OUTRIDERS
Is solo campaign as Technomancer boring as hell or am i missing something ?
If i choosed Technomancer is because i like playing long distance, just like in anygame with long distance classes.
the fact is that in 75% of the maps in the game, i have to face fast paced swarm of mobs coming by dozen in close combat and i find myself just fighting/dodging/firing on super short distance, and spending 80% of my time with a machine gun rather than a long range rifles.

So am i missing something in the gameplay with the Technomancer ? i just dont understand how you can play distance with such kind of mobs.
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3145/46 megjegyzés mutatása
Sniper solo is meh fo sure but for pure solo-ing BLIGHTED bullets + pestilence tree
Dont listen to people here telling you, that you need 30% back ammo from bligted bullets, that ONLY works on lasthits - so if you last hit with TOXIN that you are spreading say bye bye to ammo
Mod that you need is cloth mod - 40% ammo back on ANY enemy kill that had TOXIN on it
Blighted bullets mod taht you only need pretty much is 30% more crit dmg
in between tech shaman and pestilence there is a mod - every time u toxin you also apply vulnerability
And dont forget the LAST pesticlence tree +40% weap dmg when you use decay skill - duration 10sec Blighted turret that activates it has 7 sec CD :) so uptime is forever and turret IS good

From this point there are several other toxin-vulnerability expoliting talents and mods, you dont reload EVER and ITS even usable with auto sniper rifles (more ammo the better)
SusMaster eredeti hozzászólása:
About the first person I've seen who knows a shred about how to play the technomancer thus far.

I map clear solo WT12-15 and just started messing with expeditions 1-5 without much issue solo.
The tools of destruction minigun with three base mods (Increased ammo, per kill increased power+armor) makes you a walking god. Add in some extra tier 2 mods that increase armor/damage.. and nothing stand a chance. Except for maybe shamans.. they're still bullet sponges. I use the demolisher build for raw anomaly power and anything to boost damage. Healing skill w/ a resistance immunity clear for 5 seconds is a must, and my favorite for the moment coldsnap.. makes getting closer to enemies behind cover a breeze. Add a mod with extended range and you don't have to worry about incoming damage for a few seconds.. excellent vs captains or any elite mobs.

Once you stack enough power you can one shot just about everything including elites.. when you're pushing +500k anomaly power its hilarious
You could also go the route of toxic bullets with the Technomancer.
But you gotta go full Weapon power. I've seen some ridiculous damages with that build as well.
Long story short, the Technomancer is more than capable of soloing pretty much anything, unless you go the Tech Shaman route. I don't think anyone found a viable build for that (either that or they're not sharing).
The Minigun build is highly dependent on a lot of enemies attacking you and also having a clear line of sight to them, which is kinda hard in the more crowded arenas filled with chest high walls, or when you're fighting an uphill battle because for some ungodly reason the Minigun doesn't actually fire in a straight line (you have to aim a little upwards)
The toxic build is viable in all situations.
Legutóbb szerkesztette: PlevisVesel; 2021. ápr. 5., 8:36
My technomancer buddy does about 10x as much damage as my Devastator at a MINIMUM, regardless of blighted rounds or minigun. He walks through expeditions in minutes and walks through fights like a tourist taking photos in areas I'd have to re-run 20-something times to clear.
I finished the campaign with technomancer and you definitely can use sniper rifles...it doesn't mean you can rely only on them, as you need to deal with suicide swarms, but that's the fun thing about this game, you must adapt and prevail.
PlevisVesel eredeti hozzászólása:
SusMaster eredeti hozzászólása:
About the first person I've seen who knows a shred about how to play the technomancer thus far.

I map clear solo WT12-15 and just started messing with expeditions 1-5 without much issue solo.
The tools of destruction minigun with three base mods (Increased ammo, per kill increased power+armor) makes you a walking god. Add in some extra tier 2 mods that increase armor/damage.. and nothing stand a chance. Except for maybe shamans.. they're still bullet sponges. I use the demolisher build for raw anomaly power and anything to boost damage. Healing skill w/ a resistance immunity clear for 5 seconds is a must, and my favorite for the moment coldsnap.. makes getting closer to enemies behind cover a breeze. Add a mod with extended range and you don't have to worry about incoming damage for a few seconds.. excellent vs captains or any elite mobs.

Once you stack enough power you can one shot just about everything including elites.. when you're pushing +500k anomaly power its hilarious
You could also go the route of toxic bullets with the Technomancer.
But you gotta go full Weapon power. I've seen some ridiculous damages with that build as well.
Long story short, the Technomancer is more than capable of soloing pretty much anything, unless you go the Tech Shaman route. I don't think anyone found a viable build for that (either that or they're not sharing).
The Minigun build is highly dependent on a lot of enemies attacking you and also having a clear line of sight to them, which is kinda hard in the more crowded arenas filled with chest high walls, or when you're fighting an uphill battle because for some ungodly reason the Minigun doesn't actually fire in a straight line (you have to aim a little upwards)
The toxic build is viable in all situations.
Not much of a problem if you stack enough armor, just one hit with the mini keeps you up, and you have to aim a bit higher than normal since the weapon reticle itself gets some time to get used to, but the x marks with the reticle give you an idea where first rounds are going to hit. Once I found good enough gear with specific tier 2 mods I just kept them upgraded to my level. Having the tier 2 mods that enhanced my armor passively and with the armor sprinting mod made me super capable of rushing into enemies and popping my mini to deal with everything.. use cold snap and you can't die while deploying the mini.. makes the game interesting with that rushing in mentality. I even make my friends who are playing devastator and I'm out tanking them LOL.
Legutóbb szerkesztette: Quagimus Decimus; 2021. ápr. 5., 8:51
I'm enjoying my solo tech playthrough. im at wt7 so far. sniping is very op in this game imo. basic mobs are down in one shot with the right mods, 3-5 for upper tiered mobs. that being said it's not super effective against armored or altered opponents. I use toxic + burning gun mods, all ordinance build with healing minigin. its pretty good for me...do I die? yes. but the game is very enjoyable with this build to me.
SusMaster eredeti hozzászólása:
PlevisVesel eredeti hozzászólása:
Problems with swarming enemies, you say?
Minigun goes BRRRRRRRRRRRRRRRRRRRRRRRRR.
Seriously that skill is OP as ♥♥♥♥ against beasties.
You get the mod that doubles your minigun/RL ammo and the one that increases your anomaly power per kill with the Minigun.
Start killing weaker enemies (don't worry about any damage because you'll be healing constantly). Your damage will increase for all your skills. I start off with 600/bullet and end up somewhere around 3000/bullet. My toxic turret does about 2k/second and when I throw it at the enemy it does about 21k. Same with the scrapnel grenade.
Beasties are easy as hell.
Human enemies are a lot trickier with this setup tho since the minigun can't shoot over cover. That's what the rocket launcher is for.
The only real problem I have is with the snipers.
About the first person I've seen who knows a shred about how to play the technomancer thus far.

I map clear solo WT12-15 and just started messing with expeditions 1-5 without much issue solo.
The tools of destruction minigun with three base mods (Increased ammo, per kill increased power+armor) makes you a walking god. Add in some extra tier 2 mods that increase armor/damage.. and nothing stand a chance. Except for maybe shamans.. they're still bullet sponges. I use the demolisher build for raw anomaly power and anything to boost damage. Healing skill w/ a resistance immunity clear for 5 seconds is a must, and my favorite for the moment coldsnap.. makes getting closer to enemies behind cover a breeze. Add a mod with extended range and you don't have to worry about incoming damage for a few seconds.. excellent vs captains or any elite mobs.

Once you stack enough power you can one shot just about everything including elites.. when you're pushing +500k anomaly power its hilarious

There are currently at least 3 very strong builds for Technomancer. The fact that you are using the minigun one doesn't mean that others aren't viable. I have already done expeditions and WT15 maps and tested all three. Hands down LMG + AR wins, because you cannot always rely on feeding the tools of destruction. That's my personal preference. Yours might be different. See what i did there? I don't bash you for having a different opinion buddy. Try that sometime...
Kaboomek eredeti hozzászólása:
Hands down LMG + AR wins, because you cannot always rely on feeding the tools of destruction. That's my personal preference. Yours might be different. See what i did there? I don't bash you for having a different opinion buddy. Try that sometime...
Yeah that's also my problem with the minigun build.
BTW what's the 3rd viable build besides AP with Minigun and WP with toxic bullets?
Suicide enemies zerg you..Sniper is really not possible.
i play the Technomaner myself and i have no problem keep the enemies away you should use frost turret to freeze them and the turret also get agro.
Cold snap for the Oh SNAP moments
For group play, you can go for max firepower stacking sniper build. And yes it works, trash is never a problem with grps and bosses go down in fraction of the time if you hit weak spots. Also tried support CDR build with cold snap, it is also possible but the time goes down by a lot actually. I guess it's safer...
Elhora eredeti hozzászólása:
If i choosed Technomancer is because i like playing long distance, just like in anygame with long distance classes.
the fact is that in 75% of the maps in the game, i have to face fast paced swarm of mobs coming by dozen in close combat and i find myself just fighting/dodging/firing on super short distance, and spending 80% of my time with a machine gun rather than a long range rifles.

So am i missing something in the gameplay with the Technomancer ? i just dont understand how you can play distance with such kind of mobs.


You're not going to have a good time soloing as a sniper, OBVIOUSLY.

Are you seriously confused about that?

It's like people don't understand teamwork. They look at a tank character and say "wow that dps is low" without thinking that maybe, just maybe, they are allowing a sniper to snipe without being harassed.

Good luck playing as a sniper in expeditions. What, do you just hope all the mobs stay far away and hide in cover only? Because that's what you're doing?

Also, even if your sniper rifle did 100k damage per shot at say 100 rounds per minute is that really going to be as efficient with ammo considerations and procs, versus a gun that does 20k damage per shot at 1,000 rounds per minute? It is only that multiplier of the dps if you ignore things like procs from abilities. when you add that in, and defensives, shots per second absolutely destroy slower/harder hitting shots unless you are 1 shotting every mob.

For example, damage link hits everything around your target, and various other abilities hit things near your main target. Just that alone emphasizes the "attacks per second" part of the game versus hitting slowly but harder.

And then nevermind that techno's self heal is literally ON HIT. If a swarm is on you what are you shooting 1 or 2 times with a sniper? Versus dozens of times with an LMG/SMG?


Finally: what people don't seem to grasp is that looter shooters are about efficiency. Loot per hour. If you're playing a class that is slower, if you CARE, that's either a failure of build or you're not in it for the long game. If you don't care, then enjoy your artificial struggle.

But thinking they're going to balance attacks per second with procs, with effects on hit, and with slower weapons... no game has ever done that.

In fact this meta is 100% the same as the meta that was in division/division 2. Medium fast weapon that you buff up and get the most impact out of procs per second (high fast weapons don't hit hard enough and lose out on buffing, slow weapons hit way harder and lose out on procs).

It really boils down to simple math: If you proc 10,000 damage on hit, hitting 10 times a second is equal to hitting 1x per second only when...

(10000*10)+(10*dama)=(10000*1)+(1*damb)
100000+10dama=10000+damb
90000=damb-10dama

the damage of the slower one could be:
100000 damb versus 1000 dama.
95000 damb versus 500 dama.

etc

Looking at the multipliers and buffs to sniper over assault it's clearly not ~100-200x stonger for this specific proc.

AND, it's actually way worse: 10,000 damage on hit is actually very, very low when you consider damage link and the AE effect of blighted shots, etc.


Legutóbb szerkesztette: ffrotty; 2021. ápr. 5., 10:44
I think Technomancer is fun. Might have been made for MP, but i've solo'ed Borderlands so often I like sniping. Thing is, you should NOT use the "cover button" too much, because that;s when they try to flank you or throw grenades at you. Use cover by standing behind walls or around so they don't rush that much. Blighted rounds, a freezing or corrosion turret and a light machinegun with 100 rounds in the clip are very useful in mowing down rows of idiots. I found a very good rifle very early ( lvl5 only a green one) which somehow let me one-shot a whole lot of enemies. After I found that crafting meant you could also update your existing gear if you find enough scrap, iron or leather it was off to the races. From green to blue, from lvl 5 to lvl22, secondary explosions on killshot and surge on reload. Fun part is, the thing even LOOKS like a Jacobs rifle from BL
Yea for only sniper play, techno need something like invisibilty and silencer. Sniper rifle is still great weapon in campaign.
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3145/46 megjegyzés mutatása
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Közzétéve: 2021. ápr. 5., 3:00
Hozzászólások: 46