DUE NOTE: Because of the removal of HIT from the game people may get confused that this class still assumes hit is in-game. The thing is, I still believe that HIT should be a stat used by hunters and casters. I know many of you will disagree but I honestly... dont care =P
Alliance: Gnomes, Dwarves, Humans, Draenei and Worgen
Horde: Goblins, Forsaken, Blood Elves and Orcs
The class' primary weapons are guns.
Tinker form- leather for dps, support and healer specs and mail for tank spec
Mech form- plate
Main stats: All specs should have the need for spirit
-tank spec should need intellect in tinker form since for preventing pushbacks. In mech form, it would need strength for condition breaking
-dps spec should need intellect, since intellect is for spell power
-healer spec should need either intellect or agility since intellect increases healing effectiveness but agility increases spell and hot haste. It would work both ways.
-support spec should also need agility since agility increases movement speed, dodge and critical chance.
Energy Cells- these are collected through several ways and each Tinker can collect up to 10 of each. They are the Tinker Form’s main resource system. Basically, abilities that come from the Tinker will spend these Energy Cells. They work similar to a Paladin’s Holy Power and since they can be generated fairly often this is why there is a cap value of 10.
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 critical 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 power save mode, losing 10 sec immobilized to charge back into max Phlogiston.(this portion makes up 30% of the Phlogiston).
^This resource will switch to the Steam bar when the Tinker activates the Mech Form
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 4 of each type. Abilities that are a combo of other abilities will spend Gizmos instead of generating steam or spending energy Cells or Phlogiston and a player may carry a max of 10 extra ones to increase the usage of certain abilities, in a total of 14. But the good thing about these abilities is that they are sort of powerful ultimate abilities that can be used right after the required abilities have been used. This means that the player does not need to wait for the CD to be on 0 and can just activate these ultimate abilities anytime over the course of the CD, only resetting it. These special items can be obtained through the ability Scrap Tinker. The Gizmo’s chips are- Gunpowder, Chemicals, Hardware, and Software. Also, their base CD time is 10 sec.
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 until it cools down for 10 sec. Spirit stats will help increase the deterioration rate of it. Only used when in Apparatus form.
Class specifics: Tinkers can pilot Mechs. There are 4 different types of mech, each for every one 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 a few other special abilities.
Mech forms will appear in the same bar division in the UI as warrior stances and will take the Tinker an average time of 5 sec to assemble and mount on 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 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 count 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. It is an ability that needs to be activated and will prevent the Tinker from using some abilities while allowing other special abilities.
Below are the mech types. The Alliance and the Horde's mechs would be different due to the influence of Goblin and Gnome technology. Also the Draenei, Worgen and Orcs would have a suit instead of a mech so they wouldn't be oversized. When you summon a mech, the Tinker takes longer to summon it for each % of Steam missing(roughly 0.2 sec in a 2 sec minimum), except for the Standard Mech, which takes always 5 sec.
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 breathe 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.
Ambulance Engine mechs are only available to tinkers who specialize in the Medic tree. These mech specialize in using chemical reactions to heal and, aligned 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 it’s not possible a vulgar ace class type of mech would have to suffice...
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.
Steamwarrior (Tanking): Specializing in engineering and technology, this branch excels at high armor, and close-range damage.
Medic (Healing): Specializing in creating pain killers, chemicals and various concoctions, this branch excels at life support and healing.
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.
Mech Armor I, II, and III
The Tinker scans a piece of armor into the currently equipped mech-suit, causing the suit to absorb the properties of that armor. This process has a small (0.01%) chance to find a pattern and produce a superior result from the original, or to cause a faulty scan, creating a slightly depreciated copy of the armor. The armor is consumed in the process. 1 hour cooldown. Not usable in combat.
Backpacks (runeforging-style enchants, for cloaks.)
The tinker's vast arsenal of research, medical, and offensive supplies requires he keep a pack handy at all times. Different packs can be chosen for different situations, and each pack has a unique visual style.
-Medkit: Chance on successful spellcast to increase your target's primary stat by 5% for 15 seconds. This effect can only occur once every 30 seconds.
-Extended Mag: Allows the tinker to withstand 30 more PSI within the mech suit, reducing the time to recover whilst overpressurized, meaning when in full Steam, by 5 sec.
-Iron Warbag: Contains the technology used to fabricate Jeeves, allowing passive healing over time to the tinker's robotic arms
The Tinkers have various resources not to complicate but to actually help them in performing their roles in their various forms, effectively without having to worry about how they are going to use the whatever resource in so many and such different “characters”. They are intended to be a multi-functional class and I think they deserve a multi-functional resource but since that was very hard to come up with I think this is the best solution.
-This class uses Energy Cells in tinker form. They are basically a straight forward way of resource. Some abilities generate it and others spent it.
-Steam is used in apparatus form, which is like mana but you only are in trouble if you have it capped. This allows for a good build up damaging from your part because you don't go oom but only if you get your timing right to release steam with other special abilities. If you don't you go into overcharge and you can't use your abilities for a short cool down.
-In mech form you use Phlogiston. This is a very useful but tricky resource because you will never ever run out of it but it’s really easy to go into the red zone where your abilities are pretty much worthless and you’re at about 30% of your full power. You need to be careful to not get fooled by the longevity of your resource and focus on at least keeping it in the yellow zone. The green zone would be where the real pros would try to remain because it gives you special advantages.
-Finally, gizmos are a resource that appears in the same place as a DK's runes and actually work pretty much like a DKs runes. They have a cool down because they are used to release the most powerful abilities in the Tinker's arsenal.
Remote Control v2.0 (magitech spec): Allows the Tinker to cast abilities from his Mech when it is not being controlled personally.
Technomancy (magitech spec)- gives all your spells a chance to infuse your robot with a random elemental magic, causing it's next attack to deal 10% additional damage of that element.
Blood and Oil (medic spec) - Your bots' healing spells begin to infuse their targets with "A Taste of the Mechanical", stacking up to 10 times. At 10th application the "Oil in my Veins" effect is triggered, decreasing the damage the target takes from physical and magical sources by 1%. "Oil in my Veins" lasts for 10 seconds, and the target cannot benefit from stacks of "A Taste of the Mechanical" for it's duration.
Head and Tail Lights (all specs)- Your mech now has a 40% base chance of spotting stealth enemies in an area in front and on the back up to 10 yds.
Clockwork jam (all specs)-changes the visual effect of your Energized Grasp ability to two oversized toothed wheels that lock the target inside.
Pocket Transporter (all specs)- Teleports you to a selected spot within 40 yards of your starting location.
Repair Bot 2.5 (all specs)- Summons a small robot that will repair your gear and armor for a lower fee.
Seek out Mines (all specs): Your Mines will now be deployed in little cars, which will speed through the map looking for enemies
Tinker with apparatus:
Clockwork Golem Mech: