Having a tinker class doesnât get invalidated by engineering at all. There are plenty of abilities that tinkers could have (evidenced by either wc3 tinker or Gazlowe in hots/Island expos) that engineers cannot do. Ie turrets, robots, lasers etc. The difference between them is one uses the devices for utility and the other for combat purposes as well as everything else. Sure thereâs overlap between the two, but I wouldnât say that someone lobbing the occasional dynamite once a minute whilst the rest of the time stabbing folks with daggers makes them similar to a class wherein they revolve around said explosives and devices constantly.
The way Iâve forseen it would be as a mail class, triple spec
Ballistics (ranged dps, int, focuses on bombs, lasers, munitions and turrets)
Robotics (melee tank, agi, mech suit with support from robots to provide additional utility like temporary off tanking, CC, etc)
Medicine (ranged healer, int, healing sprays, chemicals, very hot based)
Ballistics and Robotics would have an energy bar and a heat bar. Spending energy typically builds heat. Heat naturally decays slowly or increases slowly based upon how much you have (less you have, decay, higher, it grows). When you enter maximum heat you enter a âDanger Zoneâ where you receive a temporary boost to performance. If your heat has not been reduced blow a certain threshold before this boost ends, you overheat, becoming silenced and pacified for X seconds as all your heat drains rapidly. This boost would have its duration reduced each time it activates in succession to discourage floating near max, and this duration reduction resets when you reduce heat to 0 by any means.
Other abilities would vent heat, ideally used during the later part of the danger zone to prevent overheating.
Healer would use mana as normal. As a hot healer to make it different Iâd suggest they donât have any âtrueâ direct heals. Instead their âflash healâ is a short buff with a cast time which bestows extremely high haste to your hots on the target, effe tively healing them fir the value of a flash heal within the same time. Itâd thus be weaker than most flash heals without many hots on the target, but with many on them, itâd produce more spot healing than other classes. Same deal for their âefficient healâ, a buff that increases the potency of your hots for a modest duration to provide similar healing over the duration of a cast when compared to stuff like heal.