Outriders Guide – Optimizing the Technomancer’s Technique
The Technomancer is perhaps the most unusual class in all of Outriders. Although it looks and plays a lot like an agent in Tom Clancy’s Division series, its focus on long-range, team healing, and tech-based gadgets stand it apart from the more typically magical Outriders.
For those of you who accepted this path but are struggling at first to pick between your skills, build up the right equipment, or follow the most profitable path, this guide will walk you through everything you need to know.
How to Play the Technomancer
Unlike the other classes in Outriders, the Technomancer has no set range that provides healing. Instead, any damage dealt by the Technomancer is converted into health for the player, which means that in theory, the player can situate themselves anywhere on the battlefield. But to exploit the skills and abilities, you’ll want to stay further back from the frontline. This is true even when playing solo or with a team, where you can provide cover and overwatch for your more nimble and close range comrades.
The Technomancer is the closest thing Outriders has to a support role, and while every member of the team can heal themselves, you can still take some responsibility in keeping them topped up, which also encourages you to stay further from the fight.
But that doesn’t mean you won’t be dealing out a lot of damage. Most of your healing will come from hitting enemies, so you’ll be using most of your skills to inflict pain. But without any real movement options and long cooldowns, Technomancers can quickly become overwhelmed when enemies begin to get close.
The Best Technomancer Skills
You’ve got seven possible Technomancer skills you’ll unlock as you push through Enoch, but you can only equip three at a time. Since most of them focus on dealing damage, it can be difficult to work out which skills are best, especially when you’re trying to support your team. We recommend using the following skills to be the most effective Technomancer possible.
Cryo Turret: (gadget) Place an automated turret that deals damage and inflicts Freeze onto enemies. The turret's health depletes slowly over time and when it takes damage
Blighted Rounds: (decay) 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 the damage. The skill lasts until you reload or switch weapons.
Fixing Wave: (gadget) Release your energy to restore 33% of Health to all players and 50% of Health to your turrets regardless of distance
The Cryo Turret is one of the first skills you’ll unlock as you play as the Technomancer but it can easily stay on your hotkeys for the entirety of the game, thanks to its incredible versatility and power. When playing alone, the turret can be the main tool that stops enemies surrounding you, and its freezing rounds also useful hold targets in place while you hone in on them with your sniper. In teams, it can have a similar effect, lightening the load of the enemies in an area while dealing out steady damage.
The Cyro Turret bets out the other gadgets because of its multiple uses, acting as not just a damage dealer or debuffer but a combination of the two.
Blighted Rounds, on the other hand, serve as the Technomancer's most aggressive tool. These convert your normal bullets, dealing extra damage to the target as well as area of effect damage to everyone around. Since you recover health through damage, this skill can be used to great effect to redress the balance of the battlefield. Because it converts your rounds, it also means you can stay at a comfortable distance with whichever weapon you have equipped.
The Fixing Wave is the most obvious tool of the Technomancer and couples well with the turret. This will heal you and any ally, including the turret. Even when playing alone, this skill gives the turret half of its life back, keeping it in the fight longer and hopefully helping you get more sniper shots in the meantime. It's also a great clutch skill if you have to move across the battlefield before becoming overwhelmed.
The Technomancer Tools of the Trade
Because the Technomancer is best situated in the long-range, it's unsurprising that you’ll want to focus on rifles. With two main weapons slots available, you’ll want to fill one with a sniper or bolt action rifle and the other with a medium-ranged weapon such as the rifle or assault rifle. You’ll want a good pistol or revolver for close range encounters, but you shouldn’t give up one of your main slots to engage at that uncomfortable distance.
Killer Medic is a fantastic mod to add to your sniper rifle, as it tops up your team's health, but obviously, if you’re playing solo it won’t be very effective, in which case look for a mod like Soul Devourer to keep yourself topped up.
On your rifle, you’ll want something like Stiffening that slows enemies down and gives you the chance to finish them off or get away if the situation is looking dire. Likewise, something like Death Chains or an area of effect modification like Crematorium can help you deal with enemies bottlenecking towards you.
When selecting the armour for your Technomancer, you’ll want to look into decent armour and good Anomaly power, since your skills are going to be carrying you forward a lot of the time. When you’re modding your armour, there some mods you can’t ignore.
The most important is No Pain, No Gain, which heals you and your teammates for 40% of the damage you do with the Blighted Rounds skill. The Rejuvenation mod is incredibly powerful for the Technomancer as well, so make sure you’ve got there locked in somewhere. Cleansing Wind alters your Fixing Wave so that it also removes status effects which can be life-saving during the trickier boss and elite fights. You’ll also want a mod or two that improves your Cyro Turret, so look into getting the Bonus Duration or Increase Damage to improve its firepower.
With any spare mod slots on your armour, you should look at getting Adrenaline and Phantom Dash, which can keep you going when things go wrong.
Which Technomancer Path To Follow
When playing as a Technomancer, you can choose to specialise your levels in the Pestilence, Tech Shaman, or Demolisher routes. Each has different benefits and encourages a certain playstyle, but we recommend focusing on the Tech Shaman route.
More or less every trait in this path will support your build directly, with improvements to your turret, healing, and damage output. Make sure to collect anything that increases Freeze damage for your turret, but the most important traits to unlock are Exposing Toxin, Blurscreen, Senior Engineer, and Doctor of Medicine.
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