Rocket Explosions inflict Freeze on all affected enemies.ĭeals damage in a small radius when activating Pain Launcher Increases the number of rockets launched.įound On: Legendary Armor, Grim Inventor’s Coat Nameįound On: Legendary Armor, Grim Inventor’s Boots The only utility it even gets from mods is one that freezes enemies on hit, which can just as easily make it a mass freezing tool. It knows exactly what it is and should be doing. Pain Launcher’s Mods focus on boosting it’s damage and area of effect. Two Cryo Turrets can be placed before triggering the cooldown.įound On: Legendary Armor, Crown of the Borealis Monarch The Cyro Turret now explodes before expiring, dealing damage in a small radius. Increases Cryo Turret’s damage by a flat amount. Increases Cryo Turret’s damage based on Status Power.Ĭyro Turret heals allies for a percentage of their Max Health in a small radius when its duration ends. Nameįound On: Legendary Armor, Waistcloth of the Borealis Monarch Add in the extra damage mods and it could be a potent damage skill and not just a way to lockdown an enemy. Between duration, reduced cooldown, and additional uses, it’s hard to imagine not having it available for certain builds. Most of Cryo Turret’s mods are focused on uptime. Increases Scrapnel’s damage by a flat amount.ĭoubles the number of mines that can be thrown before triggering Cooldown.įound On: Legendary Armor, Torrential Downpour’s Upper Armor Increases the number of mines that can be thrown before triggering cooldown. Increases Scrapnel’s detection and explosion radius. It’s really trying to encourage usage of the Torrential Downpour Legendary set by giving you a large number of Scrapnel uses, a max of 6 with all the mods. ScrapnelĪ lot of Scrapnel’s mods are based on increasing the number of uses it gets. Note: The current information on Tiers and Drop Info below may be incomplete and will be updated as information becomes available. In spite of of this, the Technomancer has some powerful options open to them. Though for some setups, mods and skills are less flexible compared to some other classes. Mods really help this class focus into strong supportive, defensive or even offensive roles. Even though these were covered previously in our Outriders Class and Role Guide, we’ll be covering them again and making note of their ability tags, which determine how the passive tree affects them and their usage in combat. Like all other classes in Outriders, the Technomancer has 8 Skills. We’ll be covering their Skills and known Mods first, then we can talk about builds. We’ll be covering a few of these build options later, first, we need to talk basics. They can go full on their own offensive, hang back and support allies or even let turrets take over the fighting. The level on control they can have over an encounter is nothing short of exceptional. With the Technomancer’s power being focused on various devices, ranging from scrap mines to turrets, and a handful of Toxic and Cryo based skills it gives them a variety of options. Though this isn’t a strict requirement by any means, as they are very capable of going on the offensive. They generally want to sit back and pick off targets while supporting their allies and their devices. The Technomancer fills a role very similar to a summoner-like class, when comparing to traditional RPG roles.
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