![]() Despite only having spent an hour with it, I can already see the class’s potential in a support role. People Can Fly’s designers promise that the flexibility of Outriders’ skill tree means that the Technomancer need not remain a glass cannon its entire life that set up is just the base from which you build. There’s a real satisfaction in using a Cryo Turret or Cold Snap - an area-of-effect ability that freezes enemies surrounding you - when you’re moments from death, and then dropping a Pain Launcher to obliterate everyone around you and fully restore your health bar. That system means big combos result in huge health top-ups. Unlike the Trickster and Devastator, who must be up close to benefit from health leeching, the Technomancer is pretty forgiving when it comes to self-maintenance. To help out, any damage inflicted - be that with weapons or gadgets - heals the Technomancer, regardless of distance to target. As the squishiest of the four classes, the Technomancer relies more on cover and letting its deployables do a lot of the dirty work. In direct opposition to the damage the Technomancer puts out are its defences the class is basically wrapped in tin-foil rather than armour. You can probably already see how those abilities fit together. Its initial trio of summonable gadgets are a good taster platter from the class’s full menu: the Scrapnel is a bowling-ball sized proximity mine that’s thrown like a grenade the Cryo Turret automatically freezes enemies, slowing them down and opening them up for easy headshots and the Pain Launcher is a missile battery that obliterates an area with a barrage of explosives. Play The Technomancer is much less direct than its sibling classes, as most of its abilities are deployables.
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