Just some notes:
-you will find many spells were taken from previous posts, and I would like to thank all those who "unknowingly" helped lol
-Any ideas to improve this will go a long way, believe it guys =)
Races: Alliance: Gnomes, Dwarves, Humans, Draenei, Worgen
Horde: Goblins, Forsaken, Blood Elves,Orcs
Requirements: One character with expert skill in engineer.
Weapons: The class' primary weapons are guns.
Armor type: Tinker- leather and mail for tank spec, Mech- plate
Main stats: All specs should have the need for spirit
-tank spec should need hit and strength since hit is for successfully hitting mobs for threat and preventing interrupts in tinker form and strength is for damage and condition breaking
-dps spec should need hit and intellect, since hit would also increase his range and intellect spell power
-healer spec should need hit and either intellect or agility since intellect increases healing effectiveness but agility increases spell haste
-support spec should also need hit and agility since agility would increase movement speed, dodge and critical chance.
Resource type: Tinker form: Steam(mana for dps spec). Mech form: Phlogiston
Steam is a resource that works pretty much like mana, although backwards. It starts with 0 and has the same value as of a mana user but instead of the abilities spending mana, they actually generate steam. So the main purpose for the player is to avoid hitting extremely high values of steam as it will breakdown the Tinker's apparatus if it reaches full bar, disabling the use of any Steam based ability. Spirit stats will help increase the deterioration rate of it.
Phlogiston is a tri-colored bar that even though it won’t force the player oom in the conventional way, it will indeed limit the effectiveness of the Tinker’s abilities, in the following way:
•Green: While the Tinker’s phlogiston is situated in the green portion, their damage and healing spells will do 100% damage and have 10% more critical hit chance.(this portion makes up 35% of the Phlogiston)
•Yellow:When the Tinker drops down into the yellow section, their phlogiston begins to weaken. Their healing and damage effects will do 80% but will have 10% less hit chance.(this portion makes up 35% of the Phlogiston)
•Red: If the Tinker drops down into the red part, their spells will only apply 50% of their usual damage/healing, they cannot critically hit and if left on the red for more than 1 min, the mech enters a powersave mode, loosing 10 sec immobilized to charge back into max Phlogiston.(this portion makes up 30% of the Phlogiston)
Special resource: Gizmos-Gizmos are the Tinker’s version of a DK’s runes, but there are 4 different types, and only one of each is represented in the UI, with a base number of 2 of each type. Some abilities spend Gizmos and a player may carry a max of 20 extra ones to increase the usage of certain abilities. These special items can be obtained through the ability Scrap Tinker and the base limit is 2 of each type. The Gizmo’s chips are- Gunpowder, Chemicals, Hardware, Software . Also, their base CD time is 10 sec.
Class specifics: Tinkers can pilot Mechs. There are 4 different types of mech, each for everyone of the specs plus a standard usable by all. The mech increases the armor of the Tinker, however, when the armor sustains damage, the Tinker sustains a baseline of 30% of the damage his mech receives. It is important to note that healing a Tinker in mech form heals the Tinker, not his mech, since it is mechanical. The only way for a tinker to repair his mech is to use his Repair ability and other special abilities.
Mech forms will appear in the same bar division in the UI as warrior stances and others like it, and will take the Tinker an average time of 5 sec to summon and mount the Mech, and have 30 sec CD.
Modes: these are special Tinker class abilities that the player can use or not and have a permanent phlogiston reservation pool in order to be maintained during combat. The three can be maintained together but at the cost of serious phlogiston shortage. Each one cost 10% Phlogiston.
Tracker Device: The Tinker gives 65% more hit to ranged attacks to party members against the tinker's target. Does not affect the Tinker but all allies near 30 yd. Excess hit will go down as critical hit.
Super Cruiser: Caster and party members become immune to snaring and root effects as well as other friendly movement buffs, but will move at a constant 10% speed increase.
Robotic Poise: another mode-like ability that causes the caster and party members to have increased agility and a bonus to effects such as knockbacks and dazes, making them last for only half the time.
Apparatus: A class trait and furthermore, a useful tool that all tinkers have access to is the Apparatus, which consists of a large tin-colored metal backpack with exhaust nozzles stretching out the bottom and two mechanical arms extending from the top. One of these arms ends in a two prong-style hinged grabbing claw, while the other ends in a high-pressure steam hammer.
Mech Shrinking Capsule: Another class trait that is granted only by resorting to an engineer. This is where the mech suit will be stored, in order to be transported. It is an item that is bound and needs a place in the backpack.
Magitech (DPS): Specializing in the blending of ancient technology and magic, this branch excels at long range damage and control. Its tinker form utilizes Mana as its resource.
Steamwarrior (Tanking): Specializing in engineering and technology, this branch excels at high armor, and close-range damage. Its tinker form utilizes Steam as its resource.
Medic(Healing): Specializing in creating pain killers, chemicals and various concoctions, this branch excels at life support and healing. Its tinker form utilizes steam as its resource.
Bounty Hunter(Support):Specialists on pursuing enemies without flinching, this spec uses powerful tracking devices aligned with high-tech damage AND defense support for his allies. Its Tinker form utilizes Steam as a resource.
Below are the mecha types. The Alliance and the Horde's mechas would be different due to the influence of Goblin and Gnome technology. In order to summon a mech, the Tinker must have collected 10 Power Cells, except for the Standard Mech, which only requires 5. Furthermore, if the player looses all Power Cells, the Mech becomes unoperational until the Tinker collects the minimum Power Cells and activates the mech appropriately.
Common Mech utilized by all races. This mech is available to all Tinkers at level 55. This form grants specific abilities not found in Tinker form (think Bear and Cat abilities w/ druids). Standard Mechs offer a good balance between offensive and defensive skills. This mech can later upgrade to transport mode, allowing a Tinker to use it as a mount. Besides this, the Standard Mech also has other utility traits:
Breather-Steam armor that contains a reserve tank of air. The operator can breathe the air from the tank to ignore the effects of inhaled poisons and immersion in water. The onboard air supply lasts for 20 min, making the Tinker immune to aoe poisons and allowing it to breath underwater.
Copilot Cockpit-An extra cockpit that provides a comfortable station inside a steam armor. An allied copilot can hitch a ride. Combat, defense and movement remain under the control of the main operator of the steam armor
Nagahunter Submariner Pack-A nagahunter submariner pack allows a suit of steam armor to move at its full speed underwater (walking, not swimming), while remaining watertight and holding an air supply that lasts for 20 min.
The following mechs are only available at level 65:
Arcane Engine mechs are only available to Tinkers who specialize in the Magitech tree. These mechs specialize in long range attacks, and mob control. The armor tends to be far weaker than the Steamwarrior spec even though it also uses plate.
War Engine mech are only available to Tinkers who specialize in the Steamwarrior tree. This mech specializes in melee combat, utilizing explosives and heavy mechanics to increase their power. They have the highest armor of all mech types. However, this spec can only activate mech form when it collects 15 Power Cells.
Ambulance Engine mechs are only available to tinkers who specialize in the Medic tree. These mech specialize in using chemical reactions to heal and, alligned with a fast and dynamic healing service. Only able to use abilities from short to medium range, though.
The Bounty Hunter spec of this class will have a specialized mech that can only be used in specific maps that have an height minimum. Another difference from the other specs is an improved version of the Apparatus backpack (now jetpack), coupled with a set of wings that he can use in combat to fly, and will replace the cloak icon on the character sheet becoming automatically upgraded periodically throughout the levels with the required stats. The mech I idealize for this spec would be something like the green goblins hovercraft, but if its not possible a vulgar ace class type of mech would have to suffice...
Tinker with Apparatus:
Tinker techno Mage:
Steamwarrior for tank spec:´
Steam Throne for dps spec:
Ambulance Trike for healer spec:
Ace Hovercraft for support spec: