Specializations/Tinkerer

Tinkerer

The wrench is the mind, body, and soul, of the blade

Top tags buff · burst · control

ChainTorquecap 6

SpellGenerates
Percussive Maintenance2 Torque
Wrench Throw1 Torque each
SpellConsumes
Jury-Rig2 Torque
Overtighten3 Torque
Field Refit4 Torque
Full Torqueall 6 Torque

Spells

Spell Tags Consumes k Floor
Deploy Turret
  • summon
  • clear

Place an automated gun that acquires and fires at enemies on its own. Counts as a deployable; past 4 owned, all of yours take deployable diminishing returns. At most 2 turrets at once.

Percussive Maintenance
  • melee
  • economy

Strike any player's deployable to repair, reload and temporarily overclock it. Generates 2 Torque. Cap 6. A repeat service refreshes the overclock rather than deepening it.

Wrench Throw
  • projectile
  • burst
0.35 40%

Throw the wrench on a straight out-and-back line, damaging enemies on both legs. Passing through a deployable of your own repairs it and generates 1 Torque; each enemy struck generates 1 Torque. 3 Torque per throw, combined. No servicing while it is airborne.

n = bodies struck on that leg

Jury-Rig
  • buff
  • defense
2 Torque

Slap together an emergency absorb pool of scrap, a stated flat amount paying into the recipient's Mitigation budget, that degrades rapidly.

Overtighten
  • rider
  • control
3 Torque

Treat an enemy like a badly-adjusted machine: a slow, and a stated flat increase in the damage it takes from deployable sources, paid into the delivery-keyed Vulnerability bucket. 2 per caster, 4 party-wide.

Field Refit
  • buff
  • support
4 Torque

Service an ally's gear: their weapon gains a stated flat damage bonus and a stated attack-speed bonus for a duration. 1 refitted ally per caster, 4 party-wide.

Full Torque
  • melee
  • burst
all 6 Torque

Consumes your entire Torque bank. A wound-up spinning wrench strike on one target, damage scaling per point consumed. Best at 6.

Coolant Vent
  • zone
  • control

A deployable that vents coolant into a zone, applying a slow to everything inside and preventing airborne approach over it. Past 4 owned, all of yours take deployable diminishing returns. 1 vent per caster, 3 party-wide.

Falloff: per-target damage × n^-k down to Floor, where n is targets hit. k = 0 is no falloff, and is a spell that states none.