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?
World bosses only (Conquest of Azeroth has no instanced raid yet) — Snowgrave, Setis, Lord Kazzak, Azuregos, The Will of Soggoth, Kaldros Depthbreaker.
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 (216 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.
Nothing intimidating on the way in: Repair Shot plus Nanobot Reconstruction is already enough to keep a target alive. The difficulty is everything stacked on top — shared beacon charges, Overcharge and Beacon Charging windows, the mana economy around Battery Recharge Station, and a utility role (interrupt, dispels, threat redirect) that competes for the same GCDs as your healing.
Solo and duo levelling is largely self-sufficient: Med Pack, Nanobot Reconstruction and Emergency Heal keep you — or whichever partner is tanking — topped up while Scrap Shot chips away at the target.
In groups the spec turns into a smart AoE healer: Stim Augmentation and Restorative Beacon splash healing onto nearby allies, Nanobot Reconstruction and Healing Radiator lay raid-wide HoT ticks, and My Greatest Invention! serves as the big raid cooldown.
- Core loop — weave Repair Shot casts with instant Zap! for group upkeep, and keep your healing zones — Restorative Beacon and Build: ZIGGI-6K — deployed in range of the group.
- Signature spell (Build: ZIGGI-6K) — builds ZIGGI-6K, the latest word in regenerative technology, which heals your allies until dismissed.
Every heal scales directly off Spell Power — Nanobot Reconstruction, the ZIGGI-6K and My Greatest Invention! all key off it — with two explicit 25% conversions layered on top from Battle Medic and Medical Training, turning Intellect and Spirit respectively into healing power. Haste then accelerates the many periodic ticks (Nanobot Reconstruction, Restorative Beacon) and the few cast-time heals (Repair Shot, Hastened Shots).
- Group anti-CC through Build: Alarm Beacon: via Cybernetic Revivification its pulse dispels fear, charm and sleep, keeping allies functional through enemy control chains.
- A layered "this target does not die" toolkit: Repair Shot, Zap! (a guaranteed crit on any ally wearing nanobots), the Nanobot Reconstruction HoT, Med Pack and My Greatest Invention! all stack onto a single save.
- Zone sustain plus mana self-sufficiency: Restorative Beacon, the ZIGGI-6K and a self-dropped Battery Recharge Station let it hold a whole group's health pool and refill its own mana without downtime.
- Repair Shot has a 2-second cast and fires a round from your gun, so under pushback or focus your core direct heal is tempo-starved until the instants (Zap!, beacon charges) come back up.
- No physical-mitigation identity — nothing in the kit reduces incoming damage, and without a personal absorb the spec takes melee hits in full.
- Heavy deployable-tracking overhead: beacon charges and their Overcharge and Beacon Charging windows, nanobot cooldowns, and the Battery Recharge Station mana economy all have to be sequenced correctly under pressure.
Low-to-moderate floor: Repair Shot plus Nanobot Reconstruction alone is a serviceable single-target heal loop — the real difficulty only comes with managing the machines.
Enormous mastery ceiling — it all comes down to juggling your minions.
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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