Outriders | T15 Technomancer | Blight Rounds Build Breakdown



Hey!

This is my current build for clearing T15’s solo as the Technomancer!

I hope you enjoy, and if you do, leave a like, or comment telling me how you would improve this build!

Thanks!

00:00 Class Talent Tree
04:36 Skill Choices
06:12 Mods and Equipment
11:54 Gameplay

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19 thoughts on “Outriders | T15 Technomancer | Blight Rounds Build Breakdown”

  1. I wanted to say that u butchered your build when u show your skill tree and that u dont understand some perks but when u showed your mods on armor i stopped watching. U should watch some guides for this game instead of makeing one.

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  2. My biggest problem is I’m seeing people like nick two hitting for 1.2mil crits with a techno yet I’m one mod away from his build and barely hitting 250k and die after one hit, then on the other hand I build more survivability and drop to under 200k crits, can do CT13’s solo but still to this day no matter how much I stack DPS I haven’t got over 100 mil damage while tricksters and devs are doing 150+ mil easily. Seems off to me. Would love to see your end damage in mils

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  3. long range damage on this build actually makes it far stronger, with the 2 nodes that reduce range considered to be long range, it goes from 18 meters, to 12, meaning you dont have to be so far away from your target, and since the techno has 15% bonus to long range damage built in, its rude to not take advantage of that. trust me, with long range damage on all your gear, with some tweaking to mods and with tactical variants on an AR you can crit for 900k built right 😀 just an fyi!

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  4. Thank you
    Ive always been dying as technomancer even tho i do alright dmg at tier 10
    Being survivable as tech is what i looked for as dps aswell yess

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  5. Tactical Assault rifles are objectively better and are most likely bugged… it seems that they have the DMG mapping swapped with the sharpshooter variant, as it does 2x the bullet damage as the other variants. As convenient as winter blast is, Killing Sprees' damage should be considered required for bullet builds… it more than makes up for it.

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  6. You have a great build but your losing out on dmg… the long range skill actually synergies very well with the reduction of long range skill nodes. If long range is say 18m one node shortens the distance by 3m so long range will now be considered 15m, withe the other node now 12m is considered long range. But I love your video and your explanation on why you chose what you did.

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  7. Hey man, I love the video! I randomly tried this build out over the weekend on my own, but I needed some fine tuning. I appreciate your explanation with the min/maxing of the skills/mods!

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  8. Dude I’m pretty sure when if you’re going to always have toxic on then you were always using anomaly power not your bullet damage toxic convert your bullet damage into anomaly power which ignores armor I don’t think you need armor piercing if you’re going all in on blighted and going to keep it up 100% I’m not positive but that’s just my assumption from what I’ve read and I’ll listen to watched seen when I played things like that

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