With talk of 9.0 being the new class expansion based on the pattern observed with all previous expansions, plus the increased presence of Goblins/Gnomes and now Mechagon... I think the likelihood of Tinkerer becoming a new class is getting greater and greater. So I'd like to share my concept of how it could work.
Unfortunately I'm no good with photoshop and wouldn't lower myself to butcher something in MSpaint, so sadly I have no imagery to go along with this concept. I also didn't tackle talents. Instead I focused on the fundamental class design, theme and gameplay flow. Appreciate your thoughts.
Class: Tinker
Armor: Mail
Weapons: Staff & 2 handed Mace
Specialisations: Medic (Healer) / Machinist (Ranged DPS)
Primary Resource: Mana
Secondary Resource: Battery Charges
Resource Explanation:
Mana is used for healing spells & utility effects, similar to hybrid classes such as Monks, Priests or Shamans. Charge is a new resource, similar to energy/focus it starts out full but has no natural regeneration in combat. Charge must fully deplete before it begins to refill and charge cannot be used while re-charging.
The Tinkerer has 2 batteries which recharge from empty independently. Some skills require and consume partial charge amounts to activate, some skills do not require charge but will use some available charge for additional power or effects if available. Lastly some skills will not require or consume charge but will instead increase the rate of re-charge from empty.
All summons leave behind a charge mote when they expire or are destroyed, collecting these motes by any means increases the rate of re-charge.
General Theme:
Tinkerers use staves and 2 handed hammers as conduits for their skill usage, directing their technological or magitech devices and contraptions while channelling energy through their weapon. Tinkerers have access to a variety of drones, turrets and bots to assist them in combat alongside offensive energy discharges while providing a series of shields and heal over time effects to allies.
Example Summons:
Protector – summons 3 drones for <duration> near the target ally, the drones periodically apply a shield for <amount> once every <interval>. Reactivating the skill allows you to direct 1 drone to a new ally and removing 1 drone from the initial ally. Generates <number> charge motes upon expiry.
Bomber – summons a bomb bot that travels toward and explodes when reaching your target for <value> damage and <value damage> to nearby enemies. If available, <value> charge will be used to increase the speed of bomber and increase primary target damage by <%>. Generates <number> charge motes upon expiry.
Gunner – summons a stationary turret that attacks your current target, dealing <value> per <interval> for <duration>. While active, using this skill allows you to redirect the turret to a new target. Requires <%> charge to cast. Generates <number> charge motes upon expiry. Max <number> Gunners active at once.
Scorcher – summons a stationary turret that rotates spewing flames for <value> fire damage per <interval> for <duration>. While active, using this skill again causes the turret to detonate for <value> fire damage to all nearby targets and generating <number> charge motes.
Example Primary skills:
Pulse Blast – fire a condensed energy blast dealing <value> fire damage. Cast time <interval>.
Voltage Emitter – Channel for <interval> dealing <value> nature damage repeatedly to your current target. Consumes <value> charge if available to increase damage by <%> and duration by <interval>.
Example Offensive Cooldown:
Overclock - Instantly restore one full battery charge and charge is no longer consumed for <interval> seconds. While active you and your turrets receive <%> haste per <interval> seconds, stacking to <number>.
Example Defensive Cooldown:
Personal defence matrix – Activate your defence matrix, reducing damage taken by <%> for <interval> seconds and returning <value> nature damage to attackers while active. Each attacker is marked by “feedback”, lasting <interval> seconds and stacks to <number>. At <number> stacks the attack is stunned for <interval> seconds.
Example Utility skill:
Holoshield dispenser – Summon a dispenser to provide personal holoshield activators to party and raid members. The holoshield activator provides a shield to the user for <value> and is consumed on use. Shares a cooldown with Healthstones.
Example Healer skills:
Azurite Infusion – Transfer a series of Azurite powered blasts at your target, restoring <value> health over <interval> seconds. Channeled. Will consume <amount> charge if available to increase the final blast value by <%>.
Stimulant – throw a mine to the target area that releases azurite infused gases in a <radius>, healing allies inside for <value> over <interval> seconds. The radius will expand over the duration. If available, <amount> charge will be consumed to form a full-sized radius instantly and increase heal by <%>.
Crowd Protection matrix – Channel for up to <interval> seconds, generating a large shield around you in a <radius> that absorbs <value> damage for you and allies inside the shield while you continue to channel. Will consume <amount> charge if available per second while channelling to return <value> nature damage to enemies that attack shielded allies.
Amplify – Neurally enhance an ally with a quick zap, restoring <value> health over <interval> seconds. The enhancement will spread to a nearby ally every <interval> seconds, increasing in strength by <%>. If enhancement reaches <number> allies, the primary target receives greater enhancement. Increasing the heal over time by <%> and refreshing its duration.
Jolt – Revive an ally with a direct jolt of electricity from your weapon, 10 second cast time. Cannot be used in combat.
Example Resource Management skill:
Magnetise – draw in up to <number> charge motes within <radius>, increasing your next re-charge rate from empty by <%> and increasing the damage of your next Voltage Emitter by <%> or healing of your next Azurite Infusion by <%>.
General gameplay loop examples:
Machinist – Summon and maintain multiple Gunner turrets, use bombers on cooldown, dump excess charge with Voltage Emitter and fill with Pulse Blast. Ideally Magnetise would be a medium cooldown you’d use as part of your rotation to actively control your charge rate and allow you to maintain turrets and cycle high power Bomber’s and Voltage Emitter’s.
Medic – Maintain Amplify at all times to keep the bounces running, ensuring to target the tank or most in need of healing person so they benefit from the greater enhancement. Spot heal with Azurite infusion and keep Protector Drones on your tank (3) or spread across allies, then group heal stacked allies with Stimulant. Crowd Protection Matrix can be used to pre-empt large group damage or to provide coverage for your HoTs to run (Amplify/Stimulant).
I'd like to think that talents would offer more "bulk" to the rotation if wanted via aditional active skills, while keeping the basic rotations quite simple. I was torn on using the healer spec as an Alchemist versus a Magitech/Azurite user but ultimately landed on the latter. Overall I tried to avoid overlapping with the Alchemy/Engineering professions and also tried avoid hard-locking to themes that suggest only Goblins/Gnomes could be the class. I'd like to expand it to be a magic/mechanical hybrid theme instead. Enjoy