Outriders: Going Through The Best And Worst Classes



I have spent a long, long time with each of Outriders’ four classes now, and have thoughts on all of them. I also welcome your build suggestions in the comments.

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44 thoughts on “Outriders: Going Through The Best And Worst Classes”

  1. Pyro I'm using that's served me well so far. Vol Rounds, Feed the flames with additional enemy and refill ammo, overheat for additional interrupt. Gear firepower, cooldown reduction, either close or long range dmg or a mix of the two. Weapon double gun or LMG with perpetuum mobile and mines or bone shrapnel. Weap stats crit damage, long and close rng dmg. I hated pyro at first but now it's one of my fav classes. Making my way through CT 12 at the moment.

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  2. my pyro build is Overheat/Feed the Flames/Volcanic Rounds and I think it's really fun, spec'd for ash breaker on the lower of the 2 rows (I'm only lvel 21 so not fully spec'd out 🙁 ) I like to use assult rifles for volcanic rounds (I just got my first lego which is Voodoo Matchmaker and I'm running Ultimate Damage Link and Mark of the Stake mods) and from armor I'm mostly relying on the Wide Grip, Bullet Absorption, and Extra Mag mods to have maximum uptime on volcanic rounds and burning enemeies, some of which are sharing damage because of the Ultimate Damage Link mod.

    Reminds me of the Feeling I get when I play Warlock in WoW, lots of buff/debuff management mixed with some good setup and satisfying execution, it's really cool to see a nice phat Overheat just empty the field. Ideally I find it best to enter combat with volcanic rounds on with an AR to pepper the first few enemies and clear with an overheat while the larger enemies and main forces are still spawning. usually I have a few more bullets left in that first mag of volcanic rounds, but if not I just wait for enemies to get in range of feed the flames to reload 66% of my mag and then finish the clip and kind of just kite/reposition, my goal usually is to make sure I use Feed the Flames at least once per use of volcanic rounds, and in a longer fight I'll end up using Overheat during the second mag of the buff to help stagger my abilities and mobility. This playstyle seems to rely a lot on gathering up enemies in a space to have the best use of overheat as well as great overlap with volcanic rounds which can last forever when using feed the flames with bullet absorption.

    hope you try and like something like this 😀

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  3. (Apologies in advance for the long post) As a Technomancer, running the Pestilence tree can just shred every single thing you come across. All you need is:

    Skills: Blighted Turret, Fixing Wave, Blighted Rounds
    Mods: Critical Analysis, Ice Component, Spare Mag, Mr. Fixit

    Luckily, this build doesn't require much, and the main 4 mods you need are Tier I, so they should be easy to find. I should say, mileage may vary depending on what weapon you use. I've been using a tactical Space Revenant AR since like lvl 20, and the thing outdamages every SMG/LMG/AR I find, so I'm not too sure how this build will work on other weapons. It sill should hold up quite well. I think.

    Anyway, the Blighted Rounds mods speak for themselves, even after the nerf. Extra crit damage and a spare mag is all you need with it at the end of top tree, and I found myself melting Crawlers and basically anything that wasn't a Brood Mother in a single clip. That was even without the Weakness that can be popped in easily by going down the first joint path towards Tech Shaman.

    Why make Blighted Turret shoot Cryo? It has a 5 second cooldown and counts for Pestilence's ability to increase weapon damage by 40% every 10 seconds, though the main reason you want it freezing instead of barfing is CC. It helps in managing the ridiculous hordes you have to deal with later on, and stops you from getting swarmed while also giving you that extra weapon damage. Not to mention, even though this isn't necessary, you can try and slot Knockwave, meaning you now have a short range Cryo Turret that comes back way faster than basically any ability in the game that is now also a grenade dealing boatloads of damage.

    Mr. Fixit and Fixing Wave are like bread and butter: they work flawlessly together. With this build, it always increased armor by 100%, meaning it flat doubles not only your armor, but your entire teams armor. And it heals. It's great for being in a pinch or needing to resist some of those ridiculous high damage attacks some end game enemies do.

    Past those, it's really up to you. What I like to do is combine this build with the mod that grants a passive armor and resistance bonus, the one that grants armor on ADS kills, and the ones that increase damage to enemies inflicted by Toxic or Freeze by 15%. That way, I get even more damage to the main status effects of this build while also getting extra armor to mitigate the 15% extra damage you take thanks to one of the nodes in Pestilence. However, the mod choice after the main 4 is really all up to you. Go tank to negate the extra damage, go firepower to crank your damage up even more, or mix in some Legendary pieces to try and make it more effective. Go crazy.

    The main weakness is you have no interrupt, and for enemy skills like Chain Lightning, that can be devastating on WT 15. The best you can do is use Fixing Wave with Mr. Fixit, prep Blighted Rounds, and take it full force. You'll be able to out-heal the damage it deals, but if you get hit by any other enemies, it can turn south quick. However, anything else in the game is basically at your mercy, and the CC from the Cryo Blighted Turret as well as the heal and armor bonus of Fixing Wave gives it excellent teamplay as well.

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  4. Middle tree tank pyro. tons of armor + skill leach and spam heatwaves. Pretty much invincible with healing off of all the burns. Get as high anomoly power as you can and kinda gotta depend on tier 3 damage mods…I've been using scrap grenade quite a bit and other AOE damages. Use eruption when it's up on elites for some extra damage and overheat for panic heals.

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  5. My pyro I run bottom tree for the revive and anomaly power. And I run lava burst, with mods, the healing mark skill and the implosion skill where you shoot them and the explode. It gives you the range you need as a pyro. And I have to really watch my armor for healing received and leech skills. It was the same for me at first. Every single mission I was switching, and tbh I swap out the explosive skill for 🌋 rounds for certain missions because they heal you also.. love your channel

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  6. I mained pyro, but I had difficulty too in making a build while leveling, I ultimately settled on ash with fire rounds, as you are effective with just blue and purples, my firewall and faster beam builds never kept up until I had 3 piece lava or akari sets.

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  7. So far with Pyro I've had the best luck with flame rounds and overheat and using the extra damage to enemies when their status is consumed. You can tag a bunch of enemies with flame rounds and then do substantial damage with overheat and you also have fairly consistent health coming in. I'm still undecided on my third skill though but those two work really well together.

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  8. I'm currently maining Pyro, not too far into endgame yet (level 30, WT 12, CT 5 but I only ran two expeditions) but I have pretty much steam rolled most of the game once I got the build working.
    I max status power, anomaly power, and cooldown reduction. This build is all about your DOTs which do damage based on anomaly power, so boosting that as high has you can is key. For this I also went full tempest on the skill tree, take everything that boost anomaly power and reduces cooldown. (and phoenix for the free revive just in case)
    Take volcanic rounds, overheat, and eruption for your skills. Be sure to get the mods to boost volcanic rounds for; an extra mag, boost AP by 25% while active, and 30% armor shred. For overheat get the mod to boost AP for every status consumed. For eruption I like to get a mod for an extra use but it's not mandatory.
    To run this have a gun with toxic bullets and perpetual momentum (or whatever the auto mag fill mod is called), vein ripper (to get bleed on crits), and any other mods to boost AP on crits/kills (there are a few). Pairing all that with ultimate damage link or a mod to cause explosions on crits, will make you shred crowds so you can clear expeditions quickly.
    Combat goes like this, spray the room then hit overheat, it'll probably kill them but also boosts your AP by a ton which then gets multiplied by your % boost mods. Use this new power to reapply your DOTs and nuke bosses with eruption (or regular mobs for a quick heal). With all DOTs active you'll do almost 20% of your AP to enemies per second, plus whatever extra abilities/gun damage you're dealing. Hope this helps.

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  9. is there any good sites that you can check out builds and "best in slot" items for outriders? cause im curious about that type of stuff since being an old world of warcraft player
    thanks in advance if you can help with that.

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  10. I started as debestator beat the game and then seriously struggled at doing dmg, I made a techno and it's actually unfair how strong bullet builds are cause I really want to revisit my devestator

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  11. I'm being stubborn and continue to push my anomaly trickster through the campaign, although I can't get over world tier 7. The class just doesn't have enough survivability and I'll go from full shield and health to dead instantly. Half the time I'm shredding everybody but then there are certain encounters I just can't survive. The build really needs a buff. As frustrating as it is though, it is a ton of fun.

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  12. Paul check out the “fire witch” build for the pyromancer. My survivability is insane. And damage output is very strong. Just spam your abilities and use guns that give you healing when you just shoot things instead of killing them. Use overheat, eruption and faserbeam. Playing this build makes me have no regrets about playing pyromancer. I love it.

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  13. The Old Man's Pyromancer Build: Primary Weapon: Double Gun Demolisher Variant (Always has an 80 clip magazine), Secondary and Pistol Weapons: Take your pick (rarely used by me); Weapon Mods on Double Gun: Improved Freezing Bullets, Improved Bleeding Bullets; Armor: any that is to your liking but you need the following mods equipped somewhere on your armor pieces: Extra Bullet (88 rounds/clip instead of 80), Extra Mag (gives you an additional clip of 88 bullets before you lose the fire "buff" I will talk about in a moment), Bullet Kindling, Vampiric Mag (killing shots on enemies afflicted with bleed replenishes 50 % of the ammo in your mag); Skills: I use Heatwave and Feed the Flames but you can use any skills you like. However, the most important one that you must use is Volcanic Rounds. Activate these before any fight (even boss fights) and they light your enemies on fire (a fire damage "buff" so to speak)–even enemies hiding behind walls. These shots also often freeze the enemies which means they are burning while they are frozen and can't fight back. And they often afflict the enemies with bleed. The you can fire away because you have two 88 bullet clips before losing the fire buff. And, because of the Vampiric Mag mod you equipped, your Volcanic Rounds are very often replenished before you even have to reload the second clip. I spent my class points mostly on the top tree ignoring the Sniper Rifle Point, the Immobilize Points, Weapon Leeching Points and Pistol & Revolver Points. I then continued on the middle tree mainly Max Health and Burn Damage points.

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  14. Completely agree with all so far. I'm currently playing Pyro as my main out of spite. Tried the anomaly build, but had the worst time until I came back to it after changing to an Ash Breaker build and breezing through the game.
    Until I went all out with the mod crafting system and theory crafting builds, I thought it was the weakest class. You have to really invest in Pyro to make it fun and that can really push new players away.

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  15. for levelling pyromancer: feed the flames+volcanic rounds+whatever
    go for anomalypower, skills life leech and status power
    mods: bullet absorbtion, lava shots, wide grip, maybe extra mag+mods for your third skill.
    tree: mid tree, dip into wildfire and extinction, go for skill leech and nodes that buff the fire dot

    tag everything with your bullets and the skill leech will keep you alive, your gun isn't the damage, the fire is, so be conservative with your ammo so feed the flames can replenish your mag.

    for bosses go flames wave with the damage amplifier mod and some sort of high dps skill

    guns: automatic sniper rifle w death chains and some sort of assault rifle with high mag capacity

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  16. For Pyro this is what I’ve been running…
    -Volcanic Rounds
    -Ash Blast (or your choice)
    -Overheat

    (I took the skill in the tree to Ash enemies after a burn wears off. And been trying out more burn damage vs ash damage.)

    Use Volcanic to burn a mob, pop Overheat to damage and stun them with Ash once the burn is consumed, then continue firing away with the volcanic rounds now that they are stunned and take more damage. Ash blast is your emergency button if you get rushed, but could probably be replaced. You’re able to wipe out mobs and stun everyone on the map. Can feel weak against bosses that negate the Ash stun.

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  17. Pyromancer is objectively the hardest to play with. All Pyro abilities scale with anomaly except for the volcanic rounds which makes no sense because the info says it deals skill damage. For the story until I got much further in and had all the tier 1 mods having thermal bomb and overheat plus whichever other you want helps a lot. Thermal bomb is pretty strong. Volcanic rounds burns everything and marks them too so any kill heals. You really need 3 mods for the one skill and machine gun to keep it up. Ash and freeze just last different amount of time and are separate debuffs. And top tree enables a ton of damage VS ash along with 45% weapon bonus after using immobilize skill. Honestly the one skill is the best way to heal especially when you are fighting bosses since you can't heal from damage.

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  18. Second off what ive been running on pyro to speed level it is volcanic rounds with an LMG and perpetum mobile or whatever its called and overheat. So I hit a lot of enemies with one bullet pop overheat. Clear a room. My last skill is dependent on if I have any mods that buff a certain ability.

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  19. What you said about technomancer is 100% wrong , the best dps build is not about freezing anything its toxic build wich melts everything, and thx for the vid 🙏🏻

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  20. Anyone else levelling up 2 characters at the same time? I keep bouncing back and forth between Pyro and Trickster so I'm only at level 17 so far. Having a lot of fun with the game and definitely plan to mess around with Devastator and Technomancer next but probably should focus on one character to get to the end-game 😃

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  21. I don't think special ammo should be a skill at all. It should only be a mod. There's nothing fun about passive skills. Especially, when that passive skill is so strong, that you're basically forced to use it and take up 1 of your 3 actual fun skill slots.

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  22. @Paul Tassi As a Pyro main the most fun I’ve had is Hellfire – Eruption – Thermal Bomb and then go crazy with mods, you feel like a mage and rely much more on your abilities and short cd’s than other characters.

    Edit
    Half bottom tree the switch to middle tree

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  23. For Pyromancer. Try using the ash blast + overheat which consumes Ash mod. Go through the top tree which adds Vulnerability to enemies with ash. Then get a mod that adds 20% damage to enemies with ash. You can literally walk around, Ash Blast the entire group, then Overheat and watch the entire enemy world crumble. This also gives you good tree set up for increasing your damaged vs Marked Enemies/so you will shred their armor for heavy bosses.

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