Outriders – Technomancer Starter Build is PERFECT for Solo, COOP and ENDGAME!



This Technomancer build is perfect for nuking bosses and smashing endgame. With an easy to use mod setup and low requirements, this build is a perfect beginner build.
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45 thoughts on “Outriders – Technomancer Starter Build is PERFECT for Solo, COOP and ENDGAME!”

  1. Thanks for the build. Have you tested if the vulnerability from freezing and toxic actually stack? Or does it just prolongue the timer? Ive seen elsewhere that different players' vulnerability can stack but you can't stack it yourself.

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  2. Thank you, as a solo player I was going to try Devastator or Trickster, but shooting and healing is my favorite playstyle so giving this class the first try tonight 🙂

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  3. Yeah dude I have a techno my answer is not the only class that has a healing abilities it is the only support class that can heal the whole team but the Pyro Manser out of the box with it so I can ability can heal itself

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  4. Great vid! Going techno too, too bad that i need to wait another 8h for full game….
    Guess co-op Will be flooded with tricksters, so i techno is nice to have i guess 🙂

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  5. I am now I’m now I’m in now I have the second bag one but I don’t even think I may because I activate why did rounds at the beginning of every arena or whatever and effective him till I get to the end and reload

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  6. Dude it’s probably more like 500 rounds when you talk about giving 30% of your bag back every time you kill something first leave a second bag thing is probably not even necessary I and I’m running my techno the same way with Al LMG I kind of always wanted to go for the yellow highbred the double gone to get more RPM and a little higher mag sized any assault rifle but with the same range of LMG

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  7. Yeah that’s why I was saying that I want to go with the double gun 750 RPM la like 60 rounds in the magazine but with the same range as LMG where the cell rifle range is pretty limited Ballengee range is 50 and the only downside I think is the accuracy is a little off on the double gone but you’re just buying birthday anyway all you need is all burst damage and have to kill it and every time you do you get 30% burned

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  8. Yeah I probably am going to go at five I’ll build very similar to yours mom I may switch in and out the fixing wave until I actually need it for things like a status effect from goals and what not but I’m already running that girl basically only with Al hi proximity mines I am 54 of the five bladed round mags and one piece of armor has the mom Martha gives me to call proximities which I could change out obviously but yeah I’m probably gonna run something very similar to what you just described

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  9. Yeah I’m in here now if you noticed when you activate bladed Ralph it shows you have infinite ammo just like the other side arm always chosen friend when you asked me why did wrong and realize you’re gone and no switches to infinite ammo if I think it’s because of the 30% back why I think that that’s what switches that damn for an hour I’ll start really open and read your kind as a terrible shot waste it all

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  10. I might give this build or some variant of it a try. I plan to play a Techno as my solo character and play a Trickster when me and my friends are able to play together. In the demo I was having fun using the mines and frost turret to cover my position as I sniped mobs in the head from cover with blight rounds.

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  11. Dude why not the double gun and have the best of it all all worlds I mean the double gun is kind of a highbred of the assault rifle the LMGSMG all rolled into one it’s got a fairly fast fire raid it’s got the same range as the LMG it’s got almost the same after seeing stability as well be LMGF Scott more bullets van call assault rifle are you seems like the best of all worlds I am asking because like you I’ve just been using the LMG it doesn’t seem like I can find a Belval gone better than the blue LMG I’ve been using which is like 335 for a cake so I’m having a hardI am finding a replacement in the BevMo but is soon as I get something in the hall whole damn I’m probably gonna give it a try

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  12. For perks, I've been using 3 for blighted rounds (extra mag, extra crit damage, 30%mag reload on kill), and then 2 for tools of destruction (100% base ammo count for 8 rockets, rockets do extra damage). And then on my LMG(variant that gets more accurate the longer you shoot), I'm using the tier 3 perk that does the freeze nova on crit and then I think it's called hellish chains. Not sure if anomaly power or fire power plays into it, but the chains does 1010 damage over 3 seconds with a 1sec cd on a lvl 22 weapon. For most enemies you never have to reload unless you get a real beefy enemy.

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  13. That's the same exact build I was going to run. Only change or only thing I would add would be the skill that says once your poison bullets end everyone on the team gets healed by 40% of the total damage

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  14. End of DEMO, was running Blighted Rounds + Pain Launcher + Shrapnel… Wasn't a big fan of Shrapnel, untill my armor bonus gave me 3 consecutive shrapnel Grenades…
    Was able to finish the Captain with those 3 Shrapnel Grenades and deploying the Pain Launcher right after… Didn't need to fire one shot or even apply the Blighted Rounds to clear 90% of the map!
    Hope this will carry me a while when i'm able to enter the full game?
    *(4 hours from now in my country currently)

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  15. Nice build. I'm using blighted rounds for my Trickster though and going full Anomaly with the Technomancer. Gonna play those two characters and maybe Devastator also.

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  16. Does vulnerable status overlap? If not wouldn't Toxic and Exposing Frost be redundant with each other since its much faster to just pop a round in an enemy than it is to trust in the turret freeze.

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  17. Nice, everyone is going tricksters it seems. It's like strikers for the division all over again. I am hoping I can create a healer type technomancer at end game.

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