I have made some posts in favor of the Tinker before but i actually voted other.
What i had in mind was a Battle mage class. It would most likely have these 3 specs.
Spellbreaker: Tank spec focusing on generating magical shields. Little to no self healing. Weapon would be shield+one-hand(sword, mace, or glaive)
Powers:
- Enchanted Gear - [Class Buff] - passive : Enchant the weapons and Armor of your Party and raid members within 40 yards. Their weapon attacks do extra 5% frost-fire damage. Their Armor gains the chance to reflect 5% of any magical damage back to the caster.
- Blink-Strike: Teleport to target and strike.
- Force Pulse(AOE 20yards): create an inward pulse around yourself that hits all enemies around it. pull up to 3-5 enemies towards you.
- Arcane Shield: Create a personal shield around you equal to x% of your health.
- Arcane Dome: Create an area wide shield around you. Cannot move while inside. Enemies cant enter and those inside cant leave. Gain 70% damage reduction to all inside. Lasts x secs.
Mastery: Shield Proficiency : Gives you access to Force resource. You generate Force every time your are struck. While Arcane shield or Arcane dome is active as well as critical hits taken generate more Force.
Mechanics:
- Force enchantment: Enchant your weapons and armor for x secs with Force. Your weapon auto attacks deal y% extra damage and every time you get hit you reflect 50% of the damage back to the attacker(s).
- Shield Layer: Restore your shield for the full amount while adding another layer on it, half as powerfull as the previous.
- Force strike: strike with your wepon for half your attack power. The other half gets absorbed and turned into Force.
Spellblade; melee DPS spec using debuffs to make their damaging abilities hit harder. Focus on constant medium damage abilities with some debuff based defensive utility. Weapon would be either onehand(sword, mace, glaive)+offhand or 2handed(sword,polearm)
Powers:
- Enchanted Gear - [Class Buff] - passive : Enchant the weapons and Armor of your Party and raid members within 40 yards. Their weapon attacks do extra 5% frost-fire damage. Their Armor gains the chance to reflect 5% of any magical damage back to the caster.
- Blink-Strike: Teleport to target and strike.
- Path of blades(AOE frontal cone): Conjure blades in an AoE in front of you that hit all target.
- Frost-Fire bolt: One of the only hard casts of the class. Fire a blast of frost-fire on the target that consume any and all marks for extra damage.
- Frost-Fire Sweep: Sweep all targets in front of you with a frostfire enchanted Weapon dealing damage and consuming all marks for extra damage
Mastery: Magical Marks : gives you access to mark of fire and mark of frost skills. When either of those is activated gives your skills the ability to place the appropriate marks on targets.
Mechanics:
- Marks: When you have Mark of fire or frost activated certain abilities give marks to your target. When your target already has a mark and you hit it with another, they take damage depending on how many stacks of that mark the target had.
- Frost-Fire Enchantment(Active): Enchant your weapons with a frost-fire enchantment allowing the application of both marks at the same time.Lasts x secs.
- Mark of Fire: Debuff placed on target with a max of 10 stacks. Reduces all damage of target by x% per stack.
- Mark of Frost: Debuff placed on target with a max of 10 stacks. Reduces armor of target by x% per stack.
Spellbow: range DPS spec using different types of enchanted arrows(kinda like stances) where each arrow type would add effects to its abilities. Weapon would be bows/crossbows+quiver offhand(quivers would be back in this case).
Powers:
- Enchanted Gear - [Class Buff] - passive : Enchant the weapons and Armor of your Party and raid members within 40 yards. Their weapon attacks do extra 5% frost-fire damage. Their Armor gains the chance to reflect 5% of any magical damage back to the caster.
- Phase shot: Conjure an arrow out of phase with reality. Attacks and damages the target while ignoring most defences. If an arcane ammo type is activated create an AoE damage field around the target doing damage based on the type of ammo selected
- Thunderous shot: Conjure and shoot an arrow that generates an AoE damaging field around it in flight damaging all on its way to the target. If it critical hits target is stunned.
- Perfect Shot: For the next x secs all attacks to your target increase your movement for 2 secs
- SpellShot: shoot an arrow with a spell imbued to it. If no Arcane ammo is selected Spellshot has no cast time
Mastery: Arcane Ammo : gives you access to Arcane ammo. Arcane ammo adds effects to certain abilities based on the ammo selected.
Mechanics:
- Black Arrows: Arcane ammo type. Enchant your ammo with arcane based shadow magic. Spellshot applies a dot on the target the first time it hits. While the dot remains every time you damage the target you leech a bit of health from them. Phase shot creates an explosion of shadow and leaves a dot field.
- Rimebound Arrows: Arcane ammo type. Enchant your ammo with ice enchanted arrows. Spellshot reduces movement when it hits. Phase shot creates a frost nova around the target it hits.
- Arcane Barbs: Arrows are enchanted with arcane barbs. Spellshot still has no cast time and leaves a dot on the target. Phase shot creats an arcane pulse on hit.
- Enchanted shot: This ability changes based on ammo equiped and cannot be used unlees you have ammo equipped.
- Wailing Arrow: Shoot an arrow in an area that bursts out wails dealing shadow damage to all in the area
- Frigid Bolt: Strike an enemy with this arrow to freeze them in place
- Conjurer's Arrow: Fire an arrow at an enemy that conjures and arcane orb on hit that follows the target and damages them for x secs
(NOTE: it would be cool if based on the ammo you have equipped the quiver could have an effect based on the ammo equipped)
Hope you like it. I know it basically looks like warrior mixed with mage, but i tried to make it as original(if not unique) as possible both aesthetic as well as gameplay wise.
EDIT: Also thought that the chronomancer spec could fit as well.
Chronomancer: Healer spec using the ability to alter time and manipulate fate to heal and protect allies. Shielding and preemptive healing(healing damage before it is actually done). Weapon would be wand+offhand or Staff or mace+offhand
Powers:
- Enchanted Gear - [Class Buff] - passive : Enchant the weapons and Armor of your Party and raid members within 40 yards. Their weapon attacks do extra 5% frost-fire damage. Their Armor gains the chance to reflect 5% of any magical damage back to the caster.
- Rewind Time: Rewind time on a specific target removing all debuffs and healing them.
- Tides of Time: Launch a wave of temporal energy that damages and stops enemies it passes through and heals allies.
- Precognition: Give your allies the ability to see the future giving them the opportunity to block all next incoming attacks for x secs.
- Delayed Reaction: Buff your allies creating a delay between the application of damage which is stored in time pocket.
- Event Horizon: Create an AoE field that heals allies as well as damage enemies
Mastery: Flow of Time : Every time you negate damage to your allies you also heal them.
Mechanics:
- Inversion: Invert the effects of causality on an ally. The next damaging ability heals them for the amount it would damage them
- Mass Inversion: Invert the effects of causality on all allies in range.The next damaging ability heals them for 1/4 the amount it would damage them
- Sieze the moment: Every time you damage a target you heal all allies affected with Inversion
- Horomancy: The more time you invert the greater stacks of Horomancy you generate.
- Break the Clock: Consume all Horomancy stacks to create huge AOE blast that heals allies and damages enemies. The closest 5 allies also get Inversion.