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Need: Complex Tinker Idea

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Level 7
Joined
Nov 18, 2012
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272
Hi. I need a idea for a hero. Here are his core mechanics:

*He is constantly assisted by two immortal non-hero robots
*He can alternate between mechanical and organic form
*His two robots bestow the hero auras only while he is in his mechanical form
*He cannot cast spells while in mechanical form

Hit me up!
 
Level 6
Joined
Nov 24, 2012
Messages
218
What idea are you looking for?
Your ideas seem good.

If you meant abilities, I can give you the skillset ideas I had for my Tinker Hero.

  • Ability 1: Safeguard (Tinker uses 100% of his mana to create a [Powerful Shield with X Health] on the target. Lasts until broken.)
  • Ability 2: Automated Reconstruction (Tinker regains minor health and mana per creep kill, and moderate health and mana per hero kill)
  • Ability 3: Cogwheel Shift (Tinker summons revolving cogwheels that spin around him, repairing him and nearby allies (area DoT heal) for a few seconds. All enemies within 250 AoE are knocked back.
  • Ability 4: Grapple Toss (Tinker grapples onto the target, then tosses the target in the direction Tinker is facing, also stunning the target upon target landing).
  • Ability 5: Deconstruction (Tinker deconstructs a target enemy in melee range, stunning for 2 seconds and disabling attack for 5 seconds. Deals additional massive damage if target is structure/mechanical)
  • Ability 6: Cogs of Time (Tinker targets a structure a peasant is currently working on to set it to 100% completion instantly if ally, or cancels construction if enemy)
 
Level 19
Joined
Apr 10, 2010
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2,789
I want to go for a more timing based hero, and instead of using robots, I used robot arms. Here are my thoughts:

1. Power Overload (Innate Passive) - If the TInker successfully casts a sub spell, gains a charge, which decays over time and stacks on each other. Every charge gives his next sub spell a bonus effect, and if Tinker gains up to 3 charges, he can turn into his mechanical form, unlocking his Robot Form spell.
  1. Charged Bolt - Charges up the system of the Tinker, making his next spell slow the enemy unit/s affected.
  2. Ignite - The next spell of the Tinker would reduce the armor of the enemy hero by a set percentage. Does not affect enemy units.
  3. Cogwheel Spin - The next spell of the Tinker would reduce the armor of the enemy hero by a set percentage. Does not affect enemy units.
  4. Energy Boost - The attack range of Tinker would become ranged for a short duration after the next spell cast.

2. Chain Grab - The Tinker launches a chain at the target point, snagging the nearest enemy hero at the target point upon arrival in front of him. This ability may be casted again for a 2 second delay in order to cast Charged Bolt.
Charged Bolt - The Tinker uses one of his mechanical arms to shock the pulled enemy hero, dealing magical damage. This can only be casted if an enemy hero is pulled in by the Tinker.​

3. Steam Release - The Tinker exhumes large amounts of steam at the target area, slowing all enemy units by a small amount and making them unable to dodge attacks of all enemy units. This ability may be casted again for a 1.5 second delay in order to cast Ignite.
Ignite - The Tinker turns all of the steam into flames, dealing moderate magical damage to all enemy units, but removing the steam cloud. This can only be casted if Steam Release is casted.​

4. Cog Roll - The Tinker launches a large rolling cogwheel into the target point, dealing damage to all enemy unit/s it passes through and destroying all debris. This ability may be casted again in a .5 second delay in order to cast Cogwheel Spin.
Cogwheel Spin - The Tinker spins the cog at its current location, dealing damage to all enemy units that passes by it. This can only be casted if Cog Roll is casted.​

5. Plasma Shield (Ultimate) - The Tinker surrounds himself with a shield of plasma, allowing him to take up to a certain amount of damage until the shield is destroyed. Additionally, enemy units nearby the Tinker take damage over time until they stay away from him.
Energy Boost - The Tinker severely increases his own movement speed for a short duration.​

6. Robot Form - This skill may only be casted when the Tinker has the required amount of charges. At this form, he gains an Increased Attack Damage Aura and Reconstruction aura, which heals his nearby allied units. Additionally, every attack deals splash damage and armor reduction, but reduces his attack speed per attack. The Tinker also gains a massive attack range bonus and becomes a ranged attacker. Lasts for a short duration.

Tips:
Start with a Cog Roll, when it hits the target enemy hero, immediately cast Cogwheel Spin. Its best if you are near the Cogwheel. Then grab him with Chain Grab to hit him twice in the Cogwheel Spin, then hit him with a Charged Bolt. After the bolt, place a Steam cloud in front of them to slow them down, then when they are almost exiting the cloud, burn the cloud with ignite. They should take a lot of damage by now, and would either be dead or begging to live. If they still live, chase with a Plasma Shield or continue the combo. Robot Form should only be in team fights, and makes you a one man wrecking crew. Steam Release-Ignite and Cog Roll-Cogwheel Spin are also good here.
 
Level 29
Joined
Apr 6, 2010
Messages
3,139
Helper bot spells:

Give Life: Drains life from the bot to the hero (leaving the bot with 1 HP at least)
Aura of Haste: the tinker builds, moves and attacks faster

Give Mana: Drains mana from the bot to the hero.
Aura of Destruction: The hero does more damage and his spell damage increases.

Hero spells

Mechanical Minions: Summons random mechanical creatures.
Sabotage: Deals great damage and stun to a target mechanical unit or building.
Overdrive: Supercharges various systems to allow very high move and attack speed, but deals damage to self in the process.
Build Turret: Builds a permanent (max. 6) rapid-firing turret.
Static Defense: Loses the ability to move, but damage and range are greatly extended (or just call it Siege Mode).


I have an alternate suggestion: instead of a robot hero, make him a golem that alternates between flesh (high regen and speed, low attack and HP) and stone (high defense, HP and attack, low speed) forms, replacing the bots with smaller floating statues.
 
Level 14
Joined
Oct 6, 2008
Messages
759
Nice spells Drunken Jackal. (I might be playing league of legends a bit too much since I recognized Oriana, Blitzcrank and probably Rumble :blush:)
I think Faestus wants the focus to be also on the two assisting robots. Removing them from the equasion pretty much makes it another hero.

Here is my idea:


1. Vapor Blades -
Active : The Tinker and both robots activate a deadly set of spinning blades that deal damage to surrounding enemies and cause them to bleed for 10 seconds. Duration - 3 sec (bleed can be done with the abomination cloud for minimal triggering, and the blades with immolations)

2. Technological Advantage -
Passive : permanently increases the robots movement speed and attack damage. Also increases the range in which they can leave the Tinker.
Active : The Tinker and both droids get the ability to repair mechanical units at high rate for 10 seconds. If the Tinker uses Transformation he will loose the ability to repair. (when the hero becomes mechanical via transformation, the droids will be able to repair him for the duration of this spell)
Active 2 : Activate the ability again to cancel the effect and enrage the droids , causing them to deal more damage and be able to stun opponents for a short time. (The aggressive type of this spell is to be used when in combat)

3. Deadly Trio -
Active: The Tinker and both droids activate propulsion engines that launches them high in the air.Landing in the designated area they will destroy trees and stun enemies.

4. Transformation -
Active: The Tinker transforms into a huge War Machine, recieving siege damage and a chance to block incoming damage and reduce it to a fixed amount. While in this form he cannot cast spells but he can be repaired as if he is a building. Both droids will also recieve siege attacks and buildings attacked by them will loose the ability to train units for a few seconds.


The idea behind the hero is to be a mobile, tanky, aoe oriented but still able to be of assistance to mechanical units and buildings.
 
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