Outriders – Quartermaster Mod finally got useful! My Updated Tank/Support Technomancer Build



I just learned they changed the Quartermaster mod so it replenishes you and your team’s mag effectively every skill use now! It was 45 seconds before which is why no one used it. I always thought when Tricksters get Instant Reload and Pyros get Bullet Absorption that Quartermaster mod should activate every use for the techno and that would be “fair” given it’s still longer cool down and blighted round’s potential much longer cool down if you mess up.

Well I can’t believe devs listen but they really did with this game!

So now I tweaked my previous techno tank/support build scrapping my Cyro turrets for Blighted Rounds realizing I could easily maintain my rounds forever even on this non firepower build thanks to maxing Fixing Wave’s cool down.

The only reason I use blighted rounds is for the toxic AoE. Also never having to reload any gun now lets me inflict more damage just from the mods on my guns activating without interrupts. And I could still stick Euthaniser on for 25% more damage. The toxic helps me heal off skill leech constantly too. Since I’m max on status power my toxic still does decent enough damage to heal me plenty despite having no anomaly bonuses.

Those are the main reasons I swapped out my two turrets. I loved them and frankly my dps after this change only went up marginally, but ultimately I like this better. Though my dps essentially increased by 25% on anything I shoot, it also took a lesser hit by removing my turrets which also helped inflict freeze.

Nonetheless, after testing I definitely do more damage, tank even more damage, and I’m better support now frankly. I now replenish my team’s ammo constantly too in addition to healing them, buffing them, and keep all enemies frozen and debuffed nigh indefinitely. Talk about a support build!

One last thing: why did I not max the toxic and freeze damage mods on my gear?

Yes I thought of having both the t2 mods on my gear for freezing and toxic damage. But the only mod you see on me I could justify removing on a tank/support focused build is 20% less cool down on fixing wave (Painful Chill makes Cold Snap activate my skill leech and essentially heals me back to full sometimes too). And when I did my mag would get too close to empty for my comfort, and I’m taking a tanking and support hit too by removing that. Having a 9 second cool down with it means I basically have the massive health regen buff on me always.

So the next question was whether I’d pick 15% more damage with freeze or toxic. I initially had freeze but realized toxic is better because elites resist freeze all the time. So that way I do a little more damage overall plus heal more from toxic skill leech activations. Also I sometimes shoot enemies so far my cold snap won’t reach them.

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