Overview
Gadgets, turrets and explosives: an engineer whose inventions fight for them. Choose one of three specialisations, Demolition, Invention, Mechanics, each with its own set of abilities.
Specialisations and abilities
Demolition
34 abilities · 41 passives and talents
What to wear · Demolition build
Specialisation passives what makes Demolition different
Teaches you Tracer Augmentation.
Dealing direct Fire damage now applies Napalm to your target.
Casting Build: Spider Bomb now resets the cooldown of Bomb Toss and causes your next Bomb Toss within 15 sec to trigger no cooldown, global cooldown, or cost.
Increases your Fire spell power by 50% of Agility.
While Bombastic is active, your Bomb Tosses will additionally reduce the cooldown of Sticky Bomb by 5 sec.
Increases your and your summons Fire Damage dealt by 5%.
Removes the cooldown of Reload.
Abilities by level learned automatically as you level
Build a Spider Bomb that will immediately run towards your target and detonate dealing 29 + your level + ranged attack power × .18 + spell power × 0.18 Fire damage in an 8 yd radius.
Using Scrap Shot will redirect the Spider Bombs to your new target.
Reduces the cast time of Snipe by 75%, increases its damage by 100%, and guarantees it to critically strike for 6 sec.
Add an Explosive Augmentation to your gun for 1 hour, causing your ranged attacks to explode on your target dealing 6 × the listed amount of + ranged attack power × 0.1 + spell power × 0.25 Fire damage to them and nearby enemies.
Can only occur once per sec.
Add a Piercing Augmentation to your gun for 1 hour, causing an additional 63 × the listed amount of + ranged attack power × 0.11 Physical damage with each shot.
Allows your attacks to ignore 25% of your target's armor and grants you -(20 + your level) spell penetration.
Add a Tracer Augmentation to your gun for 1 hour, causing your ranged attacks to mark enemies for 5 sec, stacking 5 times. After the duration they explode for 80 × the listed amount of + ranged attack power × 0.08 + spell power × .15 Fire damage, increased based on stacks.
Marked enemies are prevented from entering stealth or invisibility for 20 sec.
Additional applications do not refresh the duration.
Place down a Blast Mine, lasting 1 min.
When the mine is destroyed, or upon using Remote Detonation, up to 8 nearby targets are blasted away and enemies take a minor amount of Fire damage.
Throw a bomb that sticks to the enemy for 5 sec.
At the end of the duration the bomb will explode, dealing 571 + spell power × .407381 + attack power × 0.213 Fire damage to the target and 4 enemies within 8 yds of the target.
Can target corpses.
Fires a shot for Weapon Damage plus 0 that ignores Armor and empowers your next Scrap Shot with a Deadeye Charge.
Shares a cooldown with other Rounds.
Lob a bomb at an enemy, dealing 401 + ranged attack power × .3 + spell power × .5 Fire damage and reducing their armor by 5% for 15 sec, stacking 4 times.
Fires a gunshot, dealing Weapon Damage plus 984, reducing the target's movement speed by 40% for 5 sec.
Allows opening of locked chests and doors.
Fire a powerful rocket at an enemy that deals 589 + ranged attack power × 0.35 + spell power × .8 Fire damage.
3 Charges, 10 sec recharge
Build a Firepot Drone that flies towards your target, dropping a bomb along its path and exploding upon landing, dealing 182 × the listed amount of + ranged attack power × .175 + spell power × .45 Fire damage in a 5 yd radius, leaving oil on the ground for 6 sec that slows enemies within by 30%.
The current party or raid member targeted will receive the threat caused by your next damaging attack and all actions taken for 4 sec afterwards.
Other abilities and procs (20)
Mark the target location for an Air Strike. After 7 sec, it deals 1226 + your level Fire damage to up to 12 enemies caught within the blast.
This ability always critically strikes.
Next Scrap Shot within 10 sec deals 30% increased damage and fires 30% faster.
Up to 5 enemies near the target take 1290 Fire Damage.
Increases the damage of Scrap Shot by 15% for 30 sec.
Build an Oil-Spill Pylon at target location for 10 sec, spilling oil in an 8 yd radius that reduces enemies movement speed by 60% and increases their Fire damage taken by you by 15%.
Sticky Bomb Explosions and Firepot Drone deal 20% increased damage to enemies inside.
Build a Spider Bomb Factory in front of you for 20 sec.
For the duration, Bomb Toss and Rocket Launcher will summon 3 Spider Bombs, that will immediately run towards your target and detonate dealing 29 + your level + ranged attack power × .18 + spell power × 0.18 Fire damage.
Using Scrap Shot will redirect the Spider Bombs to your new target.
Increases your critical strike rating by 20% of your Intellect.
2 Charges
60 sec recharge
Increases movement speed by 40% for 6 sec. Dealing any direct damage ends this effect. Stacks 2 times.
Discombobulate an enemy, disorienting them for 4 sec.
Damage dealt will end the effect.
Increases the critical strike chance of Scrap Shot, Spanner Smash, and Repair Shot by 5%.
You gain 2% increased damage with all spells and attacks for every Standard Ammunition you have loaded in your gun.
Every 3rd Standard Round slows the target's movement speed by 30% for 6 sec.
Removes the cooldown of your Gunsling ability for the next 10 sec.
Reduces the cost of Reload by 1%.
Damage dealt by Blasting Charge now knocks enemies back.
Can only occur every 15 sec.
Detonates all Blast Mines placed by you within 60 yards.
Usable while casting or channeling.
Empowers the next 6 Scrap Shots or Rocket Launchers within 30 sec deal additional Fire damage equal to 100% of the damage dealt to up to 10 enemies around the target.
Reduces the cooldown of Rounds by 10 sec.
Shoot an enemy with scrap debris, dealing 100% Ranged Weapon Damage plus 255.
Increases the damage of Bomb Toss and Boomshot by 0% for each Round.
Summon a cannon that fires all of your Standard Ammunition to deal 100% Ranged Weapon Damage to an enemy, plus an additional 1% for each stack consumed.
Current Damage: 8 to 10%.
Passives and talents (34)
Reduces the cooldown of Boomshot by 0 sec.
While Piercing Augmentation or Aether Augmentation is active, your ranged haste is increased by 10%.
Removes the cooldown of Sniper Rifle and causes Snipe to make your next gun swap instant cast.
Increases the damage of Boomshot and Bomb Toss against enemies affected by Sticky Bomb by 20%.
Scrap Shot increases your damage done against enemies by 2% for 10 sec, stacking 3 times.
Repair Shot increases the healing of Repair Shot by 2% for 10 sec, stacking 3 times.
Increases critical strike damage by 0% and increases damage dealt by Rounds by 0%.
Damage dealt by Scrap Shot and Bomb Toss against enemies affected by Sticky Bomb unleash a Sticky Bomb Explosion.
Damage dealt by Sticky Bomb is reduced by 0%.
Increases Fire spell power by 15% of Agility.
Every 4th Scrap Shot now causes your next Scrap Shot within 15 sec to deal 25% increased damage.
Your Spanner Smash will now apply Concussion to the target.
Reduces the mana cost of all spells and abilities by 10%.
Causes Sniper Rifle Scrap Shots to make your next Gun swap instant.
Reduces the cooldown of Medpack by 0 sec and its mana cost by 1%.
Spider Bomb Factory now also summons a Heavy Spider Bomb.
Heavy Spider Bombs move slowly, and deal 1178 + your level + ranged attack power × .55 Fire damage when they reach their target and slow their movement speed by 70% for 2 sec.
Increases your ranged attack power by 50% of your Intellect.
You now spawn 2 Shrapnel Mines under your target when Sticky Bomb explodes.
Air Strike is now guaranteed to critically strike.
Reduces the mana cost of Handcannon by 15% and its cooldown by 4 sec.
Increases the duration of Blackpowder Barrage by 0 sec and causes it to deal 25% additional Fire damage over 8 sec.
Increases the damage dealt by your Sapper Charge explosion by 30%.
Increases the damage reduced by Kinetic Shield by 10% and its duration by 2 sec.
Increases the effectiveness of the charge effects granted by Rounds by 30%.
Every 4th Round consumed now increases the damage or healing of your next Buckshot Round or Repair Shot with Buckshot Rounds by 25%.
Snipe critical strikes now apply a bleed effect for 6 sec, dealing 16 to 20 damage every 1 sec for 6 sec.
Increases critical strike chance by 4%, and the effectiveness of both damaging and healing critical strikes by 20%.
Reduces the cooldown of Boomshot by 0 sec and increases the damage of your Sticky Bomb Explosion by 0%.
Gives Scrap Shot and Gunsling a 15% chance to make your next Snipe instant, deal 1% increased damage, and guaranteed to critically strike.
Increases the amount of stacks of Tracer Augmentation by 5, and its duration by 7 sec, and causes damage dealt by Bomb Toss on enemies with 10 stacks to launch a Rocket Barrage at their location.
Increases the damage dealt by your summoned creatures within 40 yds by 10%.
Boomshot now also resets the cooldown of Bomb Toss.
Increases the damage of Gunsling and Handcannon against enemies affected by Sticky Bomb by 15%.
Boomshot increases the damage of the next Round shot against the target by 20% for 6 sec.
Increases the attack power of all party and raid members 5%. Does not stack with similar effects.
In addition, increases your ranged attack power by 3%.
Buckshot Round now strikes 5 additional enemies.
Invention
50 abilities · 39 passives and talents
What to wear · Invention build
Specialisation passives what makes Invention different
Teaches you Build: ZIGGI-6K.
Reduces the mana cost of your Nanobots and Beacons by 20%.
Increases your healing power by 20% of your Intellect and your critical strike rating by 15% of your Intellect.
Fire damage dealt has a 5% chance to grant you Sparked and Ready!.
Effective healing done now has a 25% chance to grant your mechanical pet Graftbolts.
Effective healing done by Stim Augmentation now applies a shield to the target equal to 50% of the healing done. Up to 10% of their maximum health.
Abilities by level learned automatically as you level
Instantly regenerate 20% of your maximum mana.
3 Charges, 15 sec recharge
Throw down an alarm beacon for 10 sec, removing fear, charm and sleep effects from up to 1 ally within 20 yds every 1 sec.
Build a Battery Recharge Station for 30 sec that allies can interact with once to replenish 15% maximum health and mana, and 50% maximum Rage, Energy, Focus, and Runic Power.
Applies Depleting Battery to party and raid members within 40 yds.
Build a Bounce Pad on the ground for up to 20 sec.
Allies who jump on the pad will be launched forward and gain 30% increased movement speed for 10 sec.
Build a Noise Box for 15 sec that periodically unleashes screeching noise on nearby enemies, interrupting spellcasts and preventing spells of that school from being cast for 3 sec.
3 Charges, 15 sec recharge
Throw down a replenishment beacon for 15 sec which projects a force field restoring 5 Rage, Energy, Focus, Runic Power and 5% base mana every 2.5 sec to allies.
Shares a cooldown with other Beacons
3 Charges, 15 sec recharge
Throw down a restorative beacon for 15 sec which projects a field that heals raid and party members in the area for 125 × the listed amount of + spell power × 0.12 every 3 sec.
Shares a cooldown with other Beacons
Electrify an allies' body, increasing their haste by 20% and causing damage dealt by them to heal nearby allies for 15% of the value. Lasts for 15 sec, or 20 attacks.
Launch 3 Deathballs in a line, increasing in speed the further they travel.
They explode when they come into contact with an enemy, dealing 1026 + your level + ranged attack power × .35 Fire damage to nearby enemies, increased based on distance traveled.
Build abilities reduce the cooldown of this ability by 2 sec.
3 Charges
20 sec recharge
Augments the next Repair Shot used within 10 sec, reducing its cast time by 30% and reducing its mana cost by 20%.
Shares a cooldown with Modules.
3 Charges
20 sec recharge
Augments the next Repair Shot within 10 sec, causing it to apply a damage absorption shield for up to 12 sec equal to 100% of the value of the shot.
Shares a cooldown with Modules.
Show off your Greatest Invention, healing party and raid members in a 30 yd radius for your level + 751 + BH × .65 every 1.5 sec for 9 sec.
Add an Aether Augmentation to your gun for 1 hour, causing an additional 40 × the listed amount of + spell power × .155 Arcane damage with each shot.
Increases your damage and critical strike chance against Mechanicals by 25% and reduces your Magic damage taken by 10%.
Add a Magic Augmentation to your gun for 1 hour, causing an additional 2 + ranged attack power × 0.045 + spell power × .1 Magic damage with each shot.
Increases the range of your ranged abilities by 5 yds.
Fire a healing stimshot at an ally, healing them for 1010 + bonus healing × 0.7.
Add a Stim Augmentation to your gun for 1 hour, causing your direct healing abilities to heal up to 3 nearby allies for an additional 20% of the amount healed.
Healing done by this can critically strike.
Brings up to 5 dead allies within 15 yds back to life with 2420 health and 1750 mana.
Cannot be cast when in combat.
Send Nanobots to an ally, healing them for 7560 over 1 min.
Nanobot Reconstruction can only be sent to 1 target at a time and cannot be dispelled.
Send Nanobots to an ally removing 1 poison and disease effect every 3 sec for up to 15 sec.
Nanobot Cleanser can only be sent to 1 target at a time and can't be dispelled.
Summons a compact Portable Sawmill at your location.
This object serves as a sawmill crafting station.
The Portable Sawmill will dissipate after 2 min.
3 Charges, 15 sec recharge
Throw down a shield beacon for 15 sec which projects a force field in a 10 yd radius, increasing the Armor of nearby allies by 220 + your level.
Shares a cooldown with other Beacons
Send Nanobots to an ally, regenerating 13 mana every 5 sec for 1 min.
Nanobot Recharger can only be sent to 1 target at a time and cannot be dispelled.
Empower an ally with a mana module, restoring 41 mana every 5 seconds for 30 min.
Only one Module per Tinker can be active.
Toss a med pack to an ally, healing for (6 × 1000 / 1) × (200 + spell power × .2) over 6 sec and cleanses all bleed, poison and disease effects.
Launch a quick healing stimshot at an ally, healing them for 601 + BH × 0.385.
Send Nanobots to an ally, dealing 39 + your level + spell power × 0.1 damage to enemies within 5 yds of them every 0 sec for 30 sec.
Nanobot Swarm can only be sent to 1 target at time and can't be dispelled.
Encases you in a magical shield, reflecting the next spell cast on you within 3 sec.
Send Nanobots to an ally, dealing 68 + spell power × 0.171 damage to nearby enemies every 4 sec for 1 min. All threat generated by you is redirected to the target.
Nanobot Swarm can only be sent to 1 target at time and cannot be dispelled.
Reveal all stealthed and invisible enemies within 10 yds at target location. Lasts 15 sec.
Fires a long range zap of electricity that heals an ally for 748 + BH × 1.5.
Scales with modifiers to Repair Shot.
Teleports you to the target location.
Taking any damage while casting will interrupt this ability. Not usable in combat.
Empower nearby party and raid members with a mana module, restoring 33 mana every 5 seconds for 30 min.
Only one Module per Tinker can be active.
Other abilities and procs (18)
Toss grenades that dispel up to 3 benefical magic effects and silences all enemies within 12 yds for 4 sec.
Attach a resuscitation device to your target ally for 20 sec.
When the target would otherwise die, they are instead healed for 50% of their maximum health.
Makes Deploy Bomb instant and reduces the cooldown of Remote Detonation by 10 sec.
Build a Repulsion Unit that periodically knocks nearby enemies back every 5 sec for 20 sec.
Dispels magic on a friendly target, removing 1 harmful spells.
Fire an icy ray at all enemies in a line, Freezing them in place for 40 sec (8 sec vs players). Damage dealt may end this effect.
Freeze Ray now also deals 23 + your level Frostfire Damage every 0.5 sec for 3 sec.
Repair Shot now applies Healing Stims to allies.
With Buckshot Rounds: Applies Lesser Healing Stim.
With Standard Rounds: Applies Greater Healing Stim, stacking 8 times, increasing the healing done when darts are drawn back by 15% per stack.
Using Reload draws back all stims, healing allies within 40 yds affected by your Healing Stims for 170 + your level + spell power × .325.
Reduces cost of Nanobot Deconstruction by 1% and increases damage by 1%.
Reduces the cost of Nanobot Reconstruction by 20% and increases its healing by 10%.
Equip your Invisibility Cloak, turning you invisible for 10 sec.
Create a macro-gravity zone at target location for 8 sec.
Enemies within the zone have their movement speed slowed by 50% and gain 1 stack of Macro-Gravity every 0.5 sec.
Increases Fire and Physical damage dealt by 3%.
Send your Nanobots to an enemy, dealing 147 Arcane damage every second for up to 15 sec.
Your Nanobots can only be sent to 1 target at time.
Increases the duration of Nanobot Reconstruction by 10 sec.
Overcharge all active Beacons, unleashing their unique effects.
Refer to individual Beacons for their Overcharge effects.
Equip party and raid members within 15 yds with a Parachute for 1 min, automatically deploying and slowing their fall speed.
3 Charges, 30 sec recharge
Activate your Rocket Boots, dispelling root effects and launching you forward.
Passives and talents (33)
Falling below 35% health now refreshes all charges of Rocket Boots.
Can occur only once every 3 min.
Healing from Stim Augmentation now affects 2 additional allies near the primary target.
Reduces the cooldown of Blackpowder Barrage by 10 sec.
Causes Sniper Scrap Shots and Gunsling to make your next gun swap instant and not trigger their global cooldowns.
All nearby allies receive 6% more healing. Does not stack with similar effects.
In addition, your Alarm Beacon now dispels fear, charm, and sleep effects from 1 additional ally.
Increases the damage of Bomb Launcher shots by 8% and the critical strike chance of Rocket Launcher by 10%.
Causes Throw Dynamite to reduce the Fire Resistance of affected enemies based on your spell power for 10 sec, and increases its damage by 10%.
Increases the critical strike chance of Emergency Heal by 15% and allows the periodic healing done by Med Pack to critically strike.
Blasts the enemy for 4 Nature damage and empowers your next Scrap Shot.
Increases critical strike chance of all party and raid members by 3%.
Does not stack with similar effects.
In addition, not critically healing now increases your critical strike chance by 1%, stacking 10 times, until your next effective critical heal.
Increases Agility and Intellect by 6%.
Reduces the cooldown of Build: Battery Recharge Station by 30 sec.
Reduces the cast time of Repair Shots and reduces the cooldown of Rounds by 30%.
Reduces the cast time of Scrap Shot and Repair Shot by 15%.
Periodic healing done by Nanobot Reconstruction now restores 3 + your level + bonus healing × 0.0402857 health to 5 allied players within 10 yds of the affected target.
Increases Fire Damage dealt by 6%.
Explosive Rounds now increase your Fire Damage against affected enemies by 2% for 15 sec, stacking 3 times.
Reduces the cooldown of Sticky Bomb and Deploy Blast Mine by 2 sec.
WIP
Increases healing spell power by 25% of Spirit.
Causes Repair Shot to increase the tick rate of your next Nanobot by 15%.
Reduces the cost of Rounds and the cooldown of Reload by 0%, and grants Replenishment after swapping to a different Round.
Increases the damage of Tracer Augmentation and Bomb Toss by 15%.
Magic-Cleanser 4000X now also dispels 1 poison effect and heals an ally for 3% of their maximum health.
Modules now affect 1 additional use of Repair Shot.
Critical strikes with Zap! now apply Rejuvenating Gas to up to 12 allies within 8 yards of your target that restores 15% of the value of the shot as health every 2 sec for 10 sec.
Fire critical strikes now reduce the remaining cooldown of Rockadier by 3 sec.
Damage or healing done by your pet or summons now heals you equal to 15% of the value.
In addition, direct damage or healing done by you now restores health and mana to your pet equal to 15% of the value.
Each of these effects can only occur once per sec.
Shotgun Repair Shots now hit 2 additional targets.
Effective healing with Stim Augmentation now reduces the cooldown of Med Pack by 3 sec.
Increases the healing of Repair Shot by 10%.
Reduces the cooldown of Zap! by 5 sec.
Nanobots now increase the targets movement speed by 30% for 3 sec.
Can only occur once every 10 sec.
Mechanics
62 abilities · 25 passives and talents
What to wear · Mechanics build
Specialisation passives what makes Mechanics different
While in your Mechsuit, damage dealt by your summons now has a 20% chance to grant you 5 Scrap and 2% of your maximum mana.
Your ranged damage dealt now has a 20% chance to refresh a charge of Makeshift Dynamite.
Increases the effectiveness of your Mechsuit by 100%.
Activate your Mechsuit, draining 5 Scrap every sec, increasing damage dealt by 10%, your armor by 100 + your level, and your movement speed by 10%.
If you run out of Scrap while active, you are ejected from the Mechsuit.
While active, your Scrap Shot is transformed into Gatling Gun.
Abilities by level learned automatically as you level
Build a Sentry Turret for 5 min that shoots bullets at enemies, dealing 100 × the listed amount of + attack power × 0.07 Physical damage. Activate again to deconstruct your Sentry Turret.
Can only have 1 Sentry Turret up at a time.
Build a Spider Bomb that will immediately run towards your target and detonate dealing 29 + your level + ranged attack power × .18 + spell power × 0.18 Fire damage in an 8 yd radius.
Using Scrap Shot will redirect the Spider Bombs to your new target.
Deconstructs your Sentry Turret!
Teaches Build: Clockwork Assisant and reduces the cooldown of Shotgun Scrap Shots by 0.5 sec.
Attack Power increased.
When you use Remote Detonation, deal attack power × 0.25 + spell power × 0.385 + 186 + your level Physical damage to up to 5 enemies within 10 yds. The mine lasts 1 min.
Requires Mechsuit
Upgrade your Mechsuit to the Spider Tank model, allowing the use of your Spider Tank suit abilities.
Also increases movement speed by 8% and critical strike chance by 5%.
Upgrade your Mechsuit to the Vanguard X-42 model, allowing the use of your Vanguard X-173 suit abilities.
Also reduces all damage taken by 5% and increases Fire Damage dealt by 3%.
Restores 25% maximum health.
Activates power module on an allied player, increasing attack power by 232 for 30 min.
Only one Module per Tinker can be active.
Smash an enemy with your spanner, dealing 110% Weapon Damage plus 230.
Guaranteed to critically strike against Mechanicals.
2 Charges, 8 sec recharge
Generates 10 Scrap
Toss dynamite at an enemy, dealing 100% Ranged Weapon Damage plus 210 as Fire damage.
Usable while moving.
Requires Mechsuit
Slash an enemy with your sawblade, dealing 27 + attack power × 0.4 + spell power × .25 Physical Damage to an enemy and reduces all healing received by 40% for 8 sec.
You and your Clockwork Assistant deliver a devastating attack on your melee attack within 8 sec to an enemy, causing 1 + your level + attack power × .3 + spell power × .4 Stormstrike Damage.
Blast an enemy with a laser, dealing 100% Ranged Weapon Damage plus 223 as Fire Damage and forcing your pet to charge to the enemy for 24 + your level Physical Damage.
Shares a cooldown with other Mechsuit abilities.
Launch a massive ball of fire at an enemy that also damages nearby enemies, dealing 334 + ranged attack power × .2 Fire damage.
Usable while moving.
Shares a cooldown with other Mechsuit abilities.
Supercharge your Clockwork Assistant for 15 sec, increasing all damage it deals by 50%, and healing it for 844 every 1 sec.
Create the latest in turret technology, the Battle Turret X-13 for 30 sec that emanates an aura that increases the damage of your summons by 10%.
Allies can enter the turret giving them access to unique abilities and the turret's health pool for the duration.
Augment a party member with the essence of arcane, decreasing damage taken from spells by up to 3% and healing spells by up to 3%. Lasts 5 min.
Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 75 and healing spells by up to 80. Lasts 10 min.
Activates power module on raid and party members, increasing attack power by 232 for 30 min.
Only one Module per Tinker can be active.
You construct a wall consisting of 3 Sentry Turrets in front of you that will fire bullets at enemies for 1 min. Sentry Turrets cannot move.
Other abilities and procs (40)
For 10 sec, your Build spells cost no mana, and their cast time is removed.
Commands your Clockwork Assistant to deal 19 to 25 Physical damage to all enemies within 10 yds, stunning them for 3 sec.
Teleports your Clockwork Assistant to the targeted position and causes it to unleash a torrent of flames upon enemies within 12yd, causing 27 Fire Damage.
Construct a Clockwork Assistant to accompany the Tinker until dismissed.
Build a Destructo-Bot that you can see through and directly control.
The bot is capable of exploding, dealing massive Fire damage to enemies nearby and disorienting them for 3 sec.
Construct a Mechano-Bear to accompany the Tinker until dismissed.
You build a Power Foundry at the target location for 20 sec.
The Power Foundry projects a small field that empowers all Sentry Turrets, and Gatling Turrets near it, increasing their damage by 25% and their attack rate by 40%.
Construct a Rusthound to accompany the Tinker until dismissed.
Build a Scrapmaw to accompany the Tinker until dismissed.
Augments your Clockwork Knight's chassis, causing it to gain 15% increased haste, but increasing its ability cooldowns by 20%.
The bot's unique abilities can now strike an additional enemy and its ability cooldowns are reduced by 15%.
The bot's movement speed is increased by 25% and it gains 10% increased critical strike chance.
Gives the bot a chance to spill flames on enemies in a cone whenever it lands a critical strike, causing an additional 14 to 16 Fire damage plus 20 over 10 sec. Scales with the Tinker's attack power and spell power.
The bot's unique abilities have 50% reduced cooldowns but deal 25% less damage.
Control a Mechanical enemy up to level 1 × your level, forcing them to do your bidding for up to 5 min (8 sec vs players).
The Mechanical has greatly increased melee and ranged attack speed, but will short-circuit over time, taking 2% of its maximum health as Nature damage every 3 sec.
Reduces the cooldown of the bot's Arclight Smash by 1 sec and boosts its maximum health by 25%, but reduces all magic damage it deals by 50%.
Dismiss your current summoned bot.
Spanner Smash now increases the damage of your next Scrap Shot with Buckshot Rounds against the target by 15%.
Increases the damage of Spanner Smash by 0%.
Unleash a barrage of shrapnel, dealing 831 + ranged attack power × .36 + spell power × .55 Fire damage to enemies in a line, applying a lesser Sticky Bomb to each target struck that deals 271 + your level + spell power × .1 + attack power × 0.5 Fire damage after 3 sec.
After 3 sec, your active Sentry Turret will also fire a Hyperblast Barrage.
Reduces the cooldown of Remote Detonation by 10 sec and increases its damage by 50%.
Create magnetic shields of kinetic energy on an ally target for 8 sec, reducing damage taken by 40% and making them immune to stun effects.
Usable while stunned.
Launch forward and slow your falling speed.
When you hit the ground you blast nearby enemies for 45 + your level Fire damage based on time in the air.
Shares a cooldown with other Mechsuit abilities.
Charge an enemy target and strike them with an artillery missile for 36 to 40 Physical Damage.
Overclock your pet for for 20 sec, increasing its damage dealt by 20% and allowing it's attacks to trigger Hardwired Haymaker on the target enemy.
Additionally, your pet will trigger Overclocked Smash every 5 sec.
Rebuild your Clockwork Assistant, bringing it back to life.
Search and rummage through nearby debris, gaining 10 Scrap and 25 mana every 0.5 sec for 5 sec.
Not usable in combat.
Your Scrap Slam now has a 100% chance to strike 2 additional times for 130% of the damage dealt.
Your summon's damaging abilities now have a 30% chance to increase their haste by 10% for 5 sec, and strike enemies with lightning, dealing 7 + your level Nature damage.
Gives Physical Damage dealt a 20% chance to create a Shrapnel Mine underneath the target.
Destroys your Clockwork Knight to empower you, increasing non permanent summon damage by 25%, and all damage you deal by 10%.
Fires 1 Standard Ammunition
Deals 104 to 112 Physical Damage to up to 4 enemies.
Scales with Scrap Shot, but gains all bonuses specific to the Shotgun's effect regardless of your current Gun.
The Spidertank gains 20% increased movement speed for 6 sec, stacking 4 times, and automatically Reloads at the beginning and end of this duration.
Inflicts 19 to 23 Physical damage to nearby enemies and knocks them back.
Attempt to come up with an AWESOME new gadget, and gain 25 Engineering Skill for 30 min!
Upgrade nearby Sentry Turrets to a Molten Grenade Turret for 1 min.
Causes 24 to 27 Physical Damage to enemies in a 15yd frontal cone and stunning enemies hit for 3 sec.
Smack an enemy for Weapon Damage plus 24. Every 3rd use shocks all nearby enemies recently hit by Shield Crush with Rampant Lightning, dealing an additional 3 to 4 Arcane Damage.
Damaging an enemy with this increases damage they take from Rampant Lightning by 20% for 10 sec, stacks up to 5 times.
Reduces all damage you take by 20% for 6 sec.
Deconstructs your active Sentry Turrets, refunding
Passives and talents (21)
Increases the critical damage of your Mechsuit abilities by 15%.
Makeshift Dynamite now marks enemies for 6 sec.
The next damaging ability used on this target by your pet consumes the mark to deal 62 + your level + spell power × .2 + ranged attack power × .2 Fire damage.
Increases the detonation speed of Sticky Bomb by 1 sec and reduces its cooldown by 2 sec.
Reduces the cooldown of Kinetic Shield, Discombobulate!, and Repulsion Unit by 20%.
Grants you 3 Combat Augments you can apply to your Clockwork Assistant.
Only 1 Combat Augment can be active at a time.
Your Mechsuit will now increase your armor by an additional 50%.
Increases the base damage of Bot: Crash & Thrash by 30%.
Telescopic Focusing Lens now refreshes a Sentry Turret charge.
Increases the critical strike and hit chance of you and your summons by 4%.
Casting Spanner Smash and Scrap Shot now increases your pet's attack power by 5% for 15 sec, stacking 2 times.
Attacks from your turrets now
Increases the damage of your Sentry Turret by 20% while within 30 yds of it.
Grants you 3 Augments you can apply to your Clockwork Assistant.
Only 1 Augment can be active at a time.
Increases all party and raid member's melee and ranged haste by 10%. Does not stack with similar effects.
In addition, the range of your offensive ranged abilities and Auto Shot is increased by 10 yds.
Whenever your summons critically strike, reduce your and your pet's damage taken by 2% for 15 sec, stacking 4 times.
Causes Disassemble to grant a damage absorbtion shield based on your Agility, and regenerate
Generates 1 Scrap every 2 sec.
Your critical strikes now grant you a shield that absorbs 12 + your level + attack power × .15 + spell power × .6 damage.
Can occur only once every 10 seconds.
Distracto Shot also silences the target for 3 sec, but its cooldown is increased by 10 sec.
Casting Makeshift Dynamite now resets the cooldown of your Mechsuit abilities.
Teaches Upgrade! which allows you to enhance your turrets.
Shotgun Scrap Shots now generate 5 Scrap.
Playable races
Alliance
Horde
Proficiencies
What this class can equip from the start. In Conquest of Azeroth these come from the class itself, not your race.
Tips
- Your main stat is Agility: prefer gear with it. Wear Mail armor when you can.
- Abilities are learned automatically at the level shown; the specialisation passives shape how each build plays.
- Mix and match with the other 21 classes - dungeons and raids need tanks, healers and damage of every kind.
