Hello!
Since I heard the first rumors of a possible new Tinkerer (or Tinker) class, I was absolutely over the moon. I love the idea to have a class that - contrary to the multiple classes focusing on magic, supernatural and/or otherworldly forces - depends on very mundane, scientific means to reach their goals.
So here’s my personal take on how a Tinkerer class could look like, to give players another uniquely feeling game experience! Note: This is more or less just an accumulation of ideas. Any input from you (thoughts, ideas, improvements) will be highly appreciated!
0. General stuff
- I see the Tinkerer wearing leather more than other armor classes, but I could also imagine them in robes or chainmail. Plate armor wouldn’t be very fitting for a more ‘artisanal’ class.
- Primary stat: Intelligence
- The character uses battery power as a unique resource to fuel their skills, which recharges at a moderate speed (a little bit slower than a Rogue’s energy or a Hunter’s focus)
- Weapon classes: Fist weapons, 1H maces, 2H maces, Daggers, …Guns?
1. Specialization: Mechanist (Melee Tank)
- You summon and pilot a battle suit of your own, then clobber your enemies with the power of steel, various weapons, and high-pressure piston fists!
- The mech boosts your armor and resistances to make you resiliant enough for a head-on assault!
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Skill example 1: Battering Ram
You do a power attack that deals X damage and has a chance to stun the enemy. Creates a high amount of aggro. -
Skill example 2: Energy Shield
You surround yourself with an energy barrier that protects you from any damage for X seconds. Cooldown: Y minutes. -
Skill example 3: Charged Shot
You shoot a bolt of pure electric energy, deals X damage and slows the enemy by Y percent for Z seconds. -
Skill example 4: Grappling Hook
Pulls an enemy towards you and forces it to target you for X seconds. -
Skill example 5: Flamethrower
Incinerate all enemies in a cone in front of you for X total fire damage. Channels for Y seconds. Character can move while channeling.
2. Specialization: Gadgeteer (Ranged Tank)
- You specialize on summoning various contraptions to protect your allies, deal moderate damage, and hamper enemies from afar. Let your gadets do the work for you, for you are not much of a fighter yourself!
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Skill example 1: Autoturret
Lasts 1 minute, auto-attacks enemies within range. Works pretty much like the Searing Totem of a shaman. You can place up to X turrets at a time. -
Skill example 2: Stasis Field Emitter
Lasts X seconds, snares any enemy in range for Y seconds. Target cannot be snared twice in the same field. -
Skill example 3: Omni-Applicable Attention Attractor
Lasts X seconds, taunts all enemies within range every Y seconds. Device is heavily armored to sustain a heavy beating. -
Skill example 4: Wrench Strike
Hit an enemy with your tool of choice. Stuns target for X seconds. Damage can cancel the effect.
3. Specialization: Chemist (Ranged Damage Dealer)
- You specialize on obliterating your foes with the most volatile explosives you can imagine; and your inventiveness is endless! This specialization focuses on area-of-effect damage. Become the demolitions expert Goblins have always dreamed of!
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Skill example 1: Throw Grenade
Pretty self-explanatory. Deals X damage in an Y meter/yard radius. -
Skill example 2: Flashbang
Throw a special explosive that stuns enemies for X seconds in an Y meter/yard radius. -
Skill example 3: Phosphor Charge
Throw a grenade that burns enemies over time. Deals X fire damage, plus Y fire damage over the time of Z seconds. -
Skill example 4: Special Formula
Boost the radius of your damaging skills for 100%. Lasts X seconds. Cooldown: Y minutes. -
Skill example 5: Black Powder Cloud
Surround yourself with a dangerous cloud of explosive powder. Any attack dealt to you has a chance to cause an explosion that hurts surrounding enemies in an area of X meters/yards for Y fire damage. -
Skill example 6: Vectored Charge
An exposive created to only damage a single target. Deals X damage.
Addendum:
I know some of these skills and themes interfere with the Engineering profession (mainly creating explosives). However, I always thought the limited choice of pretty much only dynamite and bombs, and the meager amount damage those items do, were never enough to fulfill the fantasy of a true Goblin explosives expert.
In my opinion, explosives could be removed from the Engineering profession, though they could also retain their use as they are available to every player and every class. My idea of the various Tinkerer class variations go way and beyond these, to make character fantasies available that weren’t possible before. Characters who could rightfully and truly call themselves “field scientists”!
Engineers would still have their value. They would focus less on gadgets with military use, but continue and focus on building all the neat utilites, mounts, pets etc. that they always have. A Tinkerer with an engineering profession could become the ultimate artificer!
Thank you for reading! Please share your thoughts and ideas, so we can hopefully further improve this “class fantasy” together!