New Class Idea: Tinker/Engineer

So, this is an idea that has been in my head for months, if not a year. haha. I was thinking since the last 3 new classes added to the game were all melee and two of them were leather wearers a new mail wearing caster would be a cool idea. This will be a long post. I do apologize. I’m curious about any input.

The Engineer class is a designed with the idea of clunkiness/whackiness built in whose gameplay is designed to be a blast to play (pun totally intended) and relies on coordination with allies in to maximize on a lot of the duality that is baked into the class. Since both the Player and their turrets cast, they will share the same lockouts on interrupts which makes strategic play in instanced PvP and Mythic+s even more crucial.

Engineer class
Only available to Gnomes/Mechagnomes and Goblins
Starting Area:
Mechagon

Three specs
“Safety”- Healing
Demolition- AoE damage oriented
Electrical – single target oriented
Base line skills:
Resource:
Mana.
Class Mount:
Jet Pack. Obviously.
Gun Preference:
All damage and healing done by auto attacks are increased by 5% when a gun is equipped.

Adaptive Armor:
5% damage reduction. For every 5 seconds spent being attacked you can extra stack. Stacks up to 4 times.
Rocket Skates:
25% Increased movement speed.
Auto-shots:
Can auto-shoot enemy and friendly for damage or heals. Think Ana from Overwatch
Auto-shot speed receives double the normal bonus from Haste. *
*IE: If you have 25% haste and a your weapon has a 3.6 second swing timer then instead of shooting every 2.7 seconds you will shoot every 1.8 seconds.

Big Brained:
Can auto shoot while casting. Haste bonus to auto-shots is not active during casts.
Turrets:
would have similar HP to Earthen wall totem with slightly less defense and be on a 15 second cd.
Two types of turrets can be placed at a time (Major and Minor) offering a variety of buffs and debuffs for party members and enemies. Think Jade Statue, Psyfiend, totems.
Turrets would be ranged with about the same range as mage Water ele, if not a little less.

Slip’n’Slide Bomb:
Throws an ice bomb at the target location that causes targets to slip n slide for 3 seconds. Lasts 5 seconds. Animation and DR tree would be like Throwdown from Warriors back in Cata. So, it would be considered a stun but the animation to get back up would take 3 seconds. It could be played around the stun chain DR by using it last to push the “Stun” effect to three seconds. If target is immune to stun, then they are slowed by 70% while inside the area of effect.
Shiny Bauble:
Toss a shiny bauble at the target location. Any enemies actively focusing on casting will be locked out for 3 seconds do to being distracted by something shiny. 25 second CD.
Nano Bots:
Nano bots can be applied to enemies or allies and stacked up to 5 times. Nano bots can only be applied to one target a time. Has 3 charges. 3 second recharge time. Lasts 8 seconds. Adding a new stack will reset the duration
Enemy cast: Nano bots increase damage taken from magical abilities by 2% per stack.
Friendly Cast: Nano bots increase healing received from the Engineer by 2% per stack.
Improved Nano bots:
Consume all of the Nano bots on the target to deal damage equal to 30% of the amount taken in the last 5 seconds or heal for 30% of the healing received in the last 10 seconds. 60-second Cooldown.
Health Pack:
Throws a health pack to the targeted friendly target that restores health and their faith in humanity over 6 seconds.
Particle beam:
Blasts the target with Nature damage for 3 seconds. 10 second CD.
Force Field:
The Engineer surrounds themselves with a Force Field that absorbs 100% of their max HP for 5 seconds and allows them to cast while immune to stuns or interrupts. 3-minute cooldown.

Deconstructor Bots:
Places Deconstructor Bots on the target that deals nature damage over 15 seconds.
E.A.T. (Engineer Assistant Turret) (Minor):
Places an E.A.T. at the target location that lasts until dismissed or replaced. 10 second Cool down.
Utilizes the Pet Action Bar for controls.

• Grappling Hook:
After a 1-second cast the E.A.T. fires a grappling hook at the enemy target reducing their movement speed by 40% if they are moving. If they are not moving and not rooted it will drag them towards the E.A.T. at 40% movement speed. Enemy players caught by the Grappling Hook can cast while being dragged across the map. The Grappling Hook collides with the first target between it and the enemy target including allies, minions, totems, and Jade Statues. Lasts 5 seconds. 30 Yard Range and 45 second Cool down.

• Replicator Blaster (Passive)
The Replicating Blaster mimics the Engineer’s auto-shots on their target receiving their bonuses based on spell power, but without weapon damage added into the effect.

• Anti-personnel Field (Passive):
The E.A.T. does a minor amount of area of effect damage in a 5-yard radius around itself alternating between a flame cannon (Fire damage) and an electrical zap (Nature damage)

“Safety”
The “Safety” Engineer is a healer specializing in healing others over itself with a focus slanted more towards single target healing than group healing, damage mitigation, and a throughput like that of a Restoration Shaman or Mistweaver while relying on positioning and awareness to mitigate risk to itself and teammates.
Mastery:
Increases the effectiveness of Medical Shots.
A.R.T. (Advanced Reconfiguration Turret) (Major turret):
Places an A.R.T. at the target location that provides the “Safety” Engineer a palette of Reconfiguration abilities for 30 Seconds. 15 second cool down. Activating a turret changes action bar 1 as if it were a stance bar.
O.R.B. (Oscillating Resonance Barrier):
The ART fires an Orb at the target that absorbs incoming damage. Being within 10 yards of an ally causes the ORB to split the remaining absorption effect between them up to a max of 5 splits.

B.I.S. (Best Imitation Sword):
The A.R.T. temporarily replaces the melee weapons of the target with a big, beautiful foam sword with zero stats. Zip. Nada. While the target has their B.I.S equipped, they can still use their spells that require melee weapons and as such trigger their cooldowns. No damage or effects will be performed on their target though. Lasts 6 seconds. CAN BE CAST ON ALLIES. 60 Second cooldown. 30-yard range.

S.I.T. (Structural Integrity Test):
The A.R.T. places sensors on the target increasing their damage taken by 30% or their healing received by 30%. Hopefully, you get the results you were looking for. 2-minute cooldown.

R.A.G. (Redistribution Aura Generator) (Passive)
While the A.R.T. is active 10% of all damage received is redistributed to the A.R.T. and all party members within a 40 yard range while 3% of all damage done is converted into healing to split among the A.R.T. and all party members within 40 yards of the A.R.T.

W.A.V.E. (Wide Area Vitality Effect):
After a 2-second cast (nature) to your A.R.T. it will release a W.A.V.E. in large cone in the direction of your target that does a large amount of healing to all allies in the cone. The more dispersed the cone is the less healing is received. 25 second cool down.
Basically, the closer you are to the turret the more healing you get. Think of it like Halo for priest, but in the shape of a slice of pizza with more healing towards the pointy end.

“Medical Shots”:
Enhances your auto attacks to cause the target to receive healing equal to 150% weapon damage plus a percentage of spell power. Your medical shots on enemies do 110% weapon damage and half the percentage of spell power as nature damage with half the damage being done up front and the other half done every 0.5-seconds for 2 seconds. This can be modified by haste which would shorten the duration the of the damage over time effect also.
*If the engineer is silenced or locked out of nature, then the healing and nature damage component of the engineer’s auto attacks are stopped for the duration.

Mystical Vaccination:
Fires a shot that removes all harmful poison and magical effects from the target. 8 second cool down.
G.M.O. (Genetically Medically Organisms):
After a 1.5 cast the Engineer throws a goop of G.M.O.s onto the friendly target which heal for a moderate amount. Critical strikes with G.M.O. burst heal for the base amount with the extra Critical amount healing over 3 seconds. Auto-shot heals to the target during the critical healing over time effect have 100% critical strike chance.
Regenerative Adaptive Armor (Passive):
Enhances your Adaptive Armor passive by causing you to heal yourself for 4% of your maximum health every 2 seconds. *
*This may seem overpowered from a PvP perspective but keep in mind that a lot of the healing that Safety Engineers do come from their auto-shots and how they interact with spell mechanics. They cannot shoot themselves. Outside of this they only have G.M.O., W.A.V.E., and Health Pack to heal themselves. This goes into the idea of their game play relying a lot on positioning and awareness to make them effective.
Therapeutic Nanobots (Passive):
The healing bonus from Nanobots is increased by 50% and the healing from Improved Nano Bots is increased by 100%.

Demolition

EXPLOSIONS! EXPLOSIONS! EXPLOSIONS! The Demolition Engineer is the aspiring fire mage who washed out of the Kirin Tor academy and found their calling with science in Mechagon. They just want to watch the world burn! Friend and foe fear this pyromaniac alike!

Playstyle: In my head I envision the Demolition Engineer as the Mythic+ and Multi target king between the two DPS specs with lots of quick chained together AoEs using Flame Cannon as a filler similar to Mind Flay. Damage wise in Multi target fights it should be an S tier spec but middle of the road performance on single target fights. Single Target can probably be addressed through hypothetical talent choices. The auto-shot heal from the Demolition should be small about as effective as the healing over time provided by a Balance druid with regrowth and Health Pack healing for about the same as a vivify from a Wind Walker.

Mastery:
Increases all fire damage dealt.
Critical Core Temperature (Passive):
Grants 5% bonus Critical Strike.
Immolating Adaptive Armor (Passive):
Adaptive Armor is enhanced with an Immolation effect that causes nearby enemies to take a nominal amount of fire damage.
Cracker Bots (Passive):
Your auto-shots have a chance to detonate a Nano Bot causing it to blast the target for fire damage.
Incendiary Ammo:
Imbue your ammo with Incendiary tips that cause your auto-shots to do fire damage and place fiery damage over time effect on the enemy target that does 125% weapon damage plus a percentage of spell power over 4 seconds to the target. Replaces Explosive Ammo.
Explosive Ammo:
Imbue your ammo with Explosive Grenade tips that cause your auto-shots to deal fire damage to the enemy target and 50% of the damage to nearby enemies. Damage is 250% of weapon damage plus a percentage of spell power. Replaces Incendiary Ammo. When Explosive Ammo is applied the auto-shot haste bonus is disabled and casting while auto-shot is active increases cast time by 15%.
Sticky Grenade:
Throws a Sticky Grenade onto the target that detonates dealing damage that is split evenly to all targets within a 5-yard radius. 1.5 second cast time. 15 second Cooldown. Can be cast on allies.
M.A.T.T. (Mobile Artillery Tank Turret):
Summon a M.A.T.T. at the target location that provides the Demolition Engineer an armory of artillery and anti-life abilities for 30 Seconds. 15 second cool down. Activating a turret changes action bar 1 as if it were a stance bar.
• Rocket Barrage:
After a 1 second load time the M.A.T.T. fires a barrage of 10 rockets at the target location doing a percentage of spell power as fire damage. Up to 3 rockets may or may not hit allies. 6 second cool down.
• G.L.H.F. (Gelly-Loaded Humanoid Fluidator):
The M.A.T.T. launches a G.L.H.F. that douses the target area with an incendiary gel for 5 seconds that stacks up to 5 times on enemies and is detonated by fire damage. Each stack does 3% of the targets’ missing health as fire damage over 4 seconds. Nearby enemies take 10% of the damage overtime as fire damage. 30 second cool down.
• Minefield:
The M.A.T.T. launches a Minefield at the target location that deals fire damage in a chain reaction of explosions that also slow enemies by 50% for 3 seconds.
• N.U.K.E. (Now U Kill Everything):
Each ability (not including auto-shots) used by the Engineer has a 5% chance to grant a stack of N.U.K.E. storing 50% of the damage dealt by that spell up to 15 stacks. At 15 stacks the Engineer can command the M.A.T.T. to fire a N.U.K.E after a 3 second activation sequence that will travel to the target area and release 100% of stored damage and 25% of the damage as a Radiation damage over time over 15 seconds. Targets closest to the center of the blast take the most damage.
• Critical Core (Passive):
The Engineer’s bonus Critical Strike chance is also granted to allies within 40 yards of the M.A.T.T.

Flame Cannon:
Douse your target in flames for 4 seconds dealing fire damage. Channeled.
Burn, Baby! Burn!
Activating Burn, Baby! Burn! increases all damage you do by 30% and causes all abilities to have a 100% chance to grant a stack of N.U.K.E. Lasts 20 seconds. 3-minute cool down.

Electrical
The Electrical Engineer should feel somewhat like an elemental Shaman with inklings of Shadow priest added in with the silence and Electrify mechanic.

Mastery:
Increase the damage dealt to Soaked targets.
Redistributing Adaptive Armor (Passive):
Adaptive Armor now Redistributes 5% of all damage taken to your current target. The reflected damage can critically hit.

Overclocking (Passive):
Increases haste by 5%.
Static Shock Shots:
Imbue your ammo with a static charge that triggers every third auto-shot against the target shocks them for nature damage and slows them by 50% for 2 seconds. Mimicked shots from E.A.T. do not count towards the shot count but do mimic the electric shock damage part.
Water Balloon:
Hurls a water balloon at the target that douses them in water applying the Soaking Wet debuff increasing electrical nature damage dealt to the target by 5% + Mastery increase. Lasts for 18 seconds. 6 second cool down.
Soaking Wet (Passive):
Debuff that is applied to enemies with Water Balloon. While a target is affected, they take increased electrical nature damage and periodic nature damage every 3 seconds. The periodic damage has a chance to reset the cool down on Zap.
Zap:
Zap the target with electricity for a quick burst of nature damage. 2 Charges. 10 Second recharge time.
Mind-Scrambling Bots (Passive):
Casting Improved Nanobots will silence the target for 1 second per nanobot consumed.
E.K.G. (“Efficient” Killowatt Generator) (Major Turret):
Places an E.K.G. at the target location that provides the Engineer a hair-raising plethora of shocking abilities for 30 Seconds. 15 second cool down. Activating a turret changes action bar 1 as if it were a stance bar.
• Power Transfer:
Transfers 10% of all the target’s stats to the Engineer. Also reduces the target’s damage and healing done by 10%. Lasts 10 seconds. 60 second cool down.
• Gigawallop:
After a 2.5 cast the E.K.G. wallops the target with electricity for a large amount of nature damage and resetting the duration of Soaking Wet. 15 second cool down.
• Electrical Discharge:
Discharge an electrical shock that hits all targets affected by Soaking Wet with a moderate amount of nature damage. Damage is split even between targets affected by Soaking Wet. 6 second cool down.
• Overclocked (Passive):
Grants the Engineer’s haste buff to allies.
• Powersurge:
Grants all party members 15% increased haste and 15% increased damage. Lasts 10 seconds. 2 Minute cooldown.
• Electrify:
Fires a concentrated beam of electrical energy at the target doing 2% of their max health every 1 second for 5 seconds. Damage is doubled against targets affected by Soaking Wet. 90 second cool down.

18 Likes

Thats a lot of reading. But I agree with new class and appreciate the long-post. Take my upvote

8 Likes

We already have engineers. Why are people so insistent on trying to turn a profession into a class?

2 Likes

TL:DR noob
Jk interesting idea and clearly pretty well thought out

3 Likes

Thanks for the reply!

Impressive.

1 Like

Was a really fun and unique class in Guild Wars 2 - I’d kind of love to see Blizzard’s take on an Engineer or Tinker style class.

There’s just a heck of a lot you can do with such an idea, as this post demonstrates. A lot more room for interesting specs and playstyles than say, a Necromancer.

Necromancers are cool as hell, of course - but I can’t imagine them providing much more than a ‘spicy warlock’.

2 Likes

There’s yer problemo right there. Needs to be available to ALL races.

Is that your only critique?

Pretty much. I support this if my draenei gets to be a purple crystal engineer.

3 Likes

This actually looks pretty good.

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Fair enough, I was just thinking lore wise. I mean people would lose their mind if there were a mechagnome DH.

I would love a tinker or engineering class.

We need more peppy happy stuff instead of weeb edgelord bait.

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I never played GW2, but I had been thinking about such a class mechanically for awhile in my head. A new caster needed to be a new caster by being a different playstyle than currently exists but still borrow certain elements from classes currently in the game to make a switch somewhat easy. I also thought the class needed to not be brain dead like WW, DH, and DK by adding in mechanics that would separate the wheat from the chaff. And as a whole the concept is a blank canvas with a lot of different avenues like you said.

God I really want a tinker class

Should be gnome/dwarf/human
and
Goblin/undead

2 Likes

GG,op, what are you doing starting a new story line for Blizzard?

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I dont support all races but certainly a few more.

Both brands of dwarves, both brands of draenei and both brands of orcs should certainly have it. A solid maybe going out to humans, blood/void elves and undead.

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Only problem I see in the description is mastery which is a secondary stat is going to be nerfed to 25 percent coming .

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Tinker sounds fun

2 Likes

Yeah man, we beat this horse to death as a hope for the new class in SL before they announced no new class. A new mail armor class, another class using ranged weapons, another class with all 3 roles. It would work out so well, and not infringe at all on the class fantasy of any existing class.

Hopefully someday!

1 Like