Invention Tinker heals through machinery. All five of its healing effects are delivered by nanobots, deployable beacons and the Clockwork Assistant pet — nine construct effects across the kit.
The guiding idea is simple: healing is engineered ahead of time rather than reacted to. You set the machines up before the damage lands, then keep them running while the group absorbs it.
Builds ZIGGI-6K, the latest word in regenerative technology, which heals your allies until you dismiss it.
The closest retail analogue is Restoration Shaman. The stationary ground beacons map almost one-to-one onto a totem kit — Restorative Beacon reads as Healing Rain, Battery Recharge Station as Mana Tide, the ZIGGI-6K zone as a healing totem, and Build: Alarm Beacon (through Cybernetic Revivification) fills the Tremor Totem role by dispelling fear, charm and sleep. Repair Shot into Nanobot Reconstruction is a direct-heal-plus-HoT pairing very much like Riptide, and My Greatest Invention! reads as a scaled-down Healing Tide Totem. What sets it apart are two layers Shaman simply doesn't have: an augment module that splashes your direct heals onto extra allies (Stim Augmentation), and a whole battery-and-recharge economy built around Battery Recharge Station and Overcharge.
How is this number calculated?
Measured scope: Zul'Gurub, all difficulties — High Priest Venoxis, High Priestess Jeklik, High Priestess Mar'li, Bloodlord Mandokir, High Priest Thekal, High Priestess Arlokk, Jin'do the Hexxer, Hakkar, Gri'lek, Gahz'ranka.
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss and the same group format: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss and the same format: a two-minute fight and a seven-minute one aren’t comparable, and a flex raid doesn’t give the same support as a 25-man.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured spec. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade. For healing specs, only fights where the player actually healed are counted — several healing specs are often played for damage, and counting those would unfairly drag their score down.
How is this number calculated?
Mythic dungeons only — Ascension CoA has no Mythic+ tier yet (229 tracked encounters).
These numbers come from Ascension Logs’ public combat logs, not an in-house guess.
The index compares each spec to the median player — the one sitting exactly in the middle of the ranking — on the same boss: 1.00 matches that median player, 1.40 means 40% more damage than them. Only each player’s best fight counts, never their average — otherwise a player posting fifty fights would count as much as fifty different players, and averaging would mostly reward beginners still learning the spec rather than those who’ve mastered it. The comparison always happens on the same boss: 92.4% of dungeon fights are played in 5-player groups, and splitting by group size as well would discard more usable damage rows (4.5% lost against 1.4% when comparing by boss alone) for zero additional publishable spec — group size is therefore not part of the comparison.
Tiers (S, A, B…) aren’t picked by hand: the cutoffs are calculated from the real spread of every measured Dungeon spec — this column has its own distribution, it doesn’t reuse Raid’s cutoffs. A spec under 15 distinct players or 30 fights isn't ranked at all, rather than given a made-up grade. For healing specs, only fights where the player actually healed are counted — several healing specs are often played for damage, and counting those would unfairly drag their score down.
Each performance above links to its own real combat report. Ascension Logs, however, doesn’t offer a rankings page covering every Mythic dungeon — unlike Raid, there’s no « View the source rankings » button here.
Ranking updated on August 17, 2026
These talents are a PvE configuration. The Arena and Battleground grades shown above rate the specialisation’s PvP potential — not this tree.
Every heal scales directly off Spell Power — Nanobot Reconstruction, the ZIGGI-6K and My Greatest Invention! all key off it — with two explicit conversions layered on top: Scientific Nature, turning 20% of Intellect into healing power (and 15% into critical strike rating), and Medical Training, which converts part of your Spirit into healing power. Haste then accelerates the many periodic ticks (Nanobot Reconstruction, Restorative Beacon) and the few cast-time heals (Repair Shot).
See also: all Ascension builds · the talent tree builder
Talent data: ascension.gg
· Spec tiers & analysis: ascensionsidekick.com
Editorial rewrite, interactive talent tree, tooltips and fact-checking: KAMI LABS




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