Gnome Tinker or Goblin Alchemist?

Which class would you want?

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Gnome anything!

It can be whatever, if the gnomes are there, I’m there. Gnome tinker, gnome druid, gnome forkstabber, gnome bomber plane pilot, gnome huggababy, gnome pope, etc

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None
/10 char

You must be fun at parties.

Both in the form of an artificer class. Tinker can be pet dps, alchemist can be healing or dot dps, and throw in a mech suit tank spec in there. Badda boom most units sold ever in an expac.

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… But why? Wouldn’t it make more sense for it to be the Mech suit one?

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Alchemy is a profession though. Could I have a Gnome Tinker Alchemist? :face_with_hand_over_mouth:

I mean, yes it is a profession, Look I was just looking at WC3 units and saw Goblin Alchemists ok.

Okay, I’m sorry. :flushed:

It’s fine. I just want the little guy to have a class uniquely their own. Humans got paladins, Orcs practically make the Warrior. Throw a stick at a tree and your liable to hit a Night elf druid.
Gnomes and Goblins… We just don’t got nothing that screams us.

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I always picture Rogue when I think of Goblin and Mage when I look at Gnome, but that’s just me. :dracthyr_uwu:

You can be an engineer on a gnome, and an alchemist on a goblin.

Tinker as a class.

Then expand the Alchemist mythos and call it a Chemist (it’s in the name) which would be like a made scientist type of identity.

Chemist as a spec that specializes in Sprays, slimes, sludge, fumes, gas, injections, vials, concoctions, constructs, mutations, chemicals.
Chemist would be a healer/augmentation role.

Then for Ranged role, Technician spec.
Technician as in “Tech” (its in the name) would deal with energy based ranged weaponry utilizing lightning and perhaps other elements.
Then additional bombs, grenades, mines, constructs, explosives, missiles, cybernetics.

Then for tank role, Mechanic spec.
Mechanic as well is in “Mech” (its in the name) would fill the fantasy of having an mechanical exosuit and robot you can hop in (transformation similar to Metamorphosis) which acts like a vehicle where you get limited but powerful abilities for the duration.
Then add in drones, constructs, contraptions, robotics and other properly themed spells and abilities.

I detail out in a more categorized and bullet point format of these ideas here.

4 Likes

The (imo) iconic ability for Tinker in WC3 was the pocket factory that poops out little robots to murder your adversaries.

I’d like that concept to be expanded upon.

Hm, it would loosen the stranglehold Evokers have on the “Support” aspect of parties.

Huh, suddenly thinking of DFO’s Mechanic subclass. I’d kind of be down for that. Have no idea how to implement it but it’d be a fun challenge.

I got you. Here is what I came up with.

Mechanic (Tank)

  • Pocket Factory
    Construct a factory that deploys a random robot to assist you for 10 seconds every 3 seconds. Lasts 30 seconds. 60 second cooldown.
    • Flame Thrower Robot: Ranged Fire welding robot.
    • Oil Spewing Robot: Robot that spew slick oil to slow enemies and increase damage taken by fire.
    • Rocket shooting Robot: Robot that fires rockets dealing moderate amount of damage.
    • Sapper Robot: Robots that explode on contact with the enemy dealing damage and causing them to bleed out for 10 seconds.
    • Energy Robot: Robot restores your energy reserves, recharging your energy shield and energy beam abilities to full power over 10 seconds.

Technician (Ranged DPS)

  • Pocket Workshop
    Construct a Workshop that deploys random sentinel drones to assist you every 3 seconds for 10 seconds and recharges your energy based weapons and refills your bombs and explosives. Lasts 30 seconds. 2 minutes cooldown.
    • Lightning Lasso Sentinel: Channels a beam, Immediately immobilizes an enemy attacking you for 5 seconds.
    • Tesla Coil Sentinel: Marks your enemies to all take the same damage from your Lightning based beam attacks simultaneously.
    • Oil Slick Sentinel: Spews oil on your enemies causing them slip and fall down periodically and take increased damage from your fire based attacks and abilities.
    • Overheating Sentinel: Restores your and your other Sentinels health by channeling a cooling beam.
    • Overriding Sentinel: Attempt to reprogram enemy constructs to temporarily be under your control.

Chemist (Healer/Augmentation)

  • Pocket Laboratory
    Construct a Laboratory that spews various chemicals at your enemies and instantly refills all your charges for your Vials, Fumes, Vapors and gas based abilities and they cooldown 100% faster while the Laboratory exists. Lasts 15 seconds. 2 minutes cooldown.
    • Red Chemical: Blood Shot, you have a 50% chance at redirecting your attack towards your ally.
    • Green Chemical: Acid, melts flesh dealing instant damage and damage over time.
    • Orange Chemical: Sickness, lowers your stats causing you you to deal 50% less damage and take 50% more damage.
    • Blue Chemical: Delirious, you have a 50% chance to redirect your heal at your enemy.
    • Black Chemical: Plague, rots flesh causing fungus to rapidly grow slowing your movement for 5 seconds before rooting you for 3 seconds.
2 Likes

what would the tinkers resource ability be? steam? energy?

I think Goblins have as much of a representation as Tinkers as much as the Gnomes. :robot::thought_balloon:

…Mekkatorque was also in the launch files for those curious. :mag::robot:

Bumping this because I really like where this is all going. Give as a Science based class blizzard!

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I need this in my life.