The Complete Tinker Class

Hey! I haven’t posted on this character for a while, and people have liked my spec outlines in the past, so… Tinker outline! Since it’s been a pretty popular topic on the forums lately.

Gameplay wise, I imagine this class playing somewhat like a bastardized hybrid between Hunter, Druid, Shaman, and Paladin, although syngerizing the different playstyles in a way that will be wholly unique to Tinkers. Identity wise, they would of course be crafters of technology, using it to mainly enhance their abilities in combat. While I wanted to use stationary turrets for a few of their abilities, I also didn’t want to step on Shaman’s (and Monk’s, to an extent) toes, so I tried something new.

I also won’t be doing talents, since I’m probably gonna have some pretty serious brain drain after coming up with all these spells.

Visually, the things they would create and use in combat would differ based on the race, again similar to Druids and Shamans. I’ll go into more detail at the very end.

I will try to step on as few of Engineering’s toes as possible.

Spells will be listed as such, to try and make things as easy as possible to understand:

[Spell]
Casting Time, Cooldown, Range, Power Cost, Magic School
“In-Game Description”
More detailed and meta description, if needed

As for exact numbers for many of these spells, I’m not good at balancing nor do I know what gear any one character would have, so we’ll use placeholders.

XS = Minimal Amount
S = Relatively Small Amount
M = Average Amount
L = Larger than usual amount
XL = A big, fat amount




TINKER

Mechanical Masterminds
Tinkers, above all else, are crafters of machines of war. As walking arsenals, they utilize both their accrued knowledge of both mundane and magical technology, as well as their assembly of explosive and kinetic devices, to suppliment their tactical knowhow in a world of seemingly unending conflict. As the backbone of organized militaries for generations, Tinkers can call upon the skills they have gathered to construct a solution for any peril they may face. While they aren’t the peak physical powerhouses of yore, adventuring Tinkers know the perils of their profession, and always try to be prepared for any situation.

Class Information
Tinkers are primarily ranged combatants, using firearms and explosive devices to deal damage. They can also utilize a variety of alchemical salves and devices to heal themselves and their allies, as well as take a more frontline approach with a mechanized suit of armor.

Combat Roles
Tank, Healer, Damage

Resources
Health, Power

Armor Type
Mail

Available Weapons
Guns, Crossbows, Maces, Fist Weapons

Specializations
Tinkers can use their machines to assault enemies from range, as well as heal their allies with the power of alchemy or shield themselves from damage with a mechanical suit.

• Technician
• Medic
• Shredder

Features
Tank
By donning a mechanical suit, a Shredder can absorb more damage than they usually would be able to.

Healing
A Medic can concoct elixers to heal their allies with alchemical power.

Ranged Damage
Kinetic and explosive firepower are all-too familiar aspects of being a Technician.

Power
By utilizing electrical charge, a Tinker can fuel a variety of effects with varying levels of voltage.

Available Races
Dwarf
While not known as the true mechanical brains of the Alliance, Dwarves of Bronzebeard creed are still skilled artificers, known for their tanks and other siege machines.
Gnome
The quintessential Tinker, along with Goblins.
Draenei
Their culture back on Argus (and Draenor, but to a lesser degree) was based around their knowledge of magitech.
Lightforged Draenei
If you’ve played Legion for 5 minutes, you’ll understand.
Dark Iron Dwarf
Similar to the Dwarves, although more magitech and golemancy based than regular technology.
Mechagnome
Gnomes, but moreso.
Undead
Who says you can’t bolt legs and bottles onto repurposed plague spreaders and run from there?
Blood Elf
Didn’t they have Arcane Golems and such? I dunno, I’ve never really delved too much into Blood Elf stuff. I also remember the weird Blood Golems they had on Draenor. Either way, they would be just as capable as the Draenei if I’m not just… y’know… stupid.
Goblin
Yeah.
Mag’har Orc
Mainly based off of the technological prowess of the Blackrock clan on Draenor. That, and I’m pretty sure a boss in BRF had a mech suit.
Nightborne
An Illusion? What are you hiding…

(Meta Note About Races)

The Undead and Mag’har were mainly chosen (and Humans omitted, although they mainly adopt Gnomish and Dwarven tech anyway) to prevent a massive faction imbalance, because even with it like this, it’s still imbalanced at 6/5. Then again, Gnomes couldn’t shoot rifles until Legion, so what do I know…



Core Tinker Abilities:

[Power]
The main resource for a Tinker. Your base maximum Power is 75, and you slowly refill to maximum while not in combat. While you are in combat, Power does not drain or refill on its own. You must use your abilities to maintain it while also trying to fulfill your role.

Level 1:

[Auto Shot]
Instant, 3 second CD, 40 yards
“Automatically shoots the target until cancelled.”
Not really a core ability, more like a different version of Auto Attack that, currently, only Hunters have.

[Slug Shot]
2 second cast, 40 yards
“A basic shot that deals M Physical damage.”
Not usable while moving.

Level 2:

[Stock Strike]
Instant, 8 second CD, Melee
“Knock a target with the blunt end of your weapon, dealing S Physical damage and shoving them a short distance away from you.”

Level 3:

[Vitality Elixir]
Instant, 20 second CD, Self, Nature
“Down a Vitality Elixir, healing yourself for M over 6 sec.”

Level 4:

[Fire Grenade]
Instant, 8 second CD, 30 yards, 15 Power, Fire
“Lobs a firebomb at the target, dealing S Fire damage them over 6 seconds and M Fire damage to all enemies within 4 yards over 6 seconds.”

[Crank Generator]
3 second channel, Self
“Regenerates 12 Power over 3 seconds.”
Not interrupted by damage, nor does it incur pushback.

Level 5:

[Vent Speed Elixir]
Instant, 45 second CD, Self, 10 Power, Nature
“Vents a Speed Elixir into the surrounding area, increasing the movement speed of you and up to 5 allies within 8 yards by 30% for 10 seconds.”

Level 6:

[Flak Shot]
1 second cast, 10 second CD, 40 yards, 5 Power Cost
“Launch flak projectiles, dealing L damage that falls off the further the target is from you. Targets within 6 yards have their spellcasting interrupted, preventing spellcasting in the interrupted spell’s school for 4 seconds.”
Cannot be cast while moving.

Level 7:

[Full Power]
Instant, Self
“Cranks your voltage to max, causing abilities that consume Power to deal 25% more damage and healing but consume 50% more Power. Cancels the effects of Systems Nominal and Conservation.”
Does not incur GCD.

[Systems Nominal]
Instant, Self
“Cancels the effects of Full Power and Conservation.”
Does not incur GCD.

Level 8:

[Discharge]
Instant, 5 second CD, Self, 15 Power, Nature
“Discharge electricity into the environment, dealing S damage spread out across all targets within 8 yards.”

Level 9:

[Kinetic Generator]
Instant, 30 second CD, Self
“For 8 seconds, every M Physical or Fire damage taken generates 2 Power.”

Level 14:

[Amp]
Instant, 8 second CD, 30 yards
“Taunts the target to attack you.”

Level 16:

[Defibrilate]
10 second cast, 40 yards, Nature
“Restarts vital processes, restoring a dead target to life with 35% of maximum health and mana. Not castable in combat.”

Level 17:

[Tactical Advantage]
Passive
“Damaging 3 or more targets with a grenade reduces its cooldown by 35%.”

Level 18:

[Displacer Grenade]
1.5 second cast, 45 second CD, 25 yards, 20 Power
“Tosses a magical grenade at the target, dealing S Arcane damage to the target and XS Arcane damage to other enemies within 5 yards. A successful hit will teleport you to the initial target.”

Level 19:

[Booster Elixir]
Instant, 1 minute CD, Self
“Down a Booster Elixir, increasing your haste by 10% and reducing damage taken by 10% for 12 seconds.”

Level 26:

[Purity Dart]
Instant, 12 second CD, 40 yards, Nature
“Fires a dart full of Purity Elixir at a target, curing them of any Poison or Disease effects.”

Level 27:

[Arcane Generator]
Instant, 30 second CD, Self
“For 8 seconds, every M non-Physical or Fire damage taken restores 4 Power.”

Level 28:

[Conservation]
Instant, Self
“Activates energy conservation protocols, causing abilities that consume Power to deal 50% less damage and healing but consume 25% less Power. Cancels the effects of Systems Nominal and Full Power.”
Does not incur GCD.

Level 29:

[Crank Generator]
Rank 2
“When the channel completes, you instantly gain another 8 Power.”

Level 31:

[Heli-Anchor]
Instant, 2 minute CD, 20 yards, 18 Power
“Deploys a small drone with 10% of your health that seeks out your target. If it reaches it without being destroyed, it latches onto your target and reduces their movement speed by 60% for 20 seconds or until it is destroyed. Automatically shuts down if it doesn’t reach its target after 10 seconds.
If this ability is cast again while the Heli-Anchor is active, it is dispelled and its remaining duration is reducted from this ability’s cooldown.”

Like all drones, the Heli-Anchor can be targeted and shot down, or be hit by AoE or cleave effects.

[Deactivate Heli-Anchor]
Instant, Self
“Deactivates your Heli-Anchor, destroying it and reducting its remaining duration from its cooldown.”
Does not incur GCD.

Level 32:

[B.I.N.O.C.U.L.A.R.]
Channeled, Unlimited range
“Changes your viewpoint to the targeted location for 1 min.”
Both Shaman and Hunter have an ability like this, so maybe it’s a commonality between Mail wearers.
Basic Interactive Nigh Omniscient Corneal Un-Limiter And Refresher

Level 34:

[Fire Grenade]
Rank 2
“Fire Grenade now has 2 charges.”

Level 36:

[Flashbang Grenade]
Instant, 1 minute CD CD, 25 yards, 20 Power
“Lobs a flashbang at the target, disorienting them and other enemies within 4 yards for 3 seconds.”

Level 37:

[Amp]
Rank 2
“Amp now increases the target’s movement speed toward you by 25%.”

Level 38:

[Heli-Siphon]
Instant, 2 minute CD, 20 yards
“Deploys a small drone with 10% of your health that seeks out your target. If it reaches it without being destroyed, it latches onto your target and begins draining their life force, dealing M Shadow damage every second for 20 seconds or until it is destroyed. Every time it deals damage, it returns 8 Power to you. Automatically shuts down if it doesn’t reach its target after 10 seconds.
If this ability is cast again while the Heli-Siphon is active, it is dispelled and its remaining duration is reducted from this ability’s cooldown.”

Like all drones, the Heli-Siphon can be targeted and shot down, or be hit by AoE or cleave effects.

[Deactivate Heli-Siphon]
Instant, Self
“Deactivates your Heli-Siphon, destroying it and reducting its remaining duration from its cooldown.”
Does not incur GCD.

Level 41:

[Jump Start]
2 second cast, 10 minute CD, 40 yards, 20 Power, Nature
“Delivers a quick resuscitating shock, restoring a dead target to life with 60% health and at least 20% mana. Castable in combat.”

Level 43:

[Searing Shot]
1 second cast, 8 second CD, 20 yards, 20 Power
*“Launches a superheated projectile at your target, dealing L Fire damage upon impact and an additional S Fire damage over 4 seconds. While affected, the target takes 5% more damage from your grenades.

Level 44:

[Electrolysis Elixir]
Instant, 1.5 minute CD, Self
“Down an Electrolysis Elixir, causing every ability you use in the next 10 seconds to return 8 Power."

Level 46:

[Auto Shields]
Passive
“When you are at 10% health or below, you gain an absorb shield based on how much Power you currently have, at a rate of M every 5 Power. Can only activate once every 1.5 minutes.”

Level 47:

[Stasis Field]
Instant, 3 minute CD, 10 yards, 35 Power, Nature
“Activate a 8 yard ring of electricity at the target location. Enemies can not walk or run out of the ring, although they can teleport. Enemies can freely enter the ring. You and allies can freely enter or exit the ring.”

Level 49:

[Displacer Grenade]
Rank 2
“If you do not have an active target, a location can be manually selected.”
Obeys similar pathing rules to Charge, to prevent sequence breaking or exploiting.

Level 51:

[The N.U.C.L.E.A.R. Option]
5 second cast, 10 minute CD, Self, 60 Power, Fire
*“Detonate your entire arsenal all at once, going up in a blaze of glory. Deals an amount of damage equal to your maximum health spread out among all enemies within 10 yards, and instantly kills you. Bypasses Eject Button and other similar effects. Deals reduced damage to powerful enemies.”
If a spell has the “Cannot revive an ally who dies to massive damage” qualifier, it cannot save you from this if you are the one who casted it.
Native Unrestricted Combustion of Lighters, Explosives, Armaments. Really.

Level 54:

[Motile Generator]
Passive
“Restores 30 Power when you are stunned, rooted, or incapacitated in some other way."

Level 57:

[Power Surge]
Passive
“Whenever you deal Fire damage, you have a S% chance to make your next use of Crank Generator instant.”



Technician

Damage (Ranged)
Weapons of Choice: Guns, Crossbows
Primary Stat: Intellect
A field engineer who uses ranged and explosive weaponry to supplement their knowledge of the machine.

Technician Tinker Abilities:

Level 10:

[Flamethrower]
4 second channel, 15 second CD, 12 yards, 2 Power per second, Fire
“Fires a pocket flamethrower, dealing S Fire damage to creatures in a 12 yard cone in front of you every second. Enemies within the fire are slowed by 5% every second for 4 seconds, stacking up to 20%."

[Mastery: Feats of Engineering]
Passive
“Whenever you deal Fire or Physical damage, you have a XS% chance to regain 2 Power.”

Level 11:

[Heavy Shot]
1.5 second cast, 15 second CD, 30 yards
“Launches a heavy projectile at a target that deals L Physical damage and knocks them back 5 yards.”

Level 12:

[Armament Bash]
Instant, 8 second CD, Melee
“Bashes a target in melee range with your weapon, dealing L damage.”

Level 13:

[Heli-Fighter]
Instant, 3.5 minute CD, Self, 25 Power
“Deploys a small drone with 10% of your health that flies close behind you for 45 seconds. As long as it is active, the drone assists you in combat by launching magical projectiles at your actively-hostile target.
If this ability is cast again while the Heli-Fighter is active, it is dispelled and its remaining duration is reducted from this ability’s cooldown.”

Like all drones, the Heli-Fighter can be targeted and shot down, or be hit by AoE or cleave effects.

[Deactivate Heli-Fighter]
Instant, Self
“Deactivates your Heli-Fighter, destroying it and reducting its remaining duration from its cooldown.”
Does not incur GCD.

Level 20:

[Emergency Reserves]
Instant, 1.5 minute CD, Self
“Instantly restores 50 Power.”

Level 21:

[R&D]
2 second cast, 1 minute CD, 40 yards, 10 Power
“Analyze a target, providing a buff for 30 seconds based on the enemy’s combat ability.”

  • Targets with mostly melee abilities (including players in melee or tank specs) grant a “R&D: Close Combat” buff that slightly decreases the CD on your melee and close range abilities.
  • Targets with mostly ranged abilities (including players in ranged or healer specs) grant a “R&D: Spacing” buff that slightly decreases the cast time of your ranged abilities.
  • Elites have a chance to grant an above buff or a “R&D: Performance” buff that increases your Intellect by an amount.
  • Bosses always grant “R&D: Performance”.
  • Critters or “civilian” targets grant a “R&D: Easy Targets” buff that decrease your Power usage by an amount.

Level 22:

[Magi Shot]
2.5 second channel, 30 second CD, 40 yards, 15 Power, Arcane
“Launches a wild barrage of magical projectiles at your target, causing a total of XL Arcane damage to the target and M damage to any enemies within 5 yards of them. The initial target takes 5% more damage for 7 seconds.”

Level 23:

[Cluster Rockets]
Instant, 25 second CD, 30 yards, 15 Power, Fire
“Launches a flurry of rockets, which lob through the air and impact the target location. Upon impact, they knock enemies away and leave behind an 8 yard circle of fire for 10 seconds that deals L Fire damage to enemies every second”

Level 24:

[Heavy Shot]
Rank 2
“Also slows the target by 5% for 5 seconds.”

Level 33:

[Barbed Shot]
1 second cast, 10 second CD, 40 yards, 10 Power
“Launches a barbed projectile that tears through a target, dealing L Physical damage and dealing another XL Physical damage over 10 seconds.”

Level 39:

[Ammo Fabricator]
Passive
“Your damage over time effects have a chance to make your next Slug Shot, Flak Shot, Searing Shot, or Barbed Shot instant cast.”

Level 42:

[Heli-Bombardment]
Instant, 1 minute CD, Self, 25 Power
“Deploys a small drone that immediately flies high into the air. At the target location, small shells begin to rain down for 10 seconds, dealing M Physical damage every second.
If this ability is cast again while Heli-Bombardment is active, it is dispelled and its remaining duration is reducted from this ability’s cooldown.”

Unlike other drones, the Heli-Bombardment is not actually a mob and cannot be targeted.

[Deactivate Heli-Bombardment]
Instant, Self
“Deactivates your Heli-Bombardment, destroying it and reducting its remaining duration from its cooldown.”
Does not incur GCD.

Level 48:

[Heli-Fighter]
Rank 2
"Manually deactivating the Heli-Fighter causes it to seek out your target at a moderate pace. After 10 seconds or when it reaches its target, it self destructs, dealing M Fire damage any creature within 4 yards.

Level 52:

[Juice My Ride]
Passive
“While one or more of your Heli-Drones are active, you gain 10% more Power from all sources.”



Medic

Healer
Weapons of Choice: Guns, Crossbows
Primary Stat: Intellect
A combat healer who uses a variety of salves and elixirs to mend wounds while under fire.

[Addendum]
Like all Healer specs, the Medic will use Mana instead of Power, although it will still appear as Power just for flavor’s sake. Assume all healing spells use mana/power.

Medic Tinker Abilities:

Level 10:

[Mending Dart]
1.5 second cast, 40 yards, L Power, Nature,
“Fires a dart full of Mending Elixir at a target, instantly healing them for L.”

[Mastery: Painkillers]
Passive
"Targets who have been hit by one of your darts within the last 8 seconds recieve S% more healing from your abilities.”

Level 11:

[Quick-Fix Dart]
3 second cast, 40 yards, S Power, Nature,
“Fires a dart full of Quick-Fix Elixir at a target, instantly healing them a large amount for L.”

Level 12:

[Vitality Glob]
3 second cast, 20 second CD, 30 yards, XL Power Nature
“Launches a glob of Vitality Elixir at the target location, healing all allies within 8 yards for M over 6 seconds.”

Level 13:

[Vent Speed Elixir]
Rank 2
“Vent Speed Elixir now removes roots and snares on affected targets.”

Level 20:

[Net Launcher]
Instant, 30 second CD, 20 yards
*“Launches a net at your target, incapacitating them for 8 seconds.”

Level 21:

[Stimulant Dart]
Instant, 20 second CD, XL Power 40 yards
“Fires a dart full of Stimulant Elixir at a target, increasing your healing toward that target by L% for 8 seconds. 2 charges.”

Level 22:

Plague Dart
Instant, 5 second CD, S Power 40 yards
“Fires a dart full of a plagued concotion at an enemy target, dealing S Nature damage over 8 seconds. Hitting an enemy already effected will spread the affliction to up to 3 enemies within 8 yards of the target.”

Level 23:

[Savior Grenade]
Instant, 20 second CD, XL Power 20 yards
“Lobs a Savior Grenade at the target location, exploding into a healing mist that lingers for 8 seconds, healing all allies within range for L every second.”

Level 24:

[Medicated]
Passive
“Hitting a target with a beneficial dart gives them a stack of Medicated. At 10 stacks, the target enters a state of Peak Health, absorbing the next M damage taken.”

Level 33:

[Heli-Healer]
Instant, 1.5 minute CD, XL Power 30 yards
“Deploys a small drone with 10% of your health that pursues your targeted ally at a high pace. If it reaches the target, it heals them for XL and begins pursuing the lowest health ally within 30 ft. of the original target. It continues this for 30 seconds.
If this ability is cast again while the Heli-Healer is active, it is dispelled and its remaining duration is reducted from this ability’s cooldown.”

Like all drones, the Heli-Healer can be targeted and shot down, or be hit by AoE or cleave effects.

[Deactivate Heli-Healer]
Instant, Self
“Deactivates your Heli-Healer, destroying it and reducting its remaining duration from its cooldown.”
Does not incur GCD.

Level 39:

[Spray Elixirs]
4 second channel, 15 second CD, S Power 20 yards
“Sprays an aerosol of elixir from your weapon, granting a lesser version of the effects of your most recently used dart on all allies in a 20 yard cone in front of you once every second.”
Greyed out if a dart has not been used in the past 30 seconds.

Level 42:

[Vitality Glob]
Rank 2
“Vitality Glob now imparts a lesser heal on allies it passes over as it travels.”

Level 45:

[Emergency Beacon]
10 second cast, 100 yards
“Returns all dead party members to life with 35% of maximum health and mana. Not castable in combat.”

Level 48:

[Electrolysis Dart]
Instant, 1.5 minute CD, M Power Self
“Fires a dart full of Electrolysis Elixir at a target, causing all damage they take to restore their primary resource and your Power."

Level 52:

[Reactivity]
Passive
“Hitting a Medicated target with a beneficial dart has a chance to instantly reset the cooldown of Vitality Glob and make its next cast instant. The chance rises with how many stacks of Medicated the target has.”



Shredder

Tank (Melee)
Weapons of Choice: Maces, Fist Weapons
Primary Stat: Intellect
A mechanic who maintains a shell of mechanical armor that absorbs large amounts of damage for them.

Shredder Tinker Abilities:

Level 10:

[Mechanize]
1.5 second cast, Self
“Dons a mechanical suit that will bolster your ability to absorb damage. Lasts until cancelled. Some abilities that require ranged weapons can be freely used while mechanized."

[Doff Mech]
Instant, Self
“Takes off your mechanical suit, returning you to normal. Incurs a 10 second cooldown if used while in combat.”

[Mastery: Ferrous Individual]
Passive
“Increases your movement speed while Mechanized by M%.
Also increases your armor and Intellect while Mechanized by L%.”

Level 11:

[Demolish]
Instant, 10 second CD, Melee, 20 Power
Requires Mechanized
*"Strike the center of mass of your target, dealing L Physical damage and increasing your Intellect by S and your armor by M for 5 seconds.

Level 12:

[Mech Mortar]
Instant, 15 second CD, 30 yards, 10 Power
Requires Mechanized
“Launches a mortar shell from your mech to the target location, dealing S Fire damage to targets within 8 yards.”

Level 13:

[Drillbit]
Instant, Melee, 8 Power
“Tears into your target with a mechanical drill, dealing S Physical damage and reducing the damage they deal to you by L%.

Level 20:

[Autocannon]
5 second channel, 10 second CD, 30 yards, 10 Power
Requires Mechanized
“Rapidly shoots projectiles from your mech at the target, dealing M Physical damage every second for 10 seconds.”

Level 21:

[Rocket Leap]
1 second cast, 15 second CD, 30 yard
Requires Mechanized
“After a short wind-up, launches you through the air to the target location. Upon impact at the target, you deal L Fire damage to all enemies within 8 yards.”

Level 22:

[Energy Shield]
Instant, 15 second CD, 30 yard
“Consumes up to half your Power to generate an energy shield that coats you. You gain an absorb shield for L for every Power consumed, up to __. 2 Charges.”

Level 23:

[Sawblade]
Instant, 8 second CD, Melee
Requires Mechanized
“Slices all enemies in front of you with a mechanical saw, dealing L damage spread out among them.”

Level 24:

[Repair Protocol]
3 second channel, 12 second CD, 30 yard, Fire
Requires Mechanized
“Manually repair your mech, healing you for L over 3 seconds.”
Not interrupted by damage, nor does it incur pushback.

Level 33:

[Eject Button]
Passive
“If you fall to 0 health while Mechanized, you lose all your Power and instantly Doff Mech, but are restored to 15% of your maximum health. Mechanize incurs a 30 second cooldown if you Doff Mech in this way.”

Level 39:

[Heli-Speaker]
Instant, 30 second CD, Self, 25 Power
“Deploys a small drone with 50% of your health that flies straight forward for 15 seconds. As long as it is active, it taunts enemies within 6 yards to attack it. It self destructs if it is destroyed, hits a wall, or reaches the end of its duration, dealing XL Fire damage to all enemies within 6 yards of it.
If this ability is cast again while the Heli-Speaker is active, it is dispelled and its remaining duration is reducted from this ability’s cooldown, although it does not self destruct.”

Like all drones, the Heli-Speaker can be targeted and shot down, or be hit by AoE or cleave effects.

[Deactivate Heli-Speaker]
Instant, Self
“Deactivates your Heli-Speaker, destroying it and reducting its remaining duration from its cooldown.”
Does not incur GCD.

Level 42:

[Power Armor]
Passive
“Reduces damage taken from 2.5% to up to 30%, depending on your current Power while Mechanized.”

Level 48:

[Spinbot]
Instant, Melee, 5 Power
Requires Mechanized
“Spins around with outstreched weapons, dealing S Physical damage to all enemies within melee range.”

Level 52:

[Mecha M.A.E.H.E.M.]
5 second channel, 40 second CD, Melee, 50 Power
Requires Mechanized
“Shreds your target with mechanical power, dealing XL Physical damage over 5 seconds. Shredded targets have the next L damage they deal absorbed, stacking up to 5 times. Cannot be stopped mid-channel.”
Mechanical Actuators Entering Heightened Electrical Maximization

Level 53:

[Repair Protocol]
Rank 2
“Other spells can be used during Repair Protocol, although movement will still interrupt it.”



Appearances

Similarly to Shaman totems and Druid forms, each race would have different appearances for their various Tinker drones and mechs.

And, just to clarify, all mechs would be bipedal unless mentioned otherwise, and would likely feature the Tinker that created them sitting in a cockpit up top, similarly to the Sky Golem. Mechs would not stand much taller than a Tauren at max.
Drones would all be tiny, like, the size of a Gnome’s head, maybe a little wider or larger depending on it’s features.

Dwarf
Mech: I imagine this one modeling after Thaelin’s tank from Gorgrond in WoD. Harder edges and not many visible moving parts. It would have big ram horns on the shoulders, and gold and green accents similarly to other Dwarven creations.
(Thaelin’s Tank for reference: https://i.imgur.com/IFMiDge.png)
Drones: I was thinking a robotic gryphon, but thats probably a bit too on the nose. Could be something similar to the Flying Machine, with a big doofy propeller, but with a solid mechanical shell instead a cockpit, again with the gold and green accents.
(Flying Machine for reference: https://i.imgur.com/KCcIzFr.png)

*• Gnome
Mech: Gnomes are easy, since they already have so much tech. The Crowd Pummeler or a simplified version of Mekkatorque’s armor instantly come to mind, with purples, reds, and yellows to signify the Gnomes.
(A Crowd Pummeler for reference: https://i.imgur.com/AQvyytk.png
(Mekkatorque’s Armor for reference: https://i.imgur.com/pSt9DHJ.jpg)
Drones: Something like this already exists in the game. Just give it a model touch up and a better palette, swap the claw out for something else, and it’s done.
(Gnomish Copter: https://i.imgur.com/pZup9XE.png)

*• Draenei
Mech: The first result for ‘Draenei Mech’ on Google gave me a Vigilant, and I’d have to agree. Carve off the head and slim down the shoulderpads to give room for the rider, and it’s pretty much already there, provided it’s scaled properly (since in-game, these things are massive)
(Vigilant: https://i.imgur.com/lY1Mjup.png)
Drone: I thought the Defense Crystals from Draenor would fit this bill pretty well. They float, they shoot, and they shatter when you hit them too hard. Perfect! And fits the Draenei’s crystal magitech theme well.
(Defense Crystal: https://i.imgur.com/OUfcqct.png)

*• Lightforged Draenei
Mech: I don’t even need to tell you. Just slim it down to make it unique from the mount, and you’re done.
(You-Know-What: https://i.imgur.com/ygcbuc8.png)
Drones: I’d have to think about this one, since the Lightforged didn’t have a lot of flying things outside of the Vindicaar. Maybe a tiny Vindicaar? No, that’s stupid.

*• Dark Iron Dwarf
Mech: We already have a Dark Iron putting on one of these bad boys like a suit, so I think it makes itself. Like the others, just gotta carve the head off and make room for the rider.
(Dark Iron Golem: https://i.imgur.com/6H71c3t.png)
Drones: My first thought was a flying ball of lava with a cannon barrel goofily sticking out of it, and then my next thought was a tiny rocket-powered mole machine. Maybe it can just be similar to regular Dwarves, with a Dark Iron color scheme.

*• Mechagnome
Mech: You’d be lying if you said you didn’t want to drive this bad boy around. Of course, it wouldn’t be piloted from the chest, since it would be much, much much smaller. Again, carve off the head to make room for the rider.
(Omega Buster: https://i.imgur.com/xHBRSsV.png)
Drones: Hey, welcome to Unoriginal Hour, with your host, whatever-character-I’m-posting-this-on.
(Aerial Defense Unit: https://i.imgur.com/Fadrjlp.png)

*• Undead
Mech: Here’s where things get interesting again. Basically, my thought process for this was “Hrmm, where have I seen cool Forsaken mechanical stuff?” and my mind immediately went to Plague Spreaders. “But whatever-character-I’m-posting-this-on!” you might say, “Aren’t those just repurposed crop waterers or whatever? Why ca edd efd GZU GO In’t Humans be tinkers too?” and my answer is that it takes some serious enginuity to make something like that not have its organic components not instantly dissolve from the plague. Go Forsaken. Make it stand upright and give it funky, wooden legs, and it’s a yes from me.
(Plague Wagon for reference: https://i.imgur.com/jhSvT73.jpg)
Drone: I honestly have no idea. Maybe something resembling a tiny zeppelin? The Undead aren’t really known for aerial superiority.

*• Blood Elf
Mech: Blood Elves have their cool Arcane Golems, so it would probably work with them in a similar way to Dark Iron Dwarves and their golems. Easy enough, magitech is what magitech don’t.
(Arcane Golem for reference: https://i.imgur.com/YT2FTkq.png)
Drone: Similarly to the Draenei, the Blood Elves sure do love their floating ominous crystals. I’m not gonna link to a picture of one since I couldn’t find one I liked, but take a lap around Silvermoon sometime and tell me there aren’t tons of ominous floating crystals.

*• Goblin
Mech: Do I even need to say anything?
(Goblin Shredder: https://i.imgur.com/bwlF7oT.png)
Drones: For some reason, the idea of Goblins using tiny balloons as drones is both funny and amazing to me. So, we’ll go with that.
(Goblin Balloon for reference: https://i.imgur.com/qvQgG0k.png

*• Mag’har Orc
Mech: Sadly, from what I’ve read, a lot of the Iron Horde’s ‘high’ technology was given to them by either the Goblins or Garrosh. Still, they have tanks that are ridden by orcs on occasion, and a mech with treads for legs would be uniquely cool.
(Blackrock Tank for reference: https://i.imgur.com/jdtKJYg.png
Drone: Would probably be some cobbled together chopper-esque machine, like something pulled straight out of Goblin tech. Too tired as I type this to think of an example.

*• Nightborne
Mech: While I imagined most of the mechs being bipedal to prevent their models and hitboxes from varying too much, the Nightborne make that difficult in that the majority of their shown constructs are uniquely centaur-esque. They obviously can’t just be omitted, since their society is very much based on magitech, so I guess we’ll just have to clip off two of the lightning legs and have the Nightborne Tinker sit on top.
(Nightborne Construct for reference: https://i.imgur.com/cxK2jNJ.png)
Drone: This thing, while supposed to be a cleaning robot, just looks like it should be shooting tiny rockets out of those cute little legs. Why not?
(The cleaning robot thing for refernece: https://i.imgur.com/s1pxE10.png)




And there you have it. Hopefully everything makes sense.
After a few days of writing and trying to fit everything better, I kinda lost my inspiration and just started filling holes in, so hopefully it all makes sense in the end. This is, at the end of the day, just an outline after all.

The fact that you’re seeing this at all means I managed to finish it, which is a feat in and of itself.

Maybe next I’ll draw up a Bard, if only I can figure out why their music is magical :flushed:

Time for bed.

16 Likes

HOLY HALIBUT MERMAID MAN!

I thought I was passionate about this stuff!
I love a lot of your ideas. I think it tries in many ways to stay true to Warcraft.
But I also didn’t read all of it, admitedly. :joy:

I hope a tinker class is on the way. It seems likely and people like you give me hope!

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Fantastic.

Absolutely fantastic! Supported, one hundred percent!

:four_leaf_clover:

4 Likes

I think this really, REALLY goes to show just how inspired this class can be.
There are so many ways to do it, and so many good ideas.

I think that no matter what blizzard does. The class will be awesome. Thematic, and unique.

Well. So long as it can Tank, I’ll be happy. :stuck_out_tongue_winking_eye:

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Shame tinker is a ranged class which means Blizzard likely won’t add it. They just can’t add new ranged specs for some reason.

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I wouldn’t Be so sure.
Tinkers could provide tanks, healers, and ranged dps. 3 things the players obviously want more of at the moment.

If it was a melee class then perhaps Blizzard would consider it. So far, all Blizzard has done is add melee classes and took away a ranged spec from us.

And now: if my understanding is correct.
We have exactly 1 more melee dps spec than we do ranged.

So, a class with 1 ranged spec, 1 healer, and 1 tank would even us up.

I just don’t understand why an entire subset of weapons (being guns, bows, crossbows) are limited to one class

3 Likes

I find the easiest way to please both parties is to make sure Tinkers use Bows guns and crossbows that have Intelligence as their primary stat instead of agility.

This way Tinkers and Hunters wouldn’t have competing gear in dungeons and raids. But they could both use ranged weapons

And of course. If you have 2 classes that use ranged weapons. Then there’s 2 classes that benefit from the engineering profession. Who makes scopes, add ons. Etc.

I read all that. THIS IS AMAZING! WHAT A GENIUS! I better start getting Mechagnomes.

I love how you named the spec! Shredder gotta be something deadly.
Shame night elves don’t get it. Wait why not void elves?

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What about a CD or talent that adds a healing turret to the fight. Or a talent that makes the turret a mortar for AoE heals.

Solid brainstorming guide.

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And a mount? I mean this might have a class mount like Paladins and Warlocks. Or maybe an ability that transform them into a suitable mount or something. I imagine it might look like those mecha spider mounts, or something similar.

It can also depend like it does to Paladins mount by race. Light forged Draenei might get those war frame looking ones while Belves get red and golden colored ones.

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Eh. Tinker has always been that one class that I just could never be excited about… Doesn’t matter how you fancy it up or how cool you think it sounds… I just don’t get it. Not my style.

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I don’t either. When DH was added, I hoped the third spec was going to be ranged using ranged weapons with fel magics and/or fel machinery but instead I was pretty disappointed to find out there wasn’t a third spec at all. While I apreciate the work you have put into the tinker idea, I worry it might not happen due to Blizzard not wanting to add ranged specs.

I mean. Thats fair.
So long as you don’t go around claiming it shouldn’t get added.

Everyone has ideas they think are lame. Personally I think Death Knight is pretty lame. So I just don’t play one.

But claiming that a class idea is bad or shouldn’t be implemented just because it’s lame is never a good argument. And I hope that isn’t what you’re doing here

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Did I say that anywhere? I don’t even think I implied it. I don’t care one way or the other. Makes no difference to me at all. I just don’t get it.

No you didn’t I’ve just seen that same argument everywhere.

I think it stems from all the Tinker NPC’s we’ve met. They’ve been around since Warcraft 3 and in every expansion since then. It makes sense that they’d amass a fan base.

We’ve seen tinkers with guns and mechs everywhere. All the time.

And you know what they say: monkey see, monkey do.

1 Like

Fingers crossed for a Tinker class after Shadowlands!

4 Likes

Excelent, this not problem. I like the use of their names more in each spec.

But as in previous thread, I preferred a more different tone to the tinker version that Blizzard showed us in previous expansions, something that is far and more unknown to the knowledge between goblins and gnomes, plus an expansion closely related to high technology, between a mixed world between the Titans of Azeroth and the Eternal Ones of Shadowlands, plus a neutral race involved in them.

Something like that we saw a lot in the Ulduar technology with some Mechagon, but much more different, something that was seen in the best JRPGS and anime of this content (except SAO) that I would see in WoW.

  • In the case of your spec Technician (or I would call it Magical engineer) for a different version, it would be the transformation of any weapon into a kind of weapon similar to the rune forge of the DK, only giving you advanced technology in maneuvering weapons without much use of dexterity but for the sake of science in assisting in their laser or satellite skills that cause devastating AoE on enemies depending on which weapons you chose It would bring different attack styles regardless of the damage you cause, just changing the style of your skills.

apart it would give much more mobility and blink attacks in the style of the Dash DH, Warrior and Monk, with the use of aggressive jet packs much better than the goblins racials jets packs and also as a use of mounts like the racial Worgen.

  • In the case of your spec Shredder it would be an excellent name, but it would not reach other races that were not goblin, such the case of the Lighforged Dranei and your Lightforged Warframe, it would have a different version, which would differ in using a kind of Sky Golem with the use of tank in the style D.va from Overwatch, or giant mecha robot mounted like Gazlowe on HotS.

In any case, they would have a racial version of their vehicles in which they would use as tanks similar to the bear transformation of the Guard Druid or Vengeanze DH, which would differentiate between vehicles or giant mounted robots, or differentiate your selection in creating your own mecha robot for your spec, or differentiate depending on the talent you choose.

Like his previous spec, he would also use it for an excellent dash skill or as a racial style mount.

  • in Medic Tinker, I would have liked as a medic engineer, but I agree that it is more suitable for the name of the class that you use in this world.

I would have liked another type of style of heals skills such as the use of Drones and pods very similar to the heals skill totems of the monk and the Shaman, as well as the use of tear gas artifacts, sparks grenades and EMP missiles that help as a support in the interruption of the spell and enemy attack.

This excellent, but while a balance is found between the other classes (although for premiere as every new WoW class it would have to have an op advantage), it would be good if you could see to add everything I said, because tinker would be my favorite class, but we would need something that it looks excellent for a next expansion.