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Unfortunately, you need the requisite legendary to get it. I rarely take this one.Ĭold Snap gets a special mention since it has an extremely burst heavy tier 3 armor mod. #Outriders technomancer build modsI usually always take this one.Ĭryo Turret is there as an extra target to get the heat off of you, to toss behind enemy cover to force them out, and it can synergize with some class mods pretty well. On top of that, your anomaly power will be stacking so high through your minigun that it isn’t uncommon to see rockets from this skill all hitting for 100k+ in tier 15 expeditions. Pain Launcher’s main draw is that it will help you burst down elites much faster than anything else in our arsenal. Optional skill: Pain Launcher, Cryo Turret, Cold Snap #Outriders technomancer build modWe need this toxic for not just a centerpiece tier 2 armor mod of the build, but also for the extremely beneficial class node that applies vulnerability. Which is fine, the combination of this skill and our melee with the proper class node are more than enough to keep the toxic around. This skill is necessary since unlike our Blighted Rounds brethren, we can’t apply toxic through our gun at all. This build is so focused on the minigun that if you do accidentally pop the rocket launcher (which is actually somewhat easy to do), you’ll be in for some kiting or potentially outright die depending on the content. It’s sad that the Grim Inventor set buffs the rocket launcher with its tier 3 mods and ignores the much better Minigun, but it is what it is. Guide to Technomancer Invincible Minigun Skills Guide to Technomancer Invincible Minigun.The specific armor you utilise is not as important as the mods you put on them, these are the ones you should be on the lookout for, I will mention that for all intents and purposes look to increase your firepower over all other stats.Ĭredits to SoildFPS for some screenshots of an example godroll weapon. Utilise Fully Automatic Snipers or Bolt Action Snipers for extremely high DPS against mobs with blighted rounds, rifles will work better against massive hords 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. Rifle Standard, Light and other variants are all good, stay away from all “one shot” variants however, they do not synergise 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 fullI 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. ![]()
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