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
- Mechanic (Melee Tank)
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.