Originally Posted by
Drilnos
One way I could see a mech-based tank work that wouldn't duplicate a druid's mechanics would be this. You have a spell which summons a vehicle. Out of combat, it requires a short cast time. In combat, it requires a long cast time. It has a separate health bar from the tinker, and has all of the damage mitigation. It tracks how much health it has when dismissed, so you can't just resummon it for a full heal. If the mech is dead, resummoning it restores a bit of health. When dismissed, it disappears, rather than leaving it on the battlefield to jump back into at the same spot. When in it, instead of a vehicle hud it simply has its own toolbar, like a form, or stealth. The tinker would have access to all his baseline abilities, because he's in an open cockpit. However, he'd also have access to the mech's abilities.
In this implementation, the tinker himself would be very squishy. The object would be to not let the mech die, but if it did, it wouldn't necessarily be the end of the world - this would be a riff on a self-rez, like a shaman ankh, but requiring the skill and/or teamwork to avoid death long enough to repair the mech. One possible cooldown could be a self-destruct, where if the mech is close to death the tinker can eject out like a disengage and cause the mech to explode behind him, stunning/slowing surrounding enemies and buying time for repairs.
Another possible gameplay aspect this opens up is purposefully abandoning the mech. Say if a boss is winding up a mega attack that other tanks would be expected to live through, a tinker might not be given any cooldown to do that, but could instead respond to this situation by setting the mech on decoy mode and jumping out, sacrificing the mech to the hit as it covers his retreat. Without another tank to take over after the mech dies, the tinker would probably be killed before he could repair it, but this would otherwise be a safer than normal way of dealing with massive hits, and a tanking niche the tinker could climb into.