View Poll Results: do you like this class so far?

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  1. #1
    Bloodsail Admiral DonQShot's Avatar
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    Tinker class ideas

    Tinker

    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

    RACES

    Alliance: Gnomes, Dwarves, Humans, Draenei and Worgen
    Horde: Goblins, Forsaken, Blood Elves and Orcs


    The class' primary weapons are guns.

    ARMOR

    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.




    RESOURCE


    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.

    MECHS:

    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.

    Standard Engine:

    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:

    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.

    Clockwork Engine:

    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:

    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.

    Aircraft Engine:
    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.


    SPECS:


    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.

    CLASS TRAITS

    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

    GAMEPLAY EXPLANATION:

    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.

    Major GLYPHS:
    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.

    Minor Glyphs:
    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



    ABILITIES:

    DAMAGE SPEC
    HEALER SPEC
    SUPPORT SPEC
    TANK SPEC


    Tinker:

    Tinker with apparatus:

    Clockwork Golem Mech:

    Steamwarrior Mech:

    Gyrocopter Mech:

    ATV Rescuer:

  2. #2
    I dont like the idea of Leather.. Should be mail instead. Would make more sense since they are working with metal.

  3. #3
    Oh good. A new class.

    On topic: Feels like a Rogue/Mage mashup using Engineering as a class rather than a profession.
    Last edited by Superman-BladesEdge; 2013-04-04 at 05:22 PM.

  4. #4
    I am Murloc! Alenarien's Avatar
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    Only two classes wear mail armour currently; Tinker if introduced, never mind any new class in general, should also wear it, if only to take away from the Shaman monopoly over Caster/Healing Mail armour.

    I love the idea of steam as a resource, however, never mind working a profession into a class which would be rather new.
    "If I owned a company, my employees would love me. They’d have huge pictures of me up the walls and in their home, like Lenin." - George Costanza

  5. #5
    The Insane Slowpoke is a Gamer's Avatar
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    Not bad, not bad. The spirit idea is gutsy, but could work. Support role would be neat if bard was added before or at the same time.
    Unsubscribed 3/10/2014 - 8/14/2014.
    "Times change."

    Beware the claims of yearly expansions. It's not more hype more often, it's paying more for less. Fewer tiers, no more new levels, no more new races/classes, but an ever-increasing price tag....

  6. #6
    Big advocate of the Tinker class here. Been wanting it forever now.

    Whatever class Blizzard adds, it will probably be Mail wearing.

    If so, one of the specs should revolve around the use of range weapons.

    I think about it as 1 agi spec and 2 int specs. Maybe one of them a healing spec.

    Don´t see a mail wearing tank happening, that would complicate itemisation.

    The 3 specs I thought about are:
    Zapper: range weapons, bombs, rockets and turrets.
    Mech.: gadgets, golems, machines and other articfacts.
    Apothecary: could be healing or just range dmg via gas, acid and other chemicals.

    For races:
    Alliance: gnome (duh), dwarfs, humans and draenei.
    Horde: blood elves, undead and goblins.

    Lets face it, orcs shouldnt be tinkers.

  7. #7
    Quote Originally Posted by caballitomalo View Post
    Whatever class Blizzard adds, it will probably be Mail wearing.
    I can't wait to see what Blizz comes up with. Some of the fans just pull this stuff outta their hats and hope Blizz will see it and use it. Fact is, they have a team of people they already pay too much money to thinking up new ideas. They're not gonna pick a fan's idea simply because of the cost involved of buying the idea and making it their intellectual property while trying to cover their butts to avoid a copyright infringement suit.

    Personally, I would love to see them modify the Demon Hunter from D3 into the Demon Hunter from WC3 and give us another ranged class that also wears mail armor. It would help fill in some gaps and add another niche in the ranged weapons category.

  8. #8
    Quote Originally Posted by Superman-BladesEdge View Post
    I can't wait to see what Blizz comes up with. Some of the fans just pull this stuff outta their hats and hope Blizz will see it and use it. Fact is, they have a team of people they already pay too much money to thinking up new ideas. They're not gonna pick a fan's idea simply because of the cost involved of buying the idea and making it their intellectual property while trying to cover their butts to avoid a copyright infringement suit.

    Personally, I would love to see them modify the Demon Hunter from D3 into the Demon Hunter from WC3 and give us another ranged class that also wears mail armor. It would help fill in some gaps and add another niche in the ranged weapons category.
    Considering a fairly large subset of the Diablo 3 demon hunter kit revolves around engineering - turrets, grenades, rockets, the ability to explode on death, and so forth - it would be just as easy to roll it into the Tinker class as a Gunslinger spec or somesuch.

  9. #9
    Quote Originally Posted by Drilnos View Post
    Considering a fairly large subset of the Diablo 3 demon hunter kit revolves around engineering - turrets, grenades, rockets, the ability to explode on death, and so forth - it would be just as easy to roll it into the Tinker class as a Gunslinger spec or somesuch.
    True, but I was thinking more like a mashup of:

    D3 Demon Hunter Appearance
    WC3 Demon Hunter spells

    I just don't think we need an entire class based on a profession. It would almost make ENG obsolete.

  10. #10
    Bloodsail Admiral DonQShot's Avatar
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    Quote Originally Posted by Selonthyx View Post
    I dont like the idea of Leather.. Should be mail instead. Would make more sense since they are working with metal.
    indeed and that's why i decided to change the tank spec's tinker form into a mail user. the other specs shouldn't be wearing mail because of balance purposes and also because I think that leather is more suitable since they kinda need their movement to be freed of hingerances like such and also the use of a lot of chemicals would not be able to be absorbed by mail. It may seem a bit of a stretch but I think they are good enough reasons =P

    ---------- Post added 2013-04-04 at 09:19 PM ----------

    Quote Originally Posted by Superman-BladesEdge View Post
    True, but I was thinking more like a mashup of:

    D3 Demon Hunter Appearance
    WC3 Demon Hunter spells

    I just don't think we need an entire class based on a profession. It would almost make ENG obsolete.
    notice how in this post you say you would want a mashup of the D3 and WC3 demon hunter. in your previous posts(not to mention in my other class threads) you simply refuse my ideas because you believe them to be a mashup and are appaled to the idea of a mashup.
    here you say:
    Feels like a Rogue/Mage mashup using Engineering as a class rather than a profession
    now I know ur gonna come screaming that these are two completely different subjects and w/e but at least I don't need any more proof that u are, indeed, a troll.

    ---------- Post added 2013-04-04 at 09:24 PM ----------

    Quote Originally Posted by Alenarien View Post
    Only two classes wear mail armour currently; Tinker if introduced, never mind any new class in general, should also wear it, if only to take away from the Shaman monopoly over Caster/Healing Mail armour.

    I love the idea of steam as a resource, however, never mind working a profession into a class which would be rather new.
    the enigma between engineer as a profession and tinkers as a class is easily solved. you can be a miner tinker or you can be an dk engineer. they belong to two different dimensions.

    ---------- Post added 2013-04-04 at 09:26 PM ----------

    Quote Originally Posted by caballitomalo View Post
    Big advocate of the Tinker class here. Been wanting it forever now.

    Whatever class Blizzard adds, it will probably be Mail wearing.

    If so, one of the specs should revolve around the use of range weapons.

    I think about it as 1 agi spec and 2 int specs. Maybe one of them a healing spec.

    Don´t see a mail wearing tank happening, that would complicate itemisation.

    The 3 specs I thought about are:
    Zapper: range weapons, bombs, rockets and turrets.
    Mech.: gadgets, golems, machines and other articfacts.
    Apothecary: could be healing or just range dmg via gas, acid and other chemicals.

    For races:
    Alliance: gnome (duh), dwarfs, humans and draenei.
    Horde: blood elves, undead and goblins.

    Lets face it, orcs shouldnt be tinkers.
    i can see a mail wearing tank that would actualy use agi mail as u so want. i have thought about it long time ago and if any of these classes were to be added, the first should be demon hunter, as it is in my thread ^^

  11. #11
    Quote Originally Posted by DonQShot View Post
    Cockwork Golem
    That's an unfortunate typo, may want to fix that. OT, I like the idea of the class. The part where you mentioned having a cockpit for an ally is interesting. How about doing something different with it, and letting the co-pilot have certain abilities in the mech? You move and fight, and the co-pilot can dps or heal through the secondary spot. I reckon that would be a fun thing to do.

  12. #12
    Quote Originally Posted by DonQShot View Post
    notice how in this post you say you would want a mashup of the D3 and WC3 demon hunter. in your previous posts(not to mention in my other class threads) you simply refuse my ideas because you believe them to be a mashup and are appaled to the idea of a mashup.
    here you say:

    now I know ur gonna come screaming that these are two completely different subjects and w/e but at least I don't need any more proof that u are, indeed, a troll.
    That's a bit uncalled for. I don't care for the fact that two classes which already exist in the game are being disected to make room for a new one. As for the other mashup, neither the D3 demon hunter nor the WC3 Demon hunter exist in WoW (give or take a few spells) so my idea behind that was to take classes from two other Blizz games and wriggle them together and make a foundation for a new class. Sadly, even to those ends, a demon hunter would be little more than a regular hunter without pets who could dual wield crossbows. I might disagree with your class ideas and put some untarnished truth behind my opinion, but I've yet to resort to name calling. It's not very gentlemanly.

  13. #13
    Quote Originally Posted by DonQShot View Post
    ARMOR

    Tinker- leather except tank spec which uses mail.

    Main stats: All specs should have the need for spirit

    -support spec should also need hit and agility since agility increases movement speed, dodge and critical chance.


    RESOURCE

    Steam is a resource that works pretty much like mana, although backwards.
    So you've taken a Hunter, mixed with a rogue, put him in Mail armor with Steam as a main source of energy and made the class tech dependent enough to remove the need for Engineering. While I would agree we need another ranged/melee style class to wear mail armor, it should be another pure DPS. We have enough tanking and healing hybrid classes.

  14. #14
    Bloodsail Admiral DonQShot's Avatar
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    Quote Originally Posted by Superman-BladesEdge View Post
    That's a bit uncalled for. I don't care for the fact that two classes which already exist in the game are being disected to make room for a new one. As for the other mashup, neither the D3 demon hunter nor the WC3 Demon hunter exist in WoW (give or take a few spells) so my idea behind that was to take classes from two other Blizz games and wriggle them together and make a foundation for a new class. Sadly, even to those ends, a demon hunter would be little more than a regular hunter without pets who could dual wield crossbows. I might disagree with your class ideas and put some untarnished truth behind my opinion, but I've yet to resort to name calling. It's not very gentlemanly.
    bravo, u did it again lol. I knew u would shift the focus of the point I made and try to come up with some fancy wordplay to avoid the simple fact of your mishappenings. But if in this case what u want is a D3 and WC3 demon hunter concept than I invite u to take a look at my demon hunter class.

  15. #15
    Cockwork golem aside, no class gathers two kinds of armor- regardless of how much sense it might make. The game is also full on leather, cloth, and plate, so any implemented class would be mail- or have a SUPER compelling reason not to (for instance, if Blizzard really wanted a necromancer class, that would be cloth and they would have to bend drop rates around it in some manner).


    I think you shouldn't focus on stats, especially if you don't really get the gist behind them. No one wants to see, say, Agi/Spirit leather added to the game. Almost all gear in the game is: an armor type, which restricts it to three (or two, in the case of mail) classes, an item level, and two secondary stats. The secondary stats are everything BUT spirit for Str/Agi, and everything for Int. That can't change, and it should be obvious why it's a bad idea.

    There's also no such thing as a "support" spec. Not that it would be bad for a concept, but remember if that existed, other classes would need to be able to spec for that as well- so this is more of a "redesign wow" kind of thing. Finally, I don't think a tinker should be a healer in general.

    No class abilities should require an engineer to help. The game started with some of this, but it is all gone now. If you are a "tinker", it would only make sense that you have the engineering skill required to use your class abilities.


    Mechanically, the different mechs sound similar to druid forms, and I'm not really clear on what they would offer that would be interesting. The steam resource makes no sense as presented- anyone can vent steam, and steam pressure is actually what you use to power mechanical apparati. If you have a resource that is exactly equal to mana, then it's called mana.

    A different take might be- some moves with cooldowns bulid steam, and while it is present a second set of moves is more powerful and have shorter cooldowns. So your basic cycle might be to generate steam and then either spend it inefficiently for burst damage or mitigation, or try to spend it efficiently over the course of however long it takes to make it again. Just as an example.

  16. #16
    Bloodsail Admiral DonQShot's Avatar
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    Quote Originally Posted by BeastmasterGuardian View Post
    So you've taken a Hunter, mixed with a rogue, put him in Mail armor with Steam as a main source of energy and made the class tech dependent enough to remove the need for Engineering. While I would agree we need another ranged/melee style class to wear mail armor, it should be another pure DPS. We have enough tanking and healing hybrid classes.
    lol nooo, I took a druid, turned the nature side of it into a robotic/mechanical setup. Also enhanced the versatility from which the druid class is known for and tuned it up to a new level by making stances become more interchangeable in a fine dance that allows the Tinker to be as good and as fun as a druid.
    ur view of this class is hollow at the least.

    ---------- Post added 2013-04-05 at 12:53 AM ----------

    Quote Originally Posted by scoobysnacks View Post
    That's an unfortunate typo, may want to fix that. OT, I like the idea of the class. The part where you mentioned having a cockpit for an ally is interesting. How about doing something different with it, and letting the co-pilot have certain abilities in the mech? You move and fight, and the co-pilot can dps or heal through the secondary spot. I reckon that would be a fun thing to do.
    LOL that was a bad bad mistake. don't wanna sound a perv but I can't help but make the pun about the cockpit on the cockwork golem lol. <almost crying>
    now hum, u want the mech to be piloted by the tinker adn then some of the mechs abilities could be used by the co-pilot? Would they share the same CDs? they couldn't otherwise it would be a mess both trying to use an ability... but what I thought was that the co-pilot, instead of messing about with the mech/tinker abilities while on the lift, it could just use its regular abilities, as long these were ranged. That way, it can still dps or heal through the mech. I know the idea of two guys piloting a mech, one piloting and the other shooting is visually cool, but I'm having trouble finding a way to make it work in game... anyway i am always up for suggestions!

    ---------- Post added 2013-04-05 at 05:51 PM ----------

    Quote Originally Posted by Verain View Post
    Cockwork golem aside, no class gathers two kinds of armor- regardless of how much sense it might make. The game is also full on leather, cloth, and plate, so any implemented class would be mail- or have a SUPER compelling reason not to (for instance, if Blizzard really wanted a necromancer class, that would be cloth and they would have to bend drop rates around it in some manner).
    okay I'll start here, its not the tinker class that gathers 2 armor types but only the tank spec and this is only to give it a fair chance on tanking. why? because it is a mail tank that has no dodge skills and needs to be in mech form to have a fighting chance against bosses and moreso other players in plate.

    I think you shouldn't focus on stats, especially if you don't really get the gist behind them. No one wants to see, say, Agi/Spirit leather added to the game. Almost all gear in the game is: an armor type, which restricts it to three (or two, in the case of mail) classes, an item level, and two secondary stats. The secondary stats are everything BUT spirit for Str/Agi, and everything for Int. That can't change, and it should be obvious why it's a bad idea.
    yh i got the dumb card on this one =P. As it is now, all specs require spirit and intellect except the support spec. I only need to change it to intellect and is all good.

    There's also no such thing as a "support" spec. Not that it would be bad for a concept, but remember if that existed, other classes would need to be able to spec for that as well- so this is more of a "redesign wow" kind of thing. Finally, I don't think a tinker should be a healer in general.
    it isn't, in wow, for now. But the concept is gaining form and shape slowly in many games atm like GW and dota and if wow wants to keep on the winning edge than it should also adopt it. But, aside this grim forecast, I also anticipated other support specs, so that is not a problem. these support specs are deom my dragonsworn, witch doctor and bard class concepts. (with more to come). Even the current classes have openings for a support spec, like a mage time spec, a priest melee support spec, a shaman spirit walker support spec, a monk 4th spec and a druid of the fang as a support spec. If u'r curious on how a support role CAN be implemented without hassle then I can direct u to other discussions on the subject.


    No class abilities should require an engineer to help. The game started with some of this, but it is all gone now. If you are a "tinker", it would only make sense that you have the engineering skill required to use your class abilities.
    I fail to see the connection to my concept here. Where did i put the need for an engineer to help in order to play a tinker? And r u saying that a Tinker should forcefully be an engineer as well?


    Mechanically, the different mechs sound similar to druid forms, and I'm not really clear on what they would offer that would be interesting. The steam resource makes no sense as presented- anyone can vent steam, and steam pressure is actually what you use to power mechanical apparati. If you have a resource that is exactly equal to mana, then it's called mana.
    okay where should I start?... First, steam is not exactly like mana because it works the other way around. This means u will never get oom but may get overheated which will bring different conditions. but u r probably right about the use of steam mostly on apparatus so I will have to correct that.
    Now, about the druid and mech forms. They are, to some extent, very much similar. They all bring a new set of skills and offer that specs intended role. And in the case of the standard engine, they all can be used by the different specs, like the druid forms.
    But when it comes to druids, u only play with one form and stick to it to all intents and purpose whilst as a tinker the mech forms work differently for each spec:
    -the tank spec starts out as a tinker, then needs to resist enough time to go into apparatus form(which is sort of the midway form) and only after it makes its way through combat long enough will it be able to go into mech form, which is its ultimate form.
    -the support spec mainly makes use of its tinker form as it grants it the ability to fly. the apparatus is a very situational form and the mech is manily used in pvp situations.
    -the healer spec is able to switch between tinker and mech forms at will thanks to aunique skill. This is so because both tinker and mech forms offer very distinct functions that a raid or dungeon healer must use.
    -the dps spec is the one that can either choose to be in mech form or let the mech form be its pet. this spec also makes good use of the apparatus form

    A different take might be- some moves with cooldowns bulid steam, and while it is present a second set of moves is more powerful and have shorter cooldowns. So your basic cycle might be to generate steam and then either spend it inefficiently for burst damage or mitigation, or try to spend it efficiently over the course of however long it takes to make it again. Just as an example.
    it sounds like rage to me... but I see where the difference remains now. I will say if I can implement that to the current Steam mechanic?. thx for your comment =)

  17. #17
    Bloodsail Admiral DonQShot's Avatar
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    Hey there! Finally the last update of this series of concepts is HERE!

    I made arrangements to the hit stats that are getting choped in WOD and gave this class one final examination...

    Hope you have enjoyed all the current concepts and maybe we will see some more...

  18. #18
    man, please stop this tinker bs floating around....

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