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What you wanna do, is to go for a pure turret build and split your Stats mostly between Engineering for damage, and Elemental for the increased turret attack speed.
I beat Danger 5 on my second or third try that way, and I didn't even get the Strange Book until after I was in Endless. If you do get it though, you are basically playing easy mode and can go all in on Elemental.
+1 elemental damage per elemental damage item.
Structures can crit item.
Buy all the turrets. Buy all the gardens. Buy all the mines.
Go afk.
Increassed structure attack speed (from any source, not just Technomage) also applies to the spawn rate of mines and how quickly gardens produce fruit.
I mention this to folks a lot, but early investment in luck/harvesting on any character who is not penalized by those stats should heavily consider investment in those stats early in order to fill your inventory with strong purples and reds mid-way. Technomage is pretty powerful if you primarly play him as a mage and simply snag structure items as they come for added elemental boosting. It's even more potent if you land a Lighthouse, since you'll still profit big in engineering to match your thick elemental stat.
Overall, despite weak armor/dodge, everything was insta-gibbing with this class. The Technomage bro is very strong.
35 elem, 40 inge. the turret still do 0 damage. Like they hit for 50.
Give the same investment to any weapons and it hits for 200.
Absolutely unnecessary -75% xp debuff.
I don't know why devs chose to do gimmick chars and give them the worst penalties. When you look at vanilla chars, they were fun. Imagine putting -75% xp on Cyborg...
I'm not spamming the guide it's just where I post the runs I do to help players.
https://steamcommunity.com/sharedfiles/filedetails/?id=3018964960
There you can see Elemental Technomage before nerf , after nerf and after nerf only turrets (easier to win is turrets only)