Tinker/Machinespeaker Class (MEGATHREAD) - Now is the time!

Here is the direction I would start with when exploring the Tinker class. With some workshopping spell and ability ideas.

Tinker Class Ideas

  • Armor Type: Cloth
  • Mastery: Engineering (Same mastery for all specs)
    • Mechanic (Melee Tank)
      • Robotics - Increased duration
    • Technician (Ranged DPS)
      • Cybernetics - Increased damage multiplier
    • Chemist (Healer/Enhancer)
      • Mutations - Increase positive percent gain and reduce negative percent loss

OR

  • Mastery: Engineering (Same mastery for all specs)
    • Secondary stat value increase by [Mastery percentage] of primary main stat.

Hero Paths (Inspired/borrowed from Darkest Dungeon)

  • Mechanic/Technician = Bounty Hunter
  • Technician/Chemist = Plague Doctor
  • Chemist/Mechanic = Abomination

Bounty Hunter (Increased tools and gadgets to escape and control your enemies)

  • Marked for Death
  • Grappling
  • Caltrops
  • Collect Bounty
  • Come Hither
  • Flash Bang
  • Uppercut
  • Stasis Trap
  • Electrical Shock
  • Sentry Turret

Plague Doctor (Dark science mixed with Poison/blight attacks)

  • Noxious Blast
  • Blinding Gas
  • Battlefield Medicine
  • Plague Grenade
  • Disorienting Blast
  • Indiscriminate Science
  • Magnesium Rain
  • Smoke Screen
  • Emboldening Vapours
  • Invigorating Vapours

Abomination (Mad science experiments resulting in a Rampaging/raging beast infused with poison/blight)

  • Transform
  • Corrosive Bile
  • Devour
  • Rake
  • Rage
  • Slam
  • Rampart
  • Withstand
  • Absolution
  • Festering Vapours
  • Fortifying Vapours

Specializations

Mechanic (Melee Tank)

Types of abilities/themes to explore

Robotics

  • Mechanized Robotic Exo-Suite
    Clad yourself within a mechanized robotic Exo-suit, increasing your armor and defenses while gaining a new arsenal of weaponry.
    • Strong Arm: You Punch every target in a cone in front of you, causing increased threat and shattering their defenses making them vulnerable to physical attacks by 10%, stacking 3 times.
    • Energy Barrier: While energy barrier is active, all damage is reduced by 20% and you are immune to physical damage in front of you. 10 second cooldown.
    • Magnetic Resonance: Draw in enemies within range of your attacks. 10 second cooldown.
    • Thruster Rockets: You are able to jump long distances and slow all enemies upon impact for 3 seconds. 15 second cooldown.
    • Smart Laser: You have a laser beam that splits its damage between all targets or creates a solid beam of energy for a single target, increasing its damage by 10% per second for 10 seconds. 10 second cooldown.
  • Assault Drones
    Deploy 2 Assault Drones that float by your side and shoot laser beams at your enemies.
  • Repair Drones
    Deploy 2 repair drones to repair you and your constructs for 15 seconds.
  • Defense Drones
    Deploy 2 defense drones that increase your defensive capabilities and reduce the cooldown of your defensive abilities 100% faster while they remain active. Lasts 15 seconds.

Constructs

  • Sentry
    Construct a sentry to aid you in battle for 30 sec. Duplicates attack at 30% effectiveness
  • 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.

Contraptions

  • Shrink wave
    Send out a wave of energy that shrinks enemies causing them to deal 40% less physical damage for 10 sec.

Technician (Ranged DPS)

Types of abilities/themes to explore

Cybernetics

  • Tesla Coil
    Your Auto attack becomes a Tesla Coil, chaining to a nearby target for 10% increased damage each jump up to 5 targets.
  • Tesla Laser
    Your Auto attack becomes a Tesla Laser, increasing the damage the target takes from your consecutive Tesla Laser shots by 5%, stacking up to 5.
  • Tracking Beam
    Your Auto attack auto tracks your target, seeking them behind objects or obstructions.
  • Enhancement Beam
    Shoot a target with Enhancement Beam, increasing its secondary stats by 50% for 10 sec.
  • Enlargement Beam
    Shoot a target with Enlargement Beam, increasing its health, damage and healing by 20% for 10 sec.
  • World Enlarger Beam
    Shoot a target with Enlargement Beam, decreasing its health, damage and healing by 20% for 10 sec.
  • Attracting Beam
    Shoot 2 targets with Attracting Beam, causing them to be positively charged and pulling them towards one another. Lasts 3 seconds.
  • Detracting Beam
    Shoot 2 targets with Detracting Beam, causing them to be negatively charged and repealing them away from one another. Lasts 3 seconds.

Missiles

  • Cluster Rockets
    Bombards an area with rockets, damaging and stunning enemies for 1 second.
  • Homing Missiles (Channeled while moving)
    Launch a series Homing Missiles at the target, causing the target to receive additional damage from your explosives by 10%. Stacks up to 3.

Mines

  • Impact Mine
    Toss a Impact Mine at target area, 3 seconds later it will explode dealing minor damage and knocking back enemies a short distance.

Bombs

  • The Big One
    Toss a heavy damage dealing bomb at the targeted location, exploding on impact dealing a massive amount of damage to all targets. Damage reduced beyond 5 targets.
  • Dirty Bomb (30-60 yard range)
    Launch a long range bomb, exploding after 10 seconds from landing dealing a massive amount of damage to all targets within 20 yards.
  • Mana Bomb
    Enemy Mana cost increased by 100% for 10 seconds.
  • Sticky Bomb
    Bind all targets together with sticky fluid for 5 seconds. Targets stuck together may not move further that 5 yards from each other while under the effect.
  • Flash Bomb
    Blind all targets for 2 seconds. 10 yard radius. 30 second cooldown.
  • Acid Bomb
    Melt enemy flesh causing damage over 15 sec, stacking up to 3.
  • Plasma Bomb
    Ignite enemy flesh causing damage and slowing by 30% for 10 sec.

Constructs

  • 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.

Explosives

  • Shrapnel Surprise
    Targets bleed out for 10 seconds.

Misc.

  • Rocket pack
    Fly around in short bursts for 3 seconds, increasing speed by 100% and nullify all movement impairing effects during the effect. 10 second cooldown.
  • Return to Sender, with interest
    Reverse all damage taken in the next 5 seconds, dealing twice as much back.

Talent names to modify abilities

  • Spare parts
  • Caution to the wind
  • Never cross beams
  • What’s that smell?
  • Uh oh…
  • This is fine
  • Press the Red button
  • Cut the Blue wire
  • Flip the Green switch
  • Pull the Yellow lever
  • Why is the clock ticking down?
  • Under Construction
  • Work in progress
  • Slave Labor
  • Let her rip!
  • Now we’re in business
  • Just kick the thing
  • Not again!
  • Oh no…
  • This is it!
  • Ignore the sound
  • It will be fine, I think…
  • Goggles First!
  • It’s all in the writs!
  • Ouch… That’s burns!
  • Practice makes perfect
  • If you fail the first time… just cheat
  • It’s not stolen, it’s permanently borrowed
  • The heck is a Samophlange?
  • Where are my tools!
  • All these squares makes a circle
  • Calculations? Nah…
  • Lets try this…
  • It’s alive, it’s alive!
  • Well that didn’t work
  • Never had any doubts…
  • Pssh… who you think you’re talking too?
  • Is it really that simple?
  • The last place I looked!
  • Why is the Red light flashing!?
  • What Parachute?
  • Backup plan?
  • Shh… don’t tell anyone
  • Come on… you can trust me
  • Everyone’s a critic
  • Whistles…
  • What goes up… uh hello?
  • Wait for it…
  • It’s a prototype
  • Please sign this NDA
  • Would I lie to you?
  • My word is my bond
  • Is this normal?
  • Uh… ignore that

Chemist (Healer/Enhancer)

Types of abilities/themes to explore

Mutations

  • Unstable Mutation
    Target becomes immune to all incapacitating effects but is unable to be healed for 15 seconds.
  • Chromatic Mutation
    Infect a target with Chromatic Mutation, causing a random colored mutation for 30 seconds. If the target gets infected with all 5 Mutagenic colors, they coalesce, combine and transform into Chromatic Mutation. 5 second cooldown.
    • Red: Burning, Healing received is reduced by 50%. Effects slowly fades away completely within 30 seconds.
    • Green: Drowsy, Movement is slowed by 50%. Effects slowly fades away completely within 30 seconds.
    • Blue: Lethargy, Spell and ability cooldown is increased by 50%. Effects slowly fades away completely within 30 seconds.
    • Black: Apathy, Damage dealt is reduced by 50%. Effects slowly fades away completely within 30 seconds.
    • Bronze: Comatose, You cast 50% slower. Effects slowly fades away completely within 30 seconds.
    • Chromatic: Epinephrine, You receive 50% more healing, you move and cast 50% faster, your spell and ability cost and cooldown is reduced by 50% and you deal 50% more damage. Lasts 15 seconds and you are immune to additional Chromatic Mutations during this time.

Vials

  • Vial of Poison
    Toss a vial of poison at an area, inflicting enemies with Nature damage every 3 seconds for 15 seconds, stacks up to 3 times. 6 second cooldown. Max 5 targets. Shares cooldown with other Vial abilities.
  • Vial of Vitality
    Toss a Vial of Vitality at an area, restoring your allies health every 3 seconds for 15 seconds, stacks up to 3 times. 6 second cooldown. Max 5 targets. Shares cooldown with other Vial abilities.
  • Vial of Slime
    Toss a Vial of Slime at an area, slowing enemies by 30% for 6 seconds, stacks up to 3 times. Max 5 targets. Shares cooldown with other Vial abilities.
  • Antidote
    Removes all Magic and Poison effects from the target.

Concoctions

  • Red Cauldron: Pick me up
    Restores health and mana over 10 seconds to any ally that drinks from the Cauldron (20 uses). Stacks up to 3. 3 Minute cooldown.
  • Green Cauldron: Stomach Acid
    Cauldron emits an irresistible odor forcing your enemies within 10 yards to drink and end up spewing their guts out for 3 seconds, incapacitating them. They are immune to the effect after 6 seconds from drinking. 3 Minute cooldown.
  • Blue Cauldron: Brain Freeze
    Drinking from this Cauldron causes your attacks to deal additional frost damage and slow the target by 20% stacking up to 3 times. 3 minute cooldown.
  • Volatile Convulsion
    Target takes damage and is periodically immobilized for 2 sec. lasts 10 sec.
  • Unstable Concoction
    Lob a container full of Unstable Concoction, causing all your periodic damage effects to erupt instantly for 50% more total damage and extinguishing the effects.
  • Liquid Fire
    Lob a container full of Liquid Fire, dealing fire damage in and area dealing instant and periodic fire damage.

Constructs

  • 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.

Fumes

  • Toxic Gas
    Smash a Vial of Toxic Gas in an area, enemies suffer 2% of their total health in damage every second for 10 seconds.
  • Hallucinogenic Gas
    Enemies start attacking each other randomly for 5 sec.

Sprays

  • Slime Spray (channeled)
    Spray enemies in a cone with slime, dealing nature damage and summoning a toxic slime that will attack them for 6 seconds. 15 second cooldown.
  • Healing Spray (Channeled)
    Spray Allie’s in a cone with a healing mist, healing them.
  • Corrosive spray (Channeled)
    Reduces armor by 50% and increases damage taken by 2% per sec stacking for 10 seconds.

Injections

  • Toxic Combustion
    Inject an enemy with a lethal toxin. After 15 seconds or if dispelled, the target emits a toxic gas cloud in a 10 yard radius that silences all enemies and reduces the chance for them to land a hit with spells and abilities by 50%. Lasts 10 seconds.
  • Chemical Rage
    Increases target attack and movement speed by 30% for 15 seconds. 2 minute cooldown.
  • Painkiller
    Instant healing and applying healing over time. Increases damage done by 50% of healing received for 10 sec. 30 second cooldown.

Misc.

  • Meat Shield
    Summon forth an Ogre to ride for 10 seconds and increase movement speed by 100%. All incoming attacks are redirected to the Ogre for the duration.
  • Body Guard
    Your Ogre Meat Shield now counter attacks all targets within melee range and has a 50% chance to stun for 1 sec.
  • Transfigure (2 second cast time)
    Temporarily force a humanoid enemy to fight by your side. 2 minute cooldown.

Races

Alliance

  • Gnomes
  • Mechagnomes
  • Dwarfs

Horde

  • Goblins
  • Vulpera
  • Forsaken

Reasons to not include any other race?

  • Too big - Won’t fit in mech suit or on ogre meat shield.
  • Too dumb - Need a very tinkery mindset minded race that likes to build and experiment with gadgets and tools.
  • Too Proud - Would think the silly and scary aspects are beneath them.

Not all ideas are winners.
I just slapped some things together that I think would be new and interesting and fun to play around with.

Obviously some critical elements that would be required to fit into current day WoW are missing. But hopefully I conveyed a general theme/feeling as to the direction I would take the Tinker class if it ever became an official class.

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