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Outriders technomancer build
Outriders technomancer build





  1. #OUTRIDERS TECHNOMANCER BUILD FULL#
  2. #OUTRIDERS TECHNOMANCER BUILD MODS#

The turret’s Health depletes slowly over time and when it takes damage. Cryo Turret: Place an automated turret that deals damage and inflicts Freeze onto enemies.The skill lasts until you reload or switch weapons. Enemies within a small radius of the main target also receive Toxic and 50% of damage. Blighted Rounds: Fill your current weapon’s magazine with decay-infused bullets that inflict Toxic onto enemies.

outriders technomancer build

Here are some of the best skills to use for solo Technomancer play:

outriders technomancer build

#OUTRIDERS TECHNOMANCER BUILD MODS#

We’ll go over the skills, class setup, and weapon and armor mods you’ll want to focus on to optimize your play. Skills like Fixing Wave allow you to heal up and give a survivability boost to help you get through the higher tier difficulties. One of the best solo classes in Outriders is the Technomancer. Some are just more difficult to play than others, but at the end of the day, play what you want! Our setup here is undoubtedly a good one for solo play, though, so consider it if you’re looking for suggestions. Please note that all the classes in Outriders are viable for solo play. Here’s a look at the best solo class and build for Outriders.

outriders technomancer build

You can easily progress into World Tier 10 using a simple build like this one, and it’s flexible so you can adjust it to your playstyle. Utilize Fully Automatic Snipers or Bolt Action Snipers for extremely high DPS against mobs with blighted rounds, rifles will work better against massive hordes but if you can memorise the timing for bosses then you can switch to a bolt action right before they come and burst them fast.Are you looking for the best class setup for some solo grinding in Outriders? Well, you may want to check out the Technomancer, as it has the perfect skills and mods for high survivability and damage output. Rifle Standard, Light and other variants are all good, stay away from all “one shot” variants however, they do not synergies well with your blighted rounds. The bread and butter of this build, around 90% of your damage done per expedition will be from this if you build it right, it will melt through alot of enemies that would normally take 2+ mags to kill, it’s relatively simple to use so I won’t bother explaining it, the key mechanic is making sure you don’t run out of ammo, but that is helped a bit by some of the Weapon and Armor mods I will be explaining shortly.

#OUTRIDERS TECHNOMANCER BUILD FULL#

I cannot recommend fixing wave enough, I can count 10+ times each expedition where we wouldn’t have been able to output enough DPS if we had to worry about the smaller mobs, fixing wave allows people to focus on DPS knowing their technomancer has a huge heal ready with a buff that can make them immune to pretty much everything for 5 seconds after that, it can also be utilised to instantly heal your team to full after you revive them. To be utilised to stop enemy mobs from jumping directly onto you and used to interrupt certain boss mechanics as well as provides you with a moment of respite if needed to resurrect a team mate, this is replaceable but the best at what it provides. On top of this you’ll likely need your armor pieces modded with the Blighted Rounds mods. All Sniper Rifle Based Weaponry, Fully Auto Snipers, Regular Rifles (Marksman Rifles, not Assault Rifles) everything that is buffed via the passive and skill tree based damage increases from Technomancer’s Pestilence tree.







Outriders technomancer build