Tinker Suggestions

Jet Pack - Passive: Holding down the Jump key propels you into the air for 2 seconds.
Recharges over 2 seconds.
Active: You hover, becoming immune to Snares and Roots, and gain 100% increased movement speed for 6 seconds. 1 min cd.


Blaster - Fire a burst of high-energy plasma at your target.


Upgrade - You employ an exceptionally large muzzle attachment to your Blaster. Your Blaster ability becomes Master Blaster for 10 seconds, dealing 25% increased damage to your primary target and 50% damage to up to 2 nearby enemies. 30 second cd.


Thermal Recalibration Wave - Unleash a torrent of flames over 4 seconds, dealing X damage to enemies in front of you. Affected enemies will continue to burn for Y damage over 6 seconds. Channeled. 45 sec cd. You may move at 50% speed and use other Tinker abilities while channeling.


Third Degree - Your Thermal Recalibration Wave gains 50% increased chance to Crit against enemies below 50%.


Mayhem - Your Crits from Thermal Recalibration Wave reduce the cd of Upgrade by 1 second.


Indiscriminate Carnage - Your Blaster / Master Blaster shots reduce the cooldown of Thermal Recalibration Wave by 1 second for each target struck.


Enemy Elimination Drone - Deploy an aerial drone that hovers around you, firing short burst laser beams at your target for 15 seconds. 3 charges. 20 second recharge.


Operation: D.I.S.C.-0 - Your next 3 casts of Enemy Elimination Drone will deploy 3 Drones.
3 min cd. Destruction Imminent, Seek Cover


Overclock - Your active Drones fire a concentrated laser beam at the target for 6 seconds, each dealing X damage every second to the target and any enemy caught in the path of the beams. 1 min cd.


Sentry Mode - Command your active Drones to move to and defend target location.


Assemble! - Your Drones converge on you, forming a Mech Suit to increase your health and armor and enhance your abilities for 20 seconds. Your health and armor are increased by 10% for each Drone consumed. 3 min cd.


Salvage - When your Drones are destroyed or your Upgrade ends you have a 35% chance to gain a charge of Enemy Elimination Drone.


Discombobulate - Interrupts spellcasting, preventing any spell from that school of magic from being cast for 3 seconds. 30 yrd range. 24 sec cd.


Compliance Cartridge - You deploy an electrical charge at the target, knocking them down for 3 seconds. The target suffers 70% reduced movement, cast, and attack speed for 3 seconds after getting up. 30 yrd range. 30 sec cd.


Gravity Bomb - You hurl a Gravity Bomb at target location, distorting the field of Gravity, dealing damage and drawing enemies to the center of the field. Damage is increased against enemies closer to the center. 30 yrd range. 45 sec cd.


Hide and Seeker - Activate an invisibility field, gaining Stealth. After 10 seconds or upon reactivation you fire a guided rocket that gains increased damage and speed with distance travelled. You remain in Stealth until the rocket detonates. Your rocket remains in Stealth for 2 seconds after being fired. 1 min cd.

Firing the rocket would utilize Hunters’ Eyes of the Beast effect causing the player to assume control of the rocket. The player would simply guide the rocket to the intended target or destination. While guiding the rocket, Hide and Seeker becomes BOOM!, allowing the player to detonate the rocket.


Force-Reactive Field - Passive: An electro-magnetic field surrounds you, absorbing 5% of each attack against you. Attackers have a chance to trigger a Reactive Arc, dealing X nature damage to the attacker. Reactive Arc has a high chance to chain to nearby enemies.
Active: Expand the electro-magnetic field around you for 6 seconds. All enemies who touch the expanded field are knocked back and take X nature damage. 2 min cd.


2 Likes

Might be a bit OP. I’ll take the 100% increased movement speed, but can still get snared and rooted.

1 Like

How about a mega thread so there’s not like 3 “Tinker suggestion” posts actively going at once?

Flaming Accelerant Response Tech - The tinker turns backwards and blasts a wave of heated gas from the rear exhaust port of their armor in order to repel enemies. Enemies are knocked back and stunned. I think this abilities perfectly sums up the entire tinker class idea.

bgs tinker flag holder meta

Someone should try Machinist in FF14…

Like that one, or one of the other 84 Tinker threads? If nothing else, Blizz knows we want Tinkers in Midnight.

That would involve playing FF14

I am celebrating. Seeing this many actively concurrent threads on the forums about the Tinker is like Christmas came early lol. Love seeing all of the discussion! The more people talking about it the more the demand for the class grows! (That said, boy I sure can’t wait to shut up about this once we finally get the class :rofl: )

Tinker Specs


  • Pilot - You are able to permanently pilot a mechanical suit of armor, increasing your health, armor, and threat generation.

  • Fabrication - You excel at the production and improvement of mechanical constructs and weaponry, greatly increasing your damage to your enemies.

  • Bio-Mechanic - An oddity amongst your peers, you have devised a means to allow your machinations to repair organic tissue rather than destroy it.