Revelade
BattleForums Member
One of the lesser used heroes, the Tinker has lots of potential for new strategies and styles. His 2 spells are either a summon or an AoE stun, with his ultimate being the most unique by far. Oddly enough, he is an intelligence hero, yet fights as melee. His strength and intelligent stats improve equally, while agility is his weakest area.
When using the Tinker, one will have to choose either the path of the Factory or the road of the Rocket.
Spells:
Pocket Factory is an unique because it's the only building to be summoned in the game. From the building however, spawn the tiny clockwork goblins. These guys are similar to skeletons, except they only have 80 hp and do less overall damage. However, the real treat is that they explode when they are killed that inflicts small AoE damage. The spell is not easily spammed as it costs 125 mana, so it must be placed carefully. I would either have it in front of your army to create a wall for your ranged units, or behind the enemy, for maximum damage. Upgrading this spell upgrades the amount of splash damage each clockwerk goblin does which is 30/60/80. It's a strong summon, but can cost a bit too much and cannot travel too far.
Cluster Rockets is similar to Stasis ward in that both are AoE stuns. This costs a relatively cheap 70 mana, but that also reflects on the result. Damage at all levels are 30/65/100, which is very weak compared to other spells. The main treat is the stun, but it only lasts 1 second, which is fine for stopping channeling spells, but 1 second doesn't help too much. Of course any stun allows your army to gain a better position, so it's better suited to a faster army. The spell does however, have a large radius, so you can hit more enemies with this, than say blizzard. Use this for the large area and stun, but it's weak in damage and duration.
Engineering Upgrade is a decent skill for the Tinker as it boosts his other spells and stats. He gains bonus damage and additional speed every time it is used. The Factory makes goblins even faster, while the Rockets get a larger area.
Finally Robo-Goblin turns the Tinker mechanical, meaning he gains immunity from hero killing spells. Keep in mind beneficial spells also do not work on him. He also gains the demolish ability that allows him to do 350% more damage to buildings, which allows base killing to be easier. At 25 mana, it's very easy to use this ultimate and he can stay in either form as long as he wants. With him being mechanical, workers can repair him back to health, similar to a priest. In total, you use this to keep the Goblin safe from hero killer spells, and to rock buildings.
Skill Point Pattern:
F/E/F/E/F
R/E/R/E/R
In total, you have a hero with a:
- strong summon that is limited to an area
- AoE spell that stuns, but is weak in damage and stun length
- a passive that makes him faster, deadlier and boosts his other spells
- an ultimate that costs cheap, lets him avoid killer spells and lets him do great damage to buildings
So I urge all of you to try the Tinker on your next visit to Bnet.
When using the Tinker, one will have to choose either the path of the Factory or the road of the Rocket.
Spells:
Pocket Factory is an unique because it's the only building to be summoned in the game. From the building however, spawn the tiny clockwork goblins. These guys are similar to skeletons, except they only have 80 hp and do less overall damage. However, the real treat is that they explode when they are killed that inflicts small AoE damage. The spell is not easily spammed as it costs 125 mana, so it must be placed carefully. I would either have it in front of your army to create a wall for your ranged units, or behind the enemy, for maximum damage. Upgrading this spell upgrades the amount of splash damage each clockwerk goblin does which is 30/60/80. It's a strong summon, but can cost a bit too much and cannot travel too far.
Cluster Rockets is similar to Stasis ward in that both are AoE stuns. This costs a relatively cheap 70 mana, but that also reflects on the result. Damage at all levels are 30/65/100, which is very weak compared to other spells. The main treat is the stun, but it only lasts 1 second, which is fine for stopping channeling spells, but 1 second doesn't help too much. Of course any stun allows your army to gain a better position, so it's better suited to a faster army. The spell does however, have a large radius, so you can hit more enemies with this, than say blizzard. Use this for the large area and stun, but it's weak in damage and duration.
Engineering Upgrade is a decent skill for the Tinker as it boosts his other spells and stats. He gains bonus damage and additional speed every time it is used. The Factory makes goblins even faster, while the Rockets get a larger area.
Finally Robo-Goblin turns the Tinker mechanical, meaning he gains immunity from hero killing spells. Keep in mind beneficial spells also do not work on him. He also gains the demolish ability that allows him to do 350% more damage to buildings, which allows base killing to be easier. At 25 mana, it's very easy to use this ultimate and he can stay in either form as long as he wants. With him being mechanical, workers can repair him back to health, similar to a priest. In total, you use this to keep the Goblin safe from hero killer spells, and to rock buildings.
Skill Point Pattern:
F/E/F/E/F
R/E/R/E/R
In total, you have a hero with a:
- strong summon that is limited to an area
- AoE spell that stuns, but is weak in damage and stun length
- a passive that makes him faster, deadlier and boosts his other spells
- an ultimate that costs cheap, lets him avoid killer spells and lets him do great damage to buildings
So I urge all of you to try the Tinker on your next visit to Bnet.