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Tinker Class Idea
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Post by
Xaxxion
This is my idea for a potential future class for the little guys and gals: gnomes and goblins. If there are any better suggestions regarding the class, please feel free to comment as I hope it will grab the attention of a Dev and grease the gears (pun intended) for it to be actually implemented into the game.
Class: Tinker
Races: Gnome, Goblin
Roles: Healer, Damage, Tank
Overview:
The Tinker utilizes technological weaponry or chemical concoctions to either heal or protect their allies, or bring devastating artillery onto their enemies. Tinkers utilize robots of varying capabilities to assist them in multiple situations. Depending on which race the player chooses to create their Tinker, the character's style will match their respective race; such as the effective instability of the goblins or the elegant efficiency of the gnomes. Given that neither race has gotten a decent story within the game, this class gives an excellent opportunity to establish some sort of story or lore for the neglected races. Tinkers will wear mail armor, and wield guns or crossbows with the exception of the Mekgineer who can wield two-handed maces/swords/axes, or polearms. Art style for tinkers would be colorful, crude, rustic, and technology-oriented. I'd love to see a Goblin Tinker with a pair of shoulderpads with bombs attached to them ready to be tossed or a Gnome Tinker with tesla coils on their shoulderpads. If they do implement Tinkers into the game, I'd like them to be able to use guns or ranged weapons in general as the game is sorely lacking in classes that can use ranged weapons.
Specializations:
- Bombardier: Focuses on ranged damage with guns or crossbows while specializing in explosives to deal area of effect and single target damage such as incendiary grenades, cluster rockets, frag bombs, gas canisters or something a bit more outlandish such as freeze grenades or mana/arcane bombs. They can also deploy crowd controlling abilities such as bolas, stun-grenades, and disorienting flash bangs. Bombardiers can also construct a variety of timed robots that can range from suicidal bomb-bots, stationary ranged turrets, melee damagers, or damage-soakers. This spec's resource will be dependent on ammunition which will need to be reloaded during combat to continue their deadly assault, working a little like Warlocks' soul shards. The main cool-down ability of the Bombardier is to deploy a super-weapon that can either deal great area-of-affect damage or devastating single-target damage depending on which shared cooldown ability the Tinker uses.
- Mekgineering: Focuses on melee combat with high defensive capabilities provided by their race-specific mech suits (Shredders for Goblins and Battle-Suits for Gnomes) that can adapt depending on the situation. The Mekgineer's resource will be steam, of which too much can hinder combat capabilities and must be exhausted to continue efficiency, a bit like BM Monk's stagger. The release of steam can be utilized into highly damaging attacks but at the cost of a slow restart, lowering damage output for a short amount of time before the mech begins to run efficiently again. Mekgineers can also deploy timed suicidal robots to assist in tanking to take the attention off of the Tinker in case of hairy situations. The main cool-down ability of a Mekgineer is to send their mech into overdrive, increasing damage output greatly while also increasing haste and decreasing damage intake, but at the cost of excessive steam build-up that must be exhausted after the overdrive expires.
- Medic: Focuses on aiding their allies by administering chemical concoctions such as healing spray, projectile syringes fired by guns or crossbows, healing robots, and thrown flasks. They can also construct robots to assist with healing. The Medic can also buff their allies, inducing chemical rages that increase haste, defense-boosting injections, and mana-recovery deployments like mana-emitters. The Medic's resource will be focus that acts much like Hunters' in which certain abilities will help recover focus to continue aiding allies. The main cool-down ability of the Medic is to drive a target into a chemical induced rage, allowing them to ignore damage for a short duration and increasing their haste and movement speed.
("Medic" sounds generic, I know, but I couldn't come up with a better name for it since alchemist was out of the question. Perhaps apothecary but it would sound too undead-esque.)
Post by
Xizervexius
I like it. Alchemist and Engineering as obvious crafting skills.
Post by
Jkpman
Have you posted this before, it seems remarkably similar to something I saw here a couple of years ago.
But I guess all these "ideas" tend to blend together after a while.
The downside of this idea of course is that it exclusively tailors to just two races, whereas I personally see it as perhaps something they could do with professions that augment a class such as a warrior, maybe this should be linked to the talent trees and activated when one chooses engineering for example, then for example the Warrior tier 1 talents would have an engineering option, maybe a little more powerful, or maybe just cosmetic. (Prot's Shockwave becomes a temporary shedder causing similar conal damage and stun effects.)
Post by
xDUMPWEEDx
Tinker would be a lot of fun, especially if they made the class race locked to Gnomes and Goblins. It would really help increase the population of these two underplayed races.
I'm thinking a combination of Blitzcrank and Rumble from League of Legends, with some additional flavor thrown in, would be a ton of fun.
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