machines and gadgets” not only waters down what makes the Shaman compelling, it disrespects the foundation of the class. You can’t just weld lore onto function.
turtle_in_love turtle_in_love turtle_in_love turtle_in_love satisfied_turtle_head
It's so good that at least someone understands the nature, the essence of shamans, And not just a one-button windfury auto-attack damage dealer. Ololo I HAVE A BUTTON, I am to be to press it

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