One of the most fascinating class choices in Outriders is the Technomancer. Very different to the rest of the troupe, the Technomancer works best at long-range and acts as a support to the rest of the team, providing healing to their teammates and tinkering with enemies by freezing them or stopping them in their tracks with several quirky gadgets. In this guide we’re going to explain the intricacies of the Technomancer class and run through the abilities attached to it, offering some tips on how to make the most of your time in combat.
Outriders Technomancer class explained
The first thing to talk about with regards to any class in Outriders is the healing mechanic. Many feature a leeching or lifesteal mechanic, and the Technomancer is no different. Technomancer’s passive heal is based on how much damage they deal to enemies, both with weapons and with skills.
As well as leeching health from damage, another core trait of the Technomancer is that they deal more weapon damage at long-range. This means you will be rewarded for using sniper rifles and keeping your distance when it makes sense to do so. Of course this is harder to take advantage of if you’re playing the game solo, but in a team you should let your tank (usually a Devastator) soak up the damage. Meanwhile, you can make it easier for your crew to deal more damage to enemies with your gadget placements and skills.
Outriders Technomancer abilities and best build
Here are all of the Technomancer’s unlockable abilities, in order:
Scrapnel — Throw a proximity mine that interrupts enemy skills and deals damage
Cryo Turret — Place a turret with a health bar that deals damage and freezes enemies
Pain Launcher — Place a missile launcher which bombs an enemy in front of the player.
Blighted Rounds — Imbues your magazine with bullets that poison enemies that you shoot as well as those around them.
Tool of Destruction — Tapping this skill equips a rocket launcher that can interrupt enemy skills and deal damage. If you hold the skill down you’ll get a minigun instead.
Fixing Wave — Provides a 33% health boost to all players and 50% to you and your turrets.
Cold Snap — Drops a gadget that freezes all of the enemies close to you
Blighted Turret — Place a turret that poisons enemies and deals damage
You can only pick three abilities to execute in battle at one time, so you’re going to want a combination of short term and longer-lasting abilities. Fixing Wave should be part of every Technomancer loadout as the ability to heal others is totally unique to the class and can save an entire team in one press.
Then you should carry one of the turrets in your second slot — Cryo Turret or Blighted Turret — so you can afflict enemies with status debuffs and damage over time. For your third ability the choice is yours, but my favourite is the Tool of Destruction, which lets you deal a massive burst of damage over a short period. This will complement your damage over time and create a combat loop with fun ability pacing.
With regards to allocating your class points, the Tech Shaman skill tree seems like the best one to follow. It buffs your healing power and survivability while also improving the power of your gadgets and the effects they cause.