As of recently seen in the new patch. The new Allied Races classes have also been Datamined. And one thing we get to see… Is the total lack of surprise on my face of how underwhelming Mechagnomes are in comparison to Vulpera who seem to help fix the gaps that are missing in the Race/Class options.
https: //www .wowhead. com/news=295488/vulpera-and-mechagnome-classes-ptr-build-32044
Vulpera sort’ve copy the Goblins in their class and race options. With the touch of Monk as a playable class.
- Warrior
- Rogue
- Hunter
- Mage
- Priest
- Warlock
- Monk
- Shaman
Mechagnomes… the mirror for the Alliance… nothing unique.
- Warrior
- Rogue
- Hunter
- Priest
- Mage
- Warlock
- Monk
Why do I bring this up? Or rather feel a need to “complain”. There’s a means of class options for the factions at hand. A good show of this is the choices that some of these Allied Races give us is a selection of classes that cannot be played by the subrace its inspired from.
Zandalari Troll Paladins
Mag’har Orc Priests
Nightborne Warlocks (Night elf warlocks, a stretch but bare with me.)
Vulpera Monks (Goblin Monks)
Allied Races provide us the options to play a class with a specific model in mind. Mechagnomes are already proving to be unfavorable. Unliked… a race that already doesn’t get enough love in WoW’s gameplay and lore is getting an Allied race slot. Gnomes who tinker a bit more…
Mechagnomes cannot play any classes that are not already playable by their subset. Further shaking the problem of creative development options. This is a chance to make creative options for mechanical gnomes. But we’re seeing clear conflicts which we have no details about nor signs.
Let’s look at some of the Race/Class issues I have in mind:
- Priest:
Gnomes already are a bit of a stretch for the Priest class. Its finely defined as the class of faith. Races wtih strong will can command the Light. Gnomes see it as a means of research without any genuine religious following. Gnomes became priests as they’ve been allied with their dwarven and human allies who taught them the arts.
Mechagnomes do not show any form of religious study nor connections with the outside world to establish priesthood use. Though Priests are a good stand in for medicinal use. It does not come off as convincing that they use Holy magic in the slightest nor practice dark magic. Their use of mechanical bodies also makes using holy magic moot since they rely on repairs, not magic.
- Warlock
Gnomes are known for their study of whatever they pursue. Notable warlocks such as Wilfred Fizzlebang and his daughter have shown their use and power. It isn’t uncommon to see a gnome study demonology as they don’t restrict themselves from studying the unknown.
Mechagnomes showed absolutely no forms of struggle with the Burning Legion’s invasions. They make no account nor reference to it. Neither would the use of fel magic make sense as they utilize far more mechanical properties to their own use. We see no demons even being experimented upon in their service.
Classes with clear electrical flavor are not available to Mechagnomes. For a race that uses mechanics as a cultural point of use and societal standing. The more mechanical one becomes; the more noble they appear. They’ve improved big time upon themselves. But seeing that King Mechagon go too far and try to force mechanization upon those who don’t want it.
At this point, the classes available to Mechagnomes make them no different than your average gnome. A big point of criticism is the fact that Mechagnomes are just Gnomes who tinkered a bit more than your average one. They don’t share anything unique beyond mechanical limbs and organs. Their values and pursuits of knowledge remain the same.
How can we fix this? How can we try and make Mechagnomes a bit more appealing for the Alliance?
Solutions:
-
Druids & Shamans in replacement of Priests & Warlocks.
This idea comes from the idea of mechanical gnomes adding Mechanized forms! Robotic cats, bears, sea-lions. A mechagnome could utilize both mechanical properties and even use gadgets that let them channel natural magic. Not as a means of restoration but to simulate mechanical animals.
These classes have a crucial piece that Mechagnomes use heavily in their environment. ELECTRICITY. The themes and powers of these spells work perfectly for Mechagnomes. With lore from the goblins allowing them to use Elements, Mechagnomes should have the same. To channel lightning and burst down their enemies.
The Alliance already lacks a secondary Druid option. While the Horde gained Zandalari and Highmountain Druids. Adding just a druid class would even out the options for both races and give the Alliance a shot at something unique and a great spin on the druid class.
A Shaman class would give access to spells and abilities that fit a mechagnome’s mechanical themes. Lightning, fire, and even rupturing the earth. This also gives Mechagnomes the option to use Shaman armor. And a secondary mail wearing class that gnomes usually don’t have access to.
The big reason why I wish for this change was the big disappointment that Lightforged Draenei left. They are one of the races with no unique classes that make them stand out. The draenei model with only half the class options than your regular draenei. When if they had brought Krokuul / Argus Broken to the playable races. The draenei rig with warlock animations would’ve been an amazing fit!
I want to see gnomes being classes they can’t be already. Replacing classes that make no sense in the area and race they play only makes it creatively bland and only proves community displeasure of the Mechagnomes. The Horde gains a new class for another Warlock option, the Alliance fills in the gap of Druid options. Or at least another option for Shaman.