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+ | {{for|the RPG class|Tinker}} |
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− | [[image:scorpion.png|right]] |
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+ | Engineer enchantments, also known as '''tinkers''', are unique gear [[enchantment]]s that may be used alongside regular enchantments. They can be placed on the Gloves, Belt or Cloak. |
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− | The Scorpid are gigantic creatures similar to [[scorpion]]s and [[arachnathid]]s. |
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+ | Glove enchants generally provide a throughput bonus and do not have any backfire effects. Belt enchants are utility-based and can sometimes backfire for adverse effects, or simply fizzle out. |
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− | :''Scorpids are quick, vicious, poisonous predators who stalk sand dunes in search of prey. Scorpids possess a strong racial identity; they band together to fight interlopers, form family units called nests, and willingly ally with other scorpids. Scorpids eat meat, including carrion, but prefer freshly killed food. They live underground, digging burrows in soft sand or earth. Scorpid females are indistinguishable from males to the naked eye, but after giving birth, a scorpid female carries her young on her back until they are old enough to fend for themselves (a period of 2-3 weeks). On average, a scorpid female gives birth to 10-20 live young at a time, each one no bigger than a rat. |
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+ | Tinkers in {{wotlk-inline}} 380-410 skill range are learned from trainers. {{cata-inline}} 425+ skill tinkers are learned through rare procs while crafting with engineering, similar to an Alchemist's [[discovery]]. However, if the engineer hits 525 skill without discovering them all, the remaining ones can be discovered by crafting an [[Overpowered Chicken Splitter]], which teaches ''one'' of the tinkers. |
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− | :''Scorpid young routinely molt, shedding their old, soft skin and growing a harder carapace in its place. Scorpids molt 5 to 6 times before reaching maturity. Cautious travelers watch for shed scorpid skins when traveling in the desert. |
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+ | ==List of Tinkers== |
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− | :''Scorpids grow to about 3-1/2 feet in length and 2-1/2 feet tall. They are heavy for their size, weighing 60 pounds when fully grown. Scorpids come in many colors, including black, yellowish brown, red, and a mottled white that blends with moonlit desert dunes. A strange quality of the scorpid's carapace causes it to fluoresce weakly in certain underground environments, such as an area with phosphorescent plants, moss, or fungi. |
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+ | {|class="darktable zebra" |
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+ | !colspan=11 style="color:inherit"|Glove Tinkers |
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+ | |- |
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+ | ! Name !! Skill required !! Possible Backfires |
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+ | |- |
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+ | |[[Quickflip Deflection Plates]] || 425 || None |
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+ | |- |
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+ | |[[Spinal Healing Injector]] || 425 || None |
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+ | |- |
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+ | |[[Synapse Springs]] || 425 || None |
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+ | |- |
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+ | |[[Tazik Shocker]] || 425 || None |
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+ | |- |
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+ | |[[Z50 Mana Gulper]] || 425 || None |
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+ | |- |
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+ | |[[Reticulated Armor Webbing]] || 400 || None |
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+ | |- |
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+ | |[[Hyperspeed Accelerators]] || 400 || None |
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+ | |- |
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+ | |[[Hand-Mounted Pyro Rocket]] || 400 || None |
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+ | |} |
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+ | {|class="darktable zebra" |
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− | :''Scorpids live an average of 30 years. Solitary scorpids retreat and seek out assistance if they know a fellow scorpid is close enough to render aid; scorpids always try to attack in groups if they can. As many scorpids as possible target an individual in combat before moving on to a new enemy. Scorpids can opt not to poison an enemy when making a sting attack, but they rarely choose to do so. Sometimes, though, scorpid groups reserve their poison and make nonlethal attacks to subdue weak enemies. They then drag the unconscious foe back to the nest to teach their young to kill.''{{Cite|MG|119, 120}} |
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+ | !colspan=11 style="color:inherit"|Belt Tinkers |
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+ | |- |
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+ | ! Name !! Skill required !! Possible Backfires |
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+ | |- |
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+ | |[[Cardboard Assassin]] || 425 || None |
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+ | |- |
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+ | |[[Grounded Plasma Shield]] || 425 || [http://www.wowhead.com/spell=94549 Plasma Misfire!] taunts all enemies within 40 yards<br>[http://www.wowhead.com/spell=82403 Magnetized!] 5 second stun in addition to the shield effect<br>[http://www.wowhead.com/spell=82406 Reversed Shield] increased chance to be critically hit. |
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+ | |- |
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+ | |[[Invisibility Field]] || 425 || [http://www.wowhead.com/spell=82854 Field Disruption] causes the effect to end early<br>''[http://www.wowhead.com/spell=82855 Dazzled] makes all players and NPCs invisible and untargetable. Removed.'' |
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+ | |- |
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+ | |[[Mind Amplification Dish]] || 410 || Mind control fails and you get the [[Dullard]] cosmetic debuff. |
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+ | |- |
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+ | |[[Nitro Boosts]] || 400 || May cause you to be launched into the air.<br>''[http://www.wowhead.com/spell=94794 Rocket Fuel Leak] take 120% of maximum health in damage. Removed.'' |
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+ | |- |
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+ | |[[Personal Electromagnetic Pulse Generator]] || 390 || None |
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+ | |- |
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+ | |[[Frag Belt]] || 380 || None |
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+ | |} |
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+ | {|class="darktable zebra" |
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− | They attack anything they perceive as a threat with their claws and venomous sting. Hunting and killing scorpid is considered a rite of passage by the Orcs. Scorpids are found in [[Durotar]], [[The Barrens]], the [[Burning Steppes]], [[Thousand Needles]], [[Uldaman]], [[Desolace]], the [[Blasted Lands]], [[Blackrock Depths]], [[Silithus]], [[Tanaris]], [[Shadowmoon Valley]], and [[Terokkar Forest]]. |
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+ | !colspan=11 style="color:inherit"|Cloak Tinkers |
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+ | |- |
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+ | ! Name !! Skill required !! Possible Backfires |
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+ | |- |
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+ | |[[Flexweave Underlay]] || 380 || None |
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+ | |} |
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+ | ==Patch Changes== |
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− | During the [[First War]], Conjurers were adept at summoning [[scorpion|monstrous scorpion]]s. |
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+ | *'''Hotfix (2011-1-6):''' Some backfires have been removed. |
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− | {{Petbox|scorpid}} |
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+ | *{{Patch 4.0.3a|note=Cataclysm-level tinkers added, which can only be discovered through [[discovery]] procs.}} |
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− | == As a [[hunter]]s [[pet]] == |
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+ | *{{Patch 4.0.1|note=The belt and cloak tinkers no longer have stats, but all tinkers can now be used alongside general enchants simultaneously. Several enchants moved to the belt or glove slot. [[Springy Arachnoweave]] removed; it is now identical to [[Flexweave Underlay]] due to the stat removal.}} |
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+ | *{{Patch 3.2.0|note=[[Belt-Clipped Spynoculars]] replaced with [[Frag Belt]]. Bonuses for most tinkers increased.}} |
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+ | *{{Patch 3.0.2|note=Tinkers introduced, available from engineering trainers.}} |
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⚫ | |||
− | * Their poison can break crowd control if not carefully managed. |
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+ | [[Category:Engineering enchantments| ]] |
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− | |||
⚫ | |||
− | [[Category:Scorpids]] |
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− | [[Category:Creatures]] |
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− | [[Category:Hunter Pets]] |
Revision as of 23:59, 29 March 2011
- For the RPG class, see Tinker.
Engineer enchantments, also known as tinkers, are unique gear enchantments that may be used alongside regular enchantments. They can be placed on the Gloves, Belt or Cloak.
Glove enchants generally provide a throughput bonus and do not have any backfire effects. Belt enchants are utility-based and can sometimes backfire for adverse effects, or simply fizzle out.
Tinkers in 380-410 skill range are learned from trainers. 425+ skill tinkers are learned through rare procs while crafting with engineering, similar to an Alchemist's discovery. However, if the engineer hits 525 skill without discovering them all, the remaining ones can be discovered by crafting an [Overpowered Chicken Splitter], which teaches one of the tinkers.
List of Tinkers
Glove Tinkers | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Name | Skill required | Possible Backfires | ||||||||
[Quickflip Deflection Plates] | 425 | None | ||||||||
[Spinal Healing Injector] | 425 | None | ||||||||
Synapse Springs | 425 | None | ||||||||
[Tazik Shocker] | 425 | None | ||||||||
[Z50 Mana Gulper] | 425 | None | ||||||||
[Reticulated Armor Webbing] | 400 | None | ||||||||
[Hyperspeed Accelerators] | 400 | None | ||||||||
[Hand-Mounted Pyro Rocket] | 400 | None |
Belt Tinkers | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Name | Skill required | Possible Backfires | ||||||||
[Cardboard Assassin] | 425 | None | ||||||||
[Grounded Plasma Shield] | 425 | Plasma Misfire! taunts all enemies within 40 yards Magnetized! 5 second stun in addition to the shield effect Reversed Shield increased chance to be critically hit. | ||||||||
[Invisibility Field] | 425 | Field Disruption causes the effect to end early Dazzled makes all players and NPCs invisible and untargetable. Removed. | ||||||||
[Dullard] | 410 | Mind control fails and you get the Dullard cosmetic debuff. | ||||||||
[Nitro Boosts] | 400 | May cause you to be launched into the air. Rocket Fuel Leak take 120% of maximum health in damage. Removed. | ||||||||
Personal Electromagnetic Pulse Generator | 390 | None | ||||||||
[Frag Belt] | 380 | None |
Cloak Tinkers | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
Name | Skill required | Possible Backfires | ||||||||
[Flexweave Underlay] | 380 | None |
Patch Changes
- Hotfix (2011-1-6): Some backfires have been removed.
- Patch 4.0.3a (2010-11-23): Cataclysm-level tinkers added, which can only be discovered through discovery procs.
- Patch 4.0.1 (2010-10-12): The belt and cloak tinkers no longer have stats, but all tinkers can now be used alongside general enchants simultaneously. Several enchants moved to the belt or glove slot. [Springy Arachnoweave] removed; it is now identical to [Flexweave Underlay] due to the stat removal.
- Patch 3.2.0 (2009-08-04): [Belt-Clipped Spynoculars] replaced with [Frag Belt]. Bonuses for most tinkers increased.
- Patch 3.0.2 (2008-10-14): Tinkers introduced, available from engineering trainers.