Outriders Technomancer Guide – Best Builds, Weapons & Tips
Outriders is the newest cooperative role-playing third-person video game set to be released on April the 1st, 2021 on PC, Playstation 4/5, Xbox and Stadia.
Outriders has four playable classes: Devastator, Pyromancer, Technomancer and Trickster. Each class has eight skills in total (for the time being in the DEMO we are allowed to test out four.) Only three skills can be equipped at a time. Each class has three sub-classes talent trees you can spec out and can be changed at any time.
In this guide we will be focusing mainly on the Technomancer class.
Skills and Abilities:
The Technomancer is a bit different compared to the other classes that tend to be focused on in the face crowd control type of gameplay or the Trickster that has the skirmisher fast paced type. Tecnomancers’ skills help you stay at range and controlling the battle field. Some skills directly influence your weapons that give you the ability to fight with buff guns instead of rely on your spells.
Healing Mechanic: You will recover a portion of the damage you deal as Health.
The first skill that you unlock is Scrapnel.
“Throw a proximity mine. The explosion deals (X) damage and Interrupts the skills of enemies caught within the blast radius.|
Type: ORDNANCE INTERRUPT
Scrapnel is on a 22 sec cooldown and triggers only when an enemy gets close within its range.
There are also perks that can proc on blue armor that influence the effect of Scrapnel such as for example one perk gives you the ability to have 2 mines on the field.
The second skill you unlock is Cryo Turret.
“Place an automated turret that deals (X) damage and inflicts Freeze onto enemies. The turret’s health depletes slowly over time and when it takes damage.”
Type: GADGET TURRET
This skill is a pretty straight forward skill – you drop a turret that takes aggro from you and help you out with CC and damage.
Its cooldown is 24 seconds.
The third skill you unlock is Pain Launcher.
“Place a missile launcher and bomb the area in front of you. Each missle deals (X) damage per hit and Interrupts enemy skills.
Type: ORDNANCE INTERRUPT
Pain Launcher is the most important early Tecnomancer builds because it can interrupt captains and bosses that charge up a spell thats interruptable.
Some captains will charge up an attack that teleports you to their location making you highly vulnerable, it’s your job to interrupt and prevent that.
Important Note – the Pain Launcher fires towards the way you are looking at so remember to face towards the enemy when casting.
Forth skill you will unlock is Blighted Rounds.
“Fill your current weapon’s magazine with decay-infused bullets that inflict Toxic onto enemies. Enemies within a small radius of the main target also receive Toxic and 50% of damage. The skill lassts until you reload or switch weapons.
Blighted Rounds has a 58 seconds cooldown and is the best skill for the Technomancer for now. It is key for solo farming and it will imrpove your gameplay greatly if you utilize and build around it.
There are also 4 other skills that are not out on the Demo yet and have yet to be tested.
NOT RELEASED ON THE DEMO YET – NEED TO BE TESTED AND UPDATED IN THE FUTURE
Level 9: Tool Of Destruction: – Type: ORDINANCE, INTERRUPT. Conjure a Rocket Launcher that can Interrupt enemies or a Minigun that deals damage per shot. The skill will remain active until all ammo is depleted or until you switch weapons.
Level 13: Fixing Wave – Type: GADGET, HEAL. Release your energy to restore 33% of Health to all players and 50% of Health to your turrets regardless of distance.
Level 17: Cold Snap – Type: GADGET. Drop a gadget to inflict Freeze onto all enemies within a large radius around you.
Level 22: Blighted Turret – Type: DECAY. Place an automated turret that deals damage and inflicts Toxic onto enemies. The turret’s health depletes slowly over time and when it takes damage.
Class Points and Talent Tree:
The Technomancer has 3 talent trees that you can use your Class Points in: Pestilence, Tech Shaman, Demolisher.
They aren’t out on the demo to test out builds yet but with the build below we recommend going fully into Pestilence that will maximize your Toxic skills (Blighted Rounds).
Best Technomancer build and recommended mods:
A must have weapon mod is PROLIFERATION – “Shots on enemies afflicted by a status condition inflict that status to the nearest enemy.”
It basically spreads your status effects by shooting enemies that already have it such as Freeze or Toxic in this case.
Find a Light Machine Gun with the mod of PROLIFERATION and swap to it when activating Blighted Rounds, because the Toxic effect will spread towards every other enemy in the area.
There is an Armor mod called SPARE MAG – “Blighted Rounds: The skill is effective for one additional magazine before triggering the cooldown.”
That means by equipping your Light Machine Gun before using Blighted Rounds gives you 100 Toxic bullets and with the SPARE MAG perk you have 200 bullets that are Toxic.
Another Armor mod that modifies the Pain Launcher called FREEZE BARRAGE – “Pain Launcher: Inflict Freeze on enemies affected by each rocket explosion.”
That means that alongside your Toxic bullets PROLIFERATION will spread the freeze effect from your barrage to enemies causing a real CC lockdown with big Toxic damage.
Hope you enjoyed our Technomancer skills, best build and recommended mods guide! Of course if you need any kind of help you can simply visit our Outriders Boosting Section where we offer all kinds of requests about Outriders!
This guide is a Work in Progress, it will be updated with the release of the game and the familiarity with the builds.