Tinkers are genius engineers that use their extensive knowledge of technology for military purposes. Some Tinkers excel in the use of firearms, while others rely on their mechanical inventions to operate on their behalf.
Swap between a number of different Firearms with different unique effects to take out enemies.
Fortify and offer aid to yourself and your allies with powerful technological devices including nanobots and other gadgets.
Construct useful inventions or mechs to aid you in combat or provide utility for you and your group.
Tinkers use an Ammo system for their Firearms - different guns they can swap to, including a Rifle, a Shotgun, a Sniper, a Bomb Launcher and a Burst Rifle, have different effects and ammo capacities. Tinkers also have a Reload ability that allows them to load 4 ammo at a time into their currently equipped gun.
Tinkers can also go down the path of Technomancy, healing and supporting themselves and allies with gadgets, including Nanobots. Your Nanobots can be sent to only 1 target at a time, but you can use them to heal or protect allies, or deconstruct enemies to deal damage over time.
Alternatively, Tinkers can also focus on Invention, building mechanical allies, contraptions, and mech suits in order to sustain increased damage, or deal additional damage in combat.
Massive Versatility
Utility
Master of None
No Healing on Demand
Weapons
Guns
Melee Weapons
Shields
Armour
Cloth
Leather
Resource
Energy
Ammo
Class Features
Firearms
Mechs
Nanobots
Ammo System