Tinker, Tailor, Soldier... Adventurer?

We see posts all the time about Tinkerers and Bards and other “wish-list” classes, hero classes, and allied races, especially in the lead up to expansion announcements. I usually skip over those threads because they generally tend to be carbon copies, or just highly unlikely.

The overarching problem as I see it is that adding new classes and races introduces more issues with balancing gameplay; it’s a taxing project, not just at the start, but in the long run as well - especially considering that class/race balance is integral to end game content. So, my thinking as of late is:

Why not introduce bard, tinkerer, explorer/adventurer, artificer, and others, as Secondary Professions?

We have SP’s like Archaeology already, which while limited, offer something interesting and fresh compared to the typical kill and grind. I would eagerly get behind a revamp and restructure in which certain elements or concepts are redesigned as secondary professions that could even rival primary professions:

  • Archaeologists could be focused on uncovering ruins and restoring artifacts (as is), and develop/sell those as raid enhancement consumables like Inscription did with scrolls, or Alchemy has done with potions and flasks.
  • Tinkerers overlaps a fair deal with engineering, unfortunately, but reworking Engineer to take on the fan dream of Tinkerer might be an option: enable Engineers to put down turrets and other things that require them engaging in Archaeology styled side activities. Finding broken machines in the world, repairing them, server projects to discover new blueprints, etc.
  • Adventurers could draw heavily upon the open world. Instead of the heirloom map toy, allow Adventurers to use cartography skills to create maps that players can consume to reveal new parts of the map, or solve puzzles and riddles to uncover entrances to caves and other secret areas or encounters.
  • Lore Master/Dungeon Master is a bit of a wild one, but could even be exclusive to roleplay servers in which players could make use of target dummies and other flexible elements to assist in further developing the RP landscape. Players have been asking for years for the ability to create cardboard cut out type monsters for events, or to change skyboxes, or facilitate custom animations. Lots of potential here.
  • Pet Collectors could be another thing to include here, as could bards, artificers, and others.

Any of these expansions could offer more of the spice that Blizzard seems (finally) committed to adding for professions, plus they could satisfy some long listed player wishes. The opportunity to have cosmetics with these (camp sites, engineering tech, etc) certainly would be a big boon. Furthermore, it would be building on existing systems already which gives a pretty good idea of what could be possible.

An unfortunate reality is that so much of the game is focused on raiding, dungeons/mythic plus, and PVP, and there aren’t many other viable avenues for evergreen engagement and thrill. Further developing secondary professions, pet battles, and the main professions is a great opportunity to add diversity and legitimacy to oft forgotten and dismissed areas of the game.

Counterpoint: Beast Mastery overlaps with pet battling, that doesn’t mean the concept is unworthy of a class.

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I don’t disagree, but it’s still worth considering as an alternate concept as well, IMO.

To be fair, those overlap a lot less seeing how battle pets cannot take part in combat while engineering makes many gadgets that are useable in combat.

That aside, I also have no doubt that if they wanted to add tinkerers, they would have no trouble gutting parts of engineering if they so pleased.

Look at Warlock, Demonology was completely redone after meta was pulled. Luckily, I really like the newer Demonology so no hard feelings there. (Sorry to those who want meta back)

So, I guess the point of this post is “Who knows, maybe?”.

Expanding upon the non-primary professions could be a nice addition. Even though I have yet to ever cap it out, I’d at least like to see a return for archaeology.

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I don’t see the Engineering Profession building Turrets or Fighting Enemies in a Mech.
Even the Game classifies Tinkers and Engineers differently.

Engineers build Toys and Utilities.
Tinkers use Machines for Combat.

It’s that Simple.

Rogue Uses Poisons and Potions.
This fact has made Alchemy Irrelevant, and it is therefore being removed.

That’s like saying warriors overlap a fair deal with blacksmithing