Tinkerer ideas

I have been fishing in Mechagon today and had a few ideas. I know that we can never have Gnome/Goblin Druids. We could however work with some other ideas.

I am not sure if this should be limited to Gnomes/Goblins and Mechagnomes?

I will put a few ideas down, please feel free to add spell/ability names for any of the specs.

Tinkerer Class

Beastbot (tank)

  • Bear-a-tron (main tank form)

  • Kitteh5000 (optional Catform for off dpsing when not actively tanking in a raid)

Techbot (dps)

Using a lasergun and a powerpack (backpack) is able to shoot laser beams and various deadly bombs/traps/gizmos

(Flamethrower on a cd)

Medbot (healer)

  • Can summon a companion (on a cd) called Buffbot2000 - this drops temporary buffs
  • Can shoot healing rays at party members
  • Darts for big single target heal
  • Bombs to release aoe type heals
  • Can revive every 10 minutes - Reconstruct

Any ideas welcome :slight_smile:

3 Likes

Love it aslong as its a mail wearing class you have my vote.
We neec a mail wearing range and a tank.

4 Likes

You know I totally forgot about armor types… yes that sounds great :slight_smile:

2 Likes

Wouldn’t interest me as a playable class but sounds good :smile:

1 Like

When someone mention Tinker it’s reminds me of

So, basically, you’re splitting feral in two specs, breaking it at the same time. And then give the concept to a whole new class?

How about no?

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I think some people would like to play mech animals as an option.

It’s not going to stop people who want the nature connection from playing Druids.

Shameless posting of my idea for this class (i drew these up a while ago alongside talent rosters) here’s the link to the core concept (numbers are largely used for relative power of skills, assumed ilevel of about 450-460)

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What were you smoking while you were fishing dude/tte?

I would agree, if it’s a Goblin & Gnome/Mechagnome only class.

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Tinker shouldn’t be about being a wanna-be druid. If you’re going to pilot mechas, pilot proper mechas.

As for race, orcs, maghar and dwarves could also do the part for the class. This way it would be 3 races per faction. But it would add up more time into designing mechas for each race.

Specs?
Melee DPS or Tank -> Potential names: Shredder, Pacifier, Siegemaster
Melee mecha that uses different devices to inflict damage on close quarters like buzz saws, drills, tazers as a ranged slow or stun. If instead of Melee DPS, it’s a tank, it could be a shield user with a mechanic more based about shielding (blast shield) and some channeled self-healing CD. Some abilities could be Venting Flames, Oil Spray, Zap (interrupt), Tickle-bot (CC, or glyphed interrupt).

Ranged DPS -> Artillery
Mecha with hand cannon (or wearing equpped ranged weapon) could add a diverse arsinal of devices like rocket launchers, toxic cannisters, sticky bombs and laser.

Healer -> Medic
No mecha, but they could use heal bots that act as a long dot with medium to large cd you can control to swap between allies, have the good ol’ healing gun,… But, frankly, this spec would probably be the hardest to pull off.

Baseline abilities/talents can be mostly abilities the tinker can use without mech, being also usable, or even improved, as a mech: Calibrated Shot/Strike, Throw Dinamite, First Aid kit, Nullifying Field (hinders magic damage or silences and pacifies), …

Other ideas would be a Heat resource and have the Tinker pilots HP not scale with stamina in exchange for their mechs having a separate healthbar that scales with stamina. Upon the latter, you could have a choice to self-destroy the mech or, when the mecha dies, have a casted ability with reasonably long CD that allows the tinker to repeair the mech (maybe as a talent similar to Cheat Death).

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i hate that there is no mad engineer class in this game, which is clearly a VERY big part of the game during war scenes, it would be the same as having mages but all magic you can do is enchanting and throwing spells as minor damage, while in cinematics and lore you see mages lifting ships in the air and use their canons to shoot. I think blizzard neglects one of the most iconic parts of the game, the duality between goblin and gnome technology, but in this game being smart can only be associated with magic and being crafty can only show as hunter. There is no combination of these two skills that actualy creates a unique style on its own…

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I am totally against the idea of having a DPS that can also tank.
You did not want to have that in the past, and broke feral. Now you’re not going to introduce one, unless you merge guardian and feral again.

You have a lot of similar ideas to me with my concept, great minds…

Yeah the healing spec is the most difficult to envision. I imagined it as more into medicinal science, alchemy etc, rather than devices strictly speaking. The biggest difficulty is making it unique from other healers in terms of play. This is why I made it focused on HOTs and manipulation of them in place of having direct heals.

I really like the mech idea too, but it would be a barrier in terms of skins per race, which is why I left it at three per faction:

Gnome: like the Gnomish peacekeepers
MG: similar, but more akin to the Tesla coil style of mobs in OM
DID: Dark iron golem style

Goblin: crowd pummeler
Forsaken: a gothic, Frankenstein type construct with coils and plague canisters
MHO: iron horde style, lots of black iron and fires.

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I don’t want new classes in general but especially no Tinkerers. They seem really misplaced in WoW to me as Engineering already exists.

I hope they never get introduced.

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Then just don’t play them?

Some of us do.

No I don’t want it to be in the game. I don’t want one more class to be taken into consideration for balancing and group comps.

I think we have enough classes.

And you can say you want them ^^ and I can say I don’t :slight_smile:

Will never exist in an mmo.

They’re never balanced to begin with and they’ll never be. So it’s not a big deal, really.

At this point, why bother? And lets be honest, not everybody cares about the flavor of the month.

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I never said it’s fully balanced.

Balancing 12 classes = hard and will never happen. There will be flaws.
Balancing 13 classes = harder and will never happen. There will be larger flaws.