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Mechanic Class!

Discussion in 'Wynncraft' started by Winteria, Apr 7, 2025.

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  1. Winteria

    Winteria Ability Designer Ability Designer

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    Ello there! Welcome to my first forum post :3

    For those of you active in the AT reworks thread in the discord, you'll most likely already know what I'm going to be talking about here. For those that don't know...

    Mechanic is a custom ( Unofficial ) class concept I've been working on since January. It's a full class with 3 archetypes, over 50 abilities and tons of thought put into every aspect of it. This thread will cover the base spells and the first Archetype, Paragon!
    ( Archon and Strategist will be released later )

    Now before getting into Paragon, lets get some basic information about Mechanic's base spells and attacks.

    Basic Information :

    Main Attack / Weapon : Nailgun

    Mechanic's weapons are Nailguns! These are basically wands but are only able to hit 1 enemy, with no pierce.
    The base damage is just under bows. The range is just slightly more than wands aswell.

    Before getting into the spells, theres one thing I do need to explain. Mechanic is essentially a mix between Shaman and Mage, revolving around using different Constructs for different purposes. All Constructs also have their own hp bar, which can be restored by using your Repair spell, which is unlocked a little later.

    1st Spell : Turret

    Turret acts similarly to Shaman's Totem, however the key difference is that Turret is only able to attack one enemy at a time. It may seem extremely weak at first, however when combined with other Constructs and other abilities later on, it has the potential to even rival Fallen levels of power.

    Screenshot 2025-04-08 at 10.58.04 AM.png

    2nd Spell : Launch Pad

    Just imagine escape but it launches you forward. However the key difference is that it also places a Launch Pad at the location you cast it, which can be reused. ( Allies can't use it )

    Screenshot 2025-04-08 at 10.59.00 AM.png

    3rd Spell : Repair Repair is essentially Heal, but for Constructs. It's one of the only ways to keep your Constructs alive and sustained, and will be incredibly useful later on for certain Archetypes.

    Screenshot 2025-04-08 at 10.56.04 AM.png

    4th Spell : Projector

    Projector is your main supportive construct, still dealing some decent damage on it's own. It's main purpose is mainly to protect and enhance other Constructs around it ( With upgrades further in the tree )

    Screenshot 2025-04-08 at 11.23.53 AM.png

    Now that we have somewhat of a basic understanding of the base spells, lets get onto the first Archetype :3

    Paragon! :

    Paragon is the Fallen of Mechanic, being able to unleash massive amounts of damage, however at a cost.
    The main thing Paragons focus around is the Overheat mechanic, which significantly enhances your Turret for a limited time, at the cost of being unable to repair your Turret while it's active.

    Here's a list of all the abilities!

    Screenshot 2025-04-08 at 11.28.30 AM.png

    Screenshot 2025-04-08 at 11.28.50 AM.png

    Screenshot 2025-04-08 at 11.29.07 AM.png

    Screenshot 2025-04-08 at 11.29.32 AM.png

    Screenshot 2025-04-08 at 11.34.00 AM.png
    Screenshot 2025-04-08 at 11.34.59 AM.png

    Screenshot 2025-04-08 at 11.34.31 AM.png

    Screenshot 2025-04-08 at 11.35.37 AM.png

    Screenshot 2025-04-08 at 11.37.39 AM.png

    Screenshot 2025-04-08 at 11.38.43 AM.png
    Screenshot 2025-04-08 at 11.38.10 AM.png

    Screenshot 2025-04-08 at 11.39.12 AM.png

    Screenshot 2025-04-08 at 11.39.35 AM.png

    Screenshot 2025-04-08 at 11.40.01 AM.png

    Screenshot 2025-04-08 at 11.40.24 AM.png

    Screenshot 2025-04-08 at 11.40.45 AM.png

    Screenshot 2025-04-08 at 11.41.07 AM.png

    Screenshot 2025-04-08 at 11.41.25 AM.png

    Screenshot 2025-04-08 at 11.41.45 AM.png
    ( Not a Paragon node but it's closely tied with the Archetype )

    That's all the nodes!

    Paragon mainly revolves around playing around the Overheat status, dealing massive damage in short bursts like Shade, while having extreme risks such as Fallen. Later on, you're even able to use your own Health to enter the Overheat status early. Paragon's dps is also highly dependent on the amount of enemies nearby, due to the node Advanced Tracking which could possibly double your dps if there's only 1 enemy.

    Paragon also has access to multiple other abilities that add more life to the archetype. Armed and Dangerous for clearing out crowds and dealing big bursts of damage, while requiring skill. Blazing heart / Emberfire with the constant dot dps, and even more.

    That's all for Paragon! The next thread will be focusing on Archon next, and everything it can provide!
    Hope people enjoyed reading this one, and ask in the comments if you're confused about anything.

    Also if you have any suggestions, lmk :3

    ( Also if you'd like to view the current tree layout / Archon abilities, check out the AT reworks thread in the discord )

    That's all from me today, I'll be making the next thread on Archon in 1 or 2 days ( If I'm not lazy )
    Cya!

    - Winteria C:
    ________________________________
    Uhh wait, was this supposed to go in Your Work ._.

    ( If it is, could someone explain how to move it there? )
     
    Alpacaturtleboy and Deusphage like this.
  2. Tzelofachad

    Tzelofachad Owner of the Rift, manager of the Uz hotel

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    isnt this just Torfbjorn forom overwatch? no problem if it is? just curuius!
     
  3. Winteria

    Winteria Ability Designer Ability Designer

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    Going to be honest, I completely forgot about Torb when making Paragon ._.
     
  4. _Rippi

    _Rippi The Devourer

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    how do you spawn the turret/projector (in front of you? launched like the totem?).
    base repair "damages around you" when it has a range (instead of the usual aoe (circle-shaped), unless you want it to act like uppercut), projector is really strong (compared to turret) for a "supportive" type of construct. if so, would you want repair to be rrl instead of rll (rll is associated with high damage spells with high cost, while rll is associated with low cost spells that are supportive).

    as for archetype spells, blazing conquest would be op until you realize you can't actually really use the mana for anything, since this class is such a heavy spell archetype if ive ever seen one. equivalent exchange makes you basically equip lunatic mask (its just lunatic mask). other than the quirky names and lack of required spells, seems cool
     
  5. Winteria

    Winteria Ability Designer Ability Designer

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    I do plan on revisiting Paragon in the future and adjusting it, since it is slightly outdated currently since it was the first one I made. But the feedback on Blazing Conquest is nice, and will probably try make some plans on reworking that node.

    Also I forgot to put this ability in :
    Screenshot 2025-04-08 at 2.01.34 PM.png

    Anyways, I've changed a couple things according to your feedback, and have fixed some mistakes with the wording with abilities :3
    Thanks!

    ( Forgot to mention, Turret is just constructed infront of you )
     
  6. Alpacaturtleboy

    Alpacaturtleboy Im a guy who is adiccted to wynncraft :)

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    This sounds so fun to play
     
  7. PlasmaWarrior

    PlasmaWarrior Killer fish

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    Erecting a turret
     
  8. JenericPerson

    JenericPerson Travelled Adventurer

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    I know this would never be added to wynncraft, but if it was in the game I would 100% play it. I can't wait to see what the final archetype has!
    Oh, also; "emberfire" is the stupidest and most hilarious ability name I've ever heard.
     
    Last edited: May 7, 2025
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