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Official 8.3 Vulpera and Mechagnome Allied Race Preview

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And here comes the official look into the two new Allied Races coming with patch 8.3, featuring the available classes, the racial abilities, heritage armor and unlock requirements for both Vulpera and Mechagnomes!

Other Patch 8.3 Content:

Blizzard Logo8.3 Allied Race Preview (source)

As the war to safeguard Azeroth’s future escalates, two new playable Allied Races will be ready to take up arms with the Horde and the Alliance—vulpera and mechagnomes—in the next content update.

Vulpera

Vulpera
Vulpera are cunning nomadic scavengers capable of turning what they find into opportunities to thrive.

Clever and resourceful, the vulpera of Vol’dun have survived amidst the sands for generations. Eager to join the ranks of the Horde, their caravans have departed from the dunes in search of adventure.

The serpentine sethrak have taken to subjugating anyone they can as slaves, and the vulpera are an easy target for their machinations. If you’ve taken steps to liberate the vulpera from these overseers, they’ll join the Horde on the battlefield.

Available Classes: Hunter, Mage, Monk, Priest, Rogue, Shaman, Warlock, and Warrior

Racial Traits:

  • Bag of Tricks: Use a trick on an enemy to damage them, or an ally to heal them.
    • Rummage Your Bag: Change the contents of your Bag of Tricks. Now where did you put that… ?
  • Make Camp: Set your camp location outdoors.
    • Return to Camp: Teleport back to your camp location.
  • Nose for Trouble: Take less damage from the first strike inflicted by an enemy.
  • Vulpera Survival Kit: Find extra goods when you loot humanoids.
  • Fire Resistance: Take less damage from fire.

Racial abilities, effects, and icons are subject to change.

TO UNLOCK THIS ALLIED RACE:

  • Reach Exalted with Voldunai
  • Earn Achievement Secrets in the Sands Secrets in the Sands
    • Complete the following Vol’dun storylines: “Unlikely Allies,” “The Warguard’s Fate,” “The Three Keepers,” “Atul’Aman,” “Dangers in the Desert,” “A City of Secrets,” and “Storming the Spire.”

When the next content update goes live, players who’ve completed the requirements will gain access to a quest chain to recruit the vulpera as an Allied Race. Once you complete the chain, you’ll receive the achievement Allied Races: Vulpera and can create a new vulpera on the character selection screen. You’ll also unlock a new mount—the Caravan Hyena—for your collection at character creation, which all of your Horde characters can ride.

NEW HERITAGE ARMOR

Leveling your new vulpera from 20 to 120 will earn a cosmetic Heritage Armor set that is unique to this new Allied Race.

Mechagnomes

Mechagnomes
Scrappy and resourceful, mechagnomes have improved their fleshy forms with top-notch prosthetics.

Though they once sought to mechanize themselves completely, the mechagnomes now seek a balance between flesh and steel. Emerging from years of isolation on Mechagon, they bring both ingenuity and aptitude to the Alliance.

They left Gnomeregan to construct a metal metropolis, Mechagon. However, their once wise and ambitious ruler King Mechagon now ruthlessly rules over them with an iron fist.

Work together with the Rustbolt Resistance to overthrow their tyrant so these mechanical mavericks will join the Alliance.

Available Classes: Hunter, Mage, Monk, Priest, Rogue, Warlock, and Warrior

Racial Traits:

  • Re-Arm: Automatically heal yourself when your health drops to a low life total.
  • Combat Analysis: Get stronger as you fight the same enemy.
  • Hyper Organic Light Originator: Summon decoys of yourself to distract foes.
  • Skeleton Pinkie: Open locked chests.
  • Mastercraft: Function as a personal set of crafting tools for professions.

Racial abilities, effects, and icons are subject to change.

TO UNLOCK THIS ALLIED RACE:

  • Reach Exalted with the Rustbolt Resistance
  • Earn Achievement The Mechagonian Threat The Mechagonian Threat
    • Complete the following Mechagon Island quests: “The Legend of Mechagon,” “A Quick Ear Hustle,” “This is Our Vault Now,” “Let’s Get It Started,” “You Must be This Height,” “Machinations for Mechagon,” “Only the Best Will Do,” “To Mechagon!,” “Prospectus Bay,” “We Come in Peace…and Profit,” “The Resistance Needs YOU!,” “Rescuing the Resistance,” “My Father’s Armies,” “We Can Fix It,” “Drill Rig Construction,” “Send My Father a Message,” “Welcome to the Resistance,” “Operation: Mechagon – The Mechorginator.”

When the next content update goes live, players who’ve completed the requirements will gain access to a quest chain to recruit the mechagnomes as an Allied Race. Once you complete the chain, you’ll receive the achievement Allied Races: Mechagnomes and can create a new mechagnome on the character selection screen. You’ll also unlock a new mount—the Mechagon Mechanostrider—for your collection at character creation, which all of your Alliance characters can ride.

NEW HERITAGE ARMOR

Leveling your new mechagnome from 20 to 120 will earn a cosmetic Heritage Armor set that is unique to this new Allied Race.

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So.... pretty much every class for both.

A few specific racials just seem insane.
For Vulpera: Make Camp: Set your camp location outdoors. Return to Camp: Teleport back to your camp location. That sounds INSANE for leveling in any area that happens to be outdoors. Camp near the questing hub, go do things, port back. It's a light version of a hearth. Cooldown/range will matter, but even if it's pretty close you can just camp outside of the town/cave you're going into farm then warp out.

For the Mechagnomes, Re-Arm: When you fall below 20% health, heal for 20% of your maximum health. This effect cannot occur more than once every 1.5 min. Obviously amazing for tanks as another "oh *filtered*" button in raids, but also useful for DPS that might get overlooked on raid heals.
Combat Analysis: You gather and analyze combat data every 5 sec, increasing your primary stat by 50, stacking up to 8 times. The data decays while out of combat. so... 400 bonus stats in ever raid fight? Yeah, sounds balanced...

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I really hate how (like 4 expansions ago?) Blizzard reverted to "Patch notes for dummies".

Instead of giving us the actual values, we get "You take less damage from the first hit", or "Heal (for an unspecified amount) when you get low in health (another unspecified amount) (on an unspecified cooldown)."

It's so hard to judge how good or bad the racials really are when it's all left so stupidly vague.

edit: To the poster above, did someone already find those values in datamining?    Or are you just estimating?

Edited by Migol

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Vulpera

1 good racial trait

 

Mechagnomes

All great racial traits..

wonder if since Vulpera get monk if Goblins will get it soon or maybe next xpac

Edited by Borgoff33

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I like both of these, even though it gives Horde another shaman without giving the Alliance another paladin or shaman. Right now it breaks down to:

  • Horde will now have 8 shaman races and 3 paladins
  • Alliance will now have 5 shaman races and 5 paladin races

Not exactly the one-for-one balance they established in TBC. Realistically, if they opened one more preexisting Alliance race up to paladin (Night Elves could work, given the "Light of Elune" narrative) it could balance out.

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1 hour ago, Borgoff33 said:

Vulpera

1 good racial trait

 

Mechagnomes

All great racial traits..

QFT..... I made comment on wowhead about how it seems alliance allied races seem to keep getting far better racials 

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22 minutes ago, durdyenglish said:

I like both of these, even though it gives Horde another shaman without giving the Alliance another paladin or shaman. Right now it breaks down to:

  • Horde will now have 8 shaman races and 3 paladins
  • Alliance will now have 5 shaman races and 5 paladin races

Not exactly the one-for-one balance they established in TBC. Realistically, if they opened one more preexisting Alliance race up to paladin (Night Elves could work, given the "Light of Elune" narrative) it could balance out.

It's rather funny how almost every race can become monks (except for Worgen, Goblins and Lightforged Draenei due to reasons), almost as soon as they are encountered. I guess there is Pandaren teacher lurking behind every corner, they must be very fast with sharing their knowledge and mastery over spiritual energy. But a priest being taught some fighting techniques with weapons, becoming a paladin... That's ridiculous and impossible!

The races I could see becoming a paladin: Night Elf, Kul Tiran, Gnome, Mechagnome. Even shaman seems probable for Gnomes, if Goblins and Vulpera can become one.

Edited by Arcling

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1 minute ago, Arcling said:

It's rather funny how almost every race can become monks (except for Worgen, Goblins and Lightforged Draenei due to reasons), almost as soon as they are encountered. I guess there is Pandaren teacher lurking behind every corner, they must be very fast with sharing their knowledge and mastery over spiritual energy. But a priest being taught some fighting techniques with weapons, becoming a paladin... That's ridiculous and impossible!

The races I could see becoming a paladin: Night Elf, Kul Tiran, Gnome, Mechagnome. Even shaman seems probable for Gnomes, if Goblins and Vulpera can become one.

Yea really once they added goblins as shamans and tauren as paladins, all bets were off.

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I'm honestly disappointed that the mechagnomes are cyborgs instead of machines. The fully mechanical gnomes looked so much cooler to me, with their metallic bodies and glowing eyes.

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1 hour ago, Monlyth said:

I'm honestly disappointed that the mechagnomes are cyborgs instead of machines. The fully mechanical gnomes looked so much cooler to me, with their metallic bodies and glowing eyes.

Honestly something about the cyborg gnomes creep me out and I just can't put my finger on it

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2 hours ago, IronmanBG said:

If I'm exalted with Rustbolt resistance on Horde character, will I be able to create a Mechagnom ?!

If the achievement is account-wide then yes.

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8 minutes ago, Stan said:

If the achievement is account-wide then yes.

Yes both achi's are acc wide but would need to do the unlock quest too which would be ally only I assume.

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11 hours ago, Laragon said:

So.... pretty much every class for both.

A few specific racials just seem insane.
For Vulpera: Make Camp: Set your camp location outdoors. Return to Camp: Teleport back to your camp location. That sounds INSANE for leveling in any area that happens to be outdoors. Camp near the questing hub, go do things, port back. It's a light version of a hearth. Cooldown/range will matter, but even if it's pretty close you can just camp outside of the town/cave you're going into farm then warp out.

For the Mechagnomes, Re-Arm: When you fall below 20% health, heal for 20% of your maximum health. This effect cannot occur more than once every 1.5 min. Obviously amazing for tanks as another "oh *filtered*" button in raids, but also useful for DPS that might get overlooked on raid heals.
Combat Analysis: You gather and analyze combat data every 5 sec, increasing your primary stat by 50, stacking up to 8 times. The data decays while out of combat. so... 400 bonus stats in ever raid fight? Yeah, sounds balanced...

 

Draenei get more then that though with their racial - Believe it's at 425. It's also constant, and doesn't decay.

Draenei are actually the best comparision atm for racial power, since theirs also heals for 20% health, but is targeted (Usable on anyone), 3 minute CD.

Mechagnome's heal racial will be useful in PvE for tanking, and maybe M+, but not so useful for other characters - Very few mechanics bring you below 20% health in raids without it either being a burst (So your healers have time to heal everyone) or a wipe (So you only delay the inevitable when the Boss goes up to smack you in the face).

More useful in PvP, but there are a few classes that can burst you in a single ability for the remainder of that 20%.

For the Vulpera, we don't know the exact bag of tricks yet. It could just be flat damage or healing. Or it could be a wide variety of options - A nuke, a burst heal, a shield, a stun, blessing of freedom, ect. Have to see.

And speaking of the utility options, the Mechgnomes option is really only a solid choice if you are a blacksmith, engineer, or mining. Everybody has toy campfires now. The whole multi-tool lets you save anywhere from 2 tools (If you don't have a gnomish army knife) to 0 (Herbalism/Alchemy).

Sure, lock-picking is nice, but on the other hand, Mecha-Rogues don't have a 5th racial with that!

The biggest thing is how the clone thing works - If it's just like Mirror Image, then it's somewhat decent, and Mechagnomes are a solid tank race - Not as good as KT, but solid (And KT aren't that popular). If it's wonky, then who knows?

Still, nothing to scream OP about.

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16 hours ago, Aegrotat said:

Honestly something about the cyborg gnomes creep me out and I just can't put my finger on it

"Flesh is flesh. Machine is machine. The two were never meant to intertwine!"

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23 hours ago, Frogspoison said:

 

Draenei get more then that though with their racial - Believe it's at 425. It's also constant, and doesn't decay.

Draenei are actually the best comparision atm for racial power, since theirs also heals for 20% health, but is targeted (Usable on anyone), 3 minute CD.

Mechagnome's heal racial will be useful in PvE for tanking, and maybe M+, but not so useful for other characters - Very few mechanics bring you below 20% health in raids without it either being a burst (So your healers have time to heal everyone) or a wipe (So you only delay the inevitable when the Boss goes up to smack you in the face).

More useful in PvP, but there are a few classes that can burst you in a single ability for the remainder of that 20%.

For the Vulpera, we don't know the exact bag of tricks yet. It could just be flat damage or healing. Or it could be a wide variety of options - A nuke, a burst heal, a shield, a stun, blessing of freedom, ect. Have to see.

And speaking of the utility options, the Mechgnomes option is really only a solid choice if you are a blacksmith, engineer, or mining. Everybody has toy campfires now. The whole multi-tool lets you save anywhere from 2 tools (If you don't have a gnomish army knife) to 0 (Herbalism/Alchemy).

Sure, lock-picking is nice, but on the other hand, Mecha-Rogues don't have a 5th racial with that!

The biggest thing is how the clone thing works - If it's just like Mirror Image, then it's somewhat decent, and Mechagnomes are a solid tank race - Not as good as KT, but solid (And KT aren't that popular). If it's wonky, then who knows?

Still, nothing to scream OP about.

Space Goats get 78 from heroic presence.  Not 425.  Getting 400 in a primary stat is just bonkers OP.  It will certainly be subjected to balance.  400 is more strength or agility then  ilvl 400 2 handed weapons give.  Aside from that, I generally agree.  The racials seems cool but really nothing too out of line.

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lets give the horde some fox creatures and make 2 alliance leaders the new leaders of the forsaken , sure they will be happy ....

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1 hour ago, Sombra said:

lets give the horde some fox creatures and make 2 alliance leaders the new leaders of the forsaken , sure they will be happy ....

Well, many people have wanted Vulpera, some will be happy. Also, Forsaken are former Alliance, after all they are undead humans of Lordaeron (and some other races too, like undead High Elves, albeit not playable).

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1 hour ago, Arcling said:

Well, many people have wanted Vulpera, some will be happy. Also, Forsaken are former Alliance, after all they are undead humans of Lordaeron (and some other races too, like undead High Elves, albeit not playable).

i can live with the vulpera, still the undead elfs or dark rangers whatever you want to call them would be better

 

but the bullshit that calia menethil and fuckin derrek proudmore will be the new undead leaders is to much

 

 

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