This a dedicated Outriders Technomancer Guide to the class. We’ll be covering everything from skills to builds, and all in between. The guide is designed to help you get started, show you the basics, teach you how to play the class to its highest potential and what are the best and most useful builds for the early, midgame and endgame!
Table of contents
- What is the Technomancer?
- Technomancer Skills Overview
- Technomancer Skill Mods Overview
- Scrapnel
- Cryo Turret
- Pain Launcher
- Blighted Rounds
- Tool of Destruction
- Fixing Wave
- Cold Snap
- Blighted Turret
- Technomancer Builds
- Early Game Pestilence Build
- Late Game Pestilence
- Cryomancer Tech Shaman
- The One Demolisher Army
What is the Technomancer?
The Technomancer fills a role very similar to a summoner-like class, when comparing to traditional RPG roles. They generally want to sit back and pick off targets while supporting their allies and their devices. Though this isn’t a strict requirement by any means, as they are very capable of going on the offensive.
With the Technomancer’s power being focused on various devices, ranging from scrap mines to turrets, and a handful of Toxic and Cryo based skills it gives them a variety of options. The level on control they can have over an encounter is nothing short of exceptional. They can go full on their own offensive, hang back and support allies or even let turrets take over the fighting.
We’ll be covering a few of these build options later, first, we need to talk basics. We’ll be covering their Skills and known Mods first, then we can talk about builds.
Technomancer Skills Overview
Like all other classes in Outriders, the Technomancer has 8 Skills. Even though these were covered previously in our Outriders Class and Role Guide, we’ll be covering them again and making note of their ability tags, which determine how the passive tree affects them and their usage in combat.
Scrapnel
The Technomancer tosses out a Scrap Mine. When an enemy comes in range of the mine it will detonate, dealing damage and interrupt any enemy skill casts. Direct hits with the mine will detonate immediately.
Tags: Ordnance, Interrupt | Earned at level 2.
Notes: Best used for Burst Damage, Strongest with Demolisher Branch of Skill Tree.
Cryo Turret
The Technomancer places an automated Cryo Turret. This turret will deal damage and Freeze enemies. The deployable’s health will drain over time and as it takes damage; but can be healed by Fixing Wave.
Tags: Freeze, Gadget, Turret | Earned at level 3.
Notes: Best used for Crowd Control, Strongest with Tech Shaman Branch of Skill Tree.
Pain Launcher
The Technomancer places an Ordinance device which releases a barrage of missiles in front of it. Each missile deals damage and interrupts in a small AoE.
Tags: Ordnance, Interrupt | Earned at level 4.
Notes: Best used for AoE, Strongest with Demolisher Branch of Skill Tree.
Blighted Rounds
The Technomancer replenishes their magazine with Decay-charged rounds. These rounds inflict toxic and spread your weapon damage in a small area around the target. This effect lasts until you empty the Magazine, Reload or Weapon Swap.
Tags: Decay | Earned at level 4.
Notes: Best used for Single Target or Mobbing, Strongest with Pestilence Branch of Skill Tree.
Tool of Destruction
Press the Skill to call forth a rocket launcher, capable of dealing high damage and interrupting.
Hold this skill down to call forth a Minigun capable of dealing sustained damage. Skilled ends when ammo is depleted or on Weapon Swap.
Tags: Ordnance, Interrupt | Earned at level 9.
Notes: Best used for Single Target or mobbing, Strongest with Demolisher Branch of Skill Tree.
Fixing Wave
The Technomancer activates a Healing Gadget. This instantly restores 33% of max health to all Players and 50% of max health to all of your turrets.
Tags: Gadget, Heal | Earned at level 13.
Notes: Best used for supportive healing of turrets or allies, Strongest with Tech Shaman Branch of Skill Tree.
Cold Snap
The Technomancer deploys a gadget that inflicts Freeze on enemies in a large radius.
Tags: Gadget | Earned at level 17.
Notes: Best used as a safety net when overwhelmed, Strongest with Tech Shaman Branch of Skill Tree.
Blighted Turret
The Technomancer deploys an automated turret. This turret will deal damage and inflict Toxic to enemies hit. The deployable’s health will drain over time and as it takes damage; but can be healed by Fixing Wave.
Tags: Decay, Turret | Earned at level 22.
Notes: Best used as a Mobbing skill, Strongest with Tech Shaman Branch of Skill Tree.
Technomancer Skill Mods Overview
Mods really help this class focus into strong supportive, defensive or even offensive roles. Though for some setups, mods and skills are less flexible compared to some other classes. In spite of of this, the Technomancer has some powerful options open to them.
Note: The current information on Tiers and Drop Info below may be incomplete and will be updated as information becomes available.
Scrapnel
A lot of Scrapnel’s mods are based on increasing the number of uses it gets. It’s really trying to encourage usage of the Torrential Downpour Legendary set by giving you a large number of Scrapnel uses, a max of 6 with all the mods.
Name | Tier | Effect |
---|---|---|
Fine-tuned | I | Increases Scrapnel’s detection and explosion radius. Found On: Armor, Rare+ |
More Traps | I | Increases the number of mines that can be thrown before triggering cooldown. Found On: Armor, Rare+ |
Supplies | I | Increases the number of mines that can be thrown before triggering cooldown. Found On: Armor, Rare+ |
More Damage | I | Increases Scrapnel’s damage by a flat amount. Found On: Armor, Rare+ |
Trap Cluster | III | Doubles the number of mines that can be thrown before triggering Cooldown. Found On: Legendary Armor, Torrential Downpour’s Upper Armor |
Cryo Turret
Most of Cryo Turret’s mods are focused on uptime. Between duration, reduced cooldown, and additional uses, it’s hard to imagine not having it available for certain builds. Add in the extra damage mods and it could be a potent damage skill and not just a way to lockdown an enemy.
Name | Tier | Effect |
---|---|---|
Bonus Duration | I | Extend’s Cryo Turret’s duration. Found On: Armor, Rare+ |
Cryodown | III | Decreases Cryo Turret’s cooldown. Found On: Legendary Armor, Waistcloth of the Borealis Monarch |
Hail Shot | I | Increases Cryo Turret’s damage based on Status Power. Found On: Armor, Rare+ |
Ice Pack | I | Cyro Turret heals allies for a percentage of their Max Health in a small radius when its duration ends. Found On: Armor, Rare+ |
Increase Damage | I | Increases Cryo Turret’s damage by a flat amount. Found On: Armor, Rare+ |
Surprise | I | The Cyro Turret now explodes before expiring, dealing damage in a small radius. Found On: Armor, Rare+ |
Twins | III | Two Cryo Turrets can be placed before triggering the cooldown. Found On: Legendary Armor, Crown of the Borealis Monarch |
Pain Launcher
Pain Launcher’s Mods focus on boosting it’s damage and area of effect. It knows exactly what it is and should be doing. The only utility it even gets from mods is one that freezes enemies on hit, which can just as easily make it a mass freezing tool.
Name | Tier | Effect |
---|---|---|
Advanced Rockets | I | Each rocket deals increased damage. Found On: Armor, Rare+ |
Bigger Sector | III | Launched rockets cover a larger area. Found On: Legendary Armor, Grim Inventor’s Boots |
Cannonade | III | Increases the number of rockets launched. Found On: Legendary Armor, Grim Inventor’s Coat |
Freeze Barrage | I | Rocket Explosions inflict Freeze on all affected enemies. Found On: Armor, Rare+ |
Increased Range | I | Increases Pain Launcher’s Range. Found On: Armor, Rare+ |
Initial Blast | I | Deals damage in a small radius when activating Pain Launcher Found On: Armor, Rare+ |
Rain of Pain | I | Decreases Pain Launcher’s cooldown. Found On: Armor, Rare+ |
Blighted Rounds
Like the Pyromancer and Trickster’s Anomaly-infused Bullets skill, Blighted Rounds makes itself a powerhouse through mods. Between Boosts to Anomaly power, Critical Damage and even making it splash further. It has potential as a single target and AoE Skill, especially paired with some Skill Tree Nodes.
Name | Tier | Effect |
---|---|---|
Critical Analysis | I | Increases Critical Damage while Blighted Rounds is active. Found On: Armor, Rare+ |
No Pain, No Gain | I | When Blighted Rounds ends, a percentage of the damage dealt in turned into healing and spread equally among allies. Found On: Armor, Rare+ |
Spare Mag | I | Blighted Rounds is effective for an additional magazine before going on cooldown. Found On: Armor, Rare+ |
Splash Boost | III | Increases the splash damage radius for successful Blighted Rounds hits. Found On: Legendary Armor, Plague Sower’s Skull |
To the Bone | III | Activating Blighted Rounds increases Anomaly Power. Found On: Legendary Armor, Plague Sower’s Coat |
Trick up the Sleeve | I | While Blighted Rounds is active, killing shots restore a percentage of your magazine. Found On: Armor, Rare+ |
Tool of Destruction
Tool of Destruction has a ton of mods, but it’s more fair to say that Tool of Destruction is two abilities, given how these mods affect one or the other. There’s potential to make either component of the skill useful, or even both if you really wanted to. Though it’s likely builds will want to focus one or the other.
Name | Tier | Effect |
---|---|---|
Bang for Your Buck | I | Activating Tool of Destruction increased the base ammo of the initially deployed weapon. Found On: Armor, Rare+ |
Demolition Man | I | Each Rocket deals increased damage. Found On: Armor, Rare+ |
Feedback | I | Heals you for a percentage of damage dealt by the Minigun when the skill ends. Found On: Armor, Rare+ |
Fortify | I | Having the Minigun active increases Armor. Found On: Armor, Rare+ |
Massacre | I | Each enemy killed with the Minigun grants Increased Anomaly power for a duration. Found On: Armor, Rare+ |
Portable Armor | I | Increases the number of Rockets that can be fired. Found On: Armor, Rare+ |
Rocket Man | III | Increases the number of Rockets that can be fired. Found On: Legendary Armor, Grim Inventor’s Mask |
Special Delivery | III | Increases the Rocket’s explosion radius. Found On: Legendary Armor, Grim Inventor’s Leg Armor |
Upgraded Gun | I | Increases Resistance Piercing while Minigun is active. Found On: Armor, Rare+ |
Untouchable | I | Increases Resistance while Minigun is active. Found On: Armor, Rare+ |
Fixing Wave
Much like Pain Launcher, Fixing Wave is solid in it’s identity. It gets a bit of extra utility, adding a cleanse and the ability to replenish ammo. But it stays solidly a supportive ability.
Name | Tier | Effect |
---|---|---|
Breath In | III | Reduces Fixing Wave’s cooldown. Found On: Legendary Armor, Torrential Downpour’s Goggles |
Cleansing Wind | I | Activating Fixing Wave removes negative statuses from allies and grants immunity to them for a duration. Found On: Armor, Rare+ |
Fixer Upper | I | Activating Fixing Wave increases Health Regeneration by a percentage of Max Health for a duration. Found On: Armor, Rare+ |
Quartermaster | III | Activating Fixing Wave replenished one weapon magazine for each Ally. Cooldown of 45 seconds. Found On: Legendary Armor, Torrential Downpour’s Footgear |
Cold Snap
Cold Snap Mostly focuses on damage with its mods. It gets a bit more utility and supportive power in a cleanse and armor debuff, so this skill is at least a little versatile.
Name | Tier | Effect |
---|---|---|
Cold Purification | I | Activating Cold Snap removes negative statuses from you and allies in range and grants immunity to them for a duration. Found On: Armor, Rare+ |
Frostbite | I | When Frozen by Cold Snap, enemies have their Armor reduced. Found On: Armor, Rare+ |
Ice Ice Baby | I | Enemies already afflicted with Freeze take extra damage from Cold Snap. Found On: Armor, Rare+ |
Icicle Storm | III? | Killing enemies Frozen by Cold Snap causes them to explode, dealing damage in a small radius. Found On: Armor, Rare+ |
Long Winter | I | Increases Cold Snap’s radius. Found On: Armor, Rare+ |
Painful Chill | I | Applies extra damage to enemies affected by Cold Snap. Found On: Armor, Rare+ |
Blighted Turret
Blighted Turret’s mods are very similar to Cryo Turret’s, focusing on uptime and damage. It does get some utility in the form of a heal, and swapping the status ailment on it to Freeze instead of Toxic.
Name | Tier | Effect |
---|---|---|
Armor Reduction | I | Blighted Turret reduces the armor of each enemy it hits. Found On: Armor, Rare+ |
Better Parts | I | Increases the duration of Blighted Turret. Found On: Armor, Rare+ |
Enriched Anthrax | III | Increases Blighted Turret’s Damage. Found On: Legendary Armor, Plague Sower’s Boots |
Ice Component | I | Blighted Turret inflicts Freeze Instead of Toxic. Found On: Armor, Rare+ |
Knockwave | I | Blighted Turret creates an explosion on activation, dealing damage in a small radius. Found On: Armor, Rare+ |
Med Burst | III | Blighted Turret replenishes a percentage of its Maximum Health to allies in a small radius when destroyed. Found On: Legendary Armor, Plague Sower’s Trousers |
We’ve got a great guide on how gear and mods work in Outriders for you with detailed information on the gearing process, priorities and full lists of armor and weapon mods for you.
When we talk about modding your gear, this is done in a very specific way in Outriders – through the crafting system. Crafting in Outriders is the single most thing when it comes to creating a powerful build. And we have a great guide to help you learn how to do it – check out the Outriders Crafting Guide for the full overview of this well-made system that supports your character from early game all the way into the Endgame.
Technomancer Builds
Now with the basic information covered, we can dive into some builds for the Technomancer. For the purpose of this guide we’ll cover one early game build, with the rest being focused on the late game.
Each of the Technomancer’s paths on the Skill Tree focus on some key aspects of their kit.
The Pestilence Path on the Skill Tree focuses on Gunplay and Decay Skills, offering bonuses to both Decay skills and Toxin effects as well as weapon bonuses.
The Tech Shaman Path on the Skill Tree focuses on Supporting and Gadget Skills, offering bonuses to Cryo, Gadgets, healing and Turret skills.
The Demolisher Path on the Skill Tree focuses on Skill damage and Ordinance skills, offering plenty of boosts for using Ordinance skills, and some bonuses to Decay and Toxin as well.
Early Game Pestilence Build
This is a build that focuses on a mid-level Technomancer, just prior to obtaining Cold Snap and Blighted Turret. In addition to being roughly level 16 and not having all of their skills, this will also be limited to rare gear which halves the amount of mods we have and assumes we don’t have any Tier 3 mods.
We’d like the build to be online as early as possible, or at least have the abilities early. In this case we’re focusing on Blighted Rounds, which we get at level 6; and Scrapnel, which we get at level 2. We’ll also use Cryo Turret which we get at level 3 for a bit of support.
That leaves our Skill Tree looking a bit something like the one below.
This tree gives us a lot of early power with Blighted Rounds and weapons in general. We get a small bonus of 15% Armor Piercing and 15% Crit Damage, both of which play into the Sniper playstyle.
Due to the power of the node, Sniper Master is hard to pass on, offering a massive 40% damage boost for snipers, this alone side a minor passive give us 48% Weapon Damage (with snipers) and that’s a good boost this early on.
We also pick up Exposing Toxin and it’s adjacent node for a similar reason. Since Blighted Rounds will be applying Toxin quite readily and easily. Free Vulnerability that’s stronger is incredibly hard to pass up for solo to team play.
As for modding, we take Critical Analysis and Trick up the Sleeve for Blighted Rounds. With a focus on snipers already, these mods will increase our damage output, while reducing our need for a high ammo count. If desired, since the fifth mod is a bit open, you can Slot in Spare Mag for and extra magazine, which will give it more up time against bosses without adds.
For Scrapnel, we pick up More Traps and Supplies, giving us a total of three Scrapnel uses before it triggers its cooldown. This lets us set up a bit of personal defense against any melee enemies that may try to rush us, or as grenades to enemies that sit behind cover for too long.
We have one mod slot left after those two pairs, but we have options. Increased Damage or Increased Duration for Cryo Turret are solid options, if you want to give our poor turret a little more power and maybe even make it more capable of defending us instead of just being setup for easy headshots. We can add More Damage to Scrapnel, with three uses, it can add up to some serious damage. As previously mentioned, Spare Mag for Blighted Rounds is also fair game if it’s needed.
For Weapons, our ideal weapon would be a Bolt Action Sniper with Essence Thief. Essence Thief in combination with our Blighted Rounds damage will be plenty enough sustain to stay on our feet. If you want to just rely on your natural Weapon Leech, Richochet can put in some work as well, making your damage even less single target that it usually is.
Late Game Pestilence
This is an expansion upon the starting build above this one. This time, it’s a full skill tree and using Legendaries to get as much power out of it as possible. With no limiters, the choice of skills does change up slightly.
Blighted Rounds is still the main skill here, with a little more power focused into it. This time however, it’s backed up by a Blighted Turret and Cold Snap. Between these skills, we get a decent increase in power. A lot of it comes from our Skill Tree, which looks like the one below.
This Skill Tree gives us a number of useful stats that are core to this build. In terms of constantly active bonuses, we get a ton of weapon bonuses like 52% Weapon Damage for snipers, 24% weapon damage, 45% Long Range Weapon Damage and a general increase of 20% to all damage. This adds up to a total 141% bonus damage with weapons, in perfect conditions.
On top of of this damage bonus, We also get bonuses of 50% Magazine Size, 30% Armor Piercing and 15% Crit Damage to push it further. We also get 30% extra damage if an enemy is afflicted with Toxin, which thanks to Blighted Rounds should be nearly constant. When we deploy a Blighted Turret, we also trigger Empowering Antenna giving us and our team an extra 40% Weapon damage for 10 seconds.
Finally to cap off our damage, like before Toxin applies Vulnerability thanks to Exposing Toxin and a stronger version due to the adjacent node. Which means with toxin applied they’ll take another 65% increased damage. Finally, there’s Charged Gunshot, which gives our next shot after a reload 200% bonus damage. While this won’t trigger all too often with Blighted Round up, it’ll still be a nice bonus for times where Blighted Rounds is down to help with extra damage.
To boost Blighted Rounds further, we pick up Grand Amplification, which gives us a small 12% Anomaly Power Bonus, which is helpful since reduces the need to start from the Demolisher branch to grab extra stats there, which would take 3 points, but would come with extra stats. We could bump this to 18 if Charged Gunshot isn’t being used enough to be helpful, as we can move that point freely.
Now for mods, we’ll be looking for these mods specifically:
- For Blighted Rounds, we’d be looking to take:
- Trick up the Sleeve
- Splash Boost
- To the Bone
- Critical Analysis
- For Blighted Turret, we want to look out for:
- Enriched Anthrax
- Better Parts
- Armor Reduction
- For Cold Snap, we’re looking for:
- Frostbite
- Long Winter
- Painful Chill.
With these mods, Blighted Rounds becomes an absolute powerhouse. It gets to effectively increase it’s duration through Trick up the Sleeve restoring ammo. It also give an Anomaly Power boost on activation from To the Bone. Alongside the other mods, we do a ton of damage both single target and to packs thanks to Blighted Round’s Splash damage and increased splash range.
Blighted Turret becomes a damage assistant, doing a good amount of damage on its own as well as reducing armor of enemies it hits. While it’ll still pale in comparison to our Blighted Rounds hits, it’ll still be enough to protect us and serve as a distraction at the very least.
Cold Snap also become an damage tool, but more of a defensive option. Since Cold Snap deploys from your location and freezes everything, it’s more focused on utility. However, if something does get hit by it and you follow up with some damage, it’ll be against reduced armor and they’ll take extra damage while frozen.
For Weapons, we’re still looking at a Bolt Action Sniper as a primary weapon. We still really don’t need anything that special. If you can manage to get Legendary Bolt Action with a powerful damage mod, combine that with Ricochet, Pinball or a similar mod and you’re set honestly. By powerful damage mod, that could be The Iceberg’s Icebreaker Mod as an example. The Iceberg could be a good option to get started with, until you can get a strong Ricochet mod, as the burst of AoE damage is helpful.
If you wanted to, this build can make decent use of either the Borealis Monarch set or Plague Sower set. Borealis may require a shift in mods, but you will be using at least the Crown for the painful Chill Mod, or moving it elsewhere and otherwise would provide a good offensive boost. You will also being using at least two pieces of Plague Sower for their mods already, and this set would provide a nice defensive bump.
For Armor attributes, Firepower is the priority top-line stat. This build is very weapon focused and therefore should be stacking Firepower to get the high damage output out of it. Our Secondary stats for Armor are Long Long Range Damage and Status Power. Since you’re going to want to be sitting back a bit more with this build, Long Range damage is the better option of the two damage ranges. If you opt for a more close range weapon and playstyle, you can take Close Range Damage instead. Status Power helps get a little more damage out of our Toxin, makes Vulnerability last longer, and even helps keep enemies frozen for longer.
Cryomancer Tech Shaman
Ever wanted to Freeze everything in a general area and detonate in a chain of icy explosions? Me too, so this build was created for that purpose. Not only will most things get little time to move, this ensure they get to explode for a ton of damage to everything near them. This build makes heavy use of mods from the Borealis Monarch set, but the set bonus isn’t super great for it.
If you haven’t guessed already, the main skill for this build will be Cold Snap. It will be supported by Pain Launcher and Cryo Turret. Pain Launcher may seem like a strange choice here, but it’s purpose will become clear. That said, here’s the tree for this build.
From this tree, the result is a Cryo-centric ability setup. Thanks to Exposing Frost, regardless of the freeze source, our freezes inflict a strong Vulnerability on enemies. With a modest 18% Anomaly Power Bonus without any conditions, we need every advantage we can get as this is kind of low for a base bonus in an ability focused setup.
We get 30% Gadget Cooldown, mostly to lower the cooldown of Cold Snap and Cryo Turret and an extra 15% cooldown reduction for Ordinance, which only help Pain Launcher. While they may not be quite as strong as they could be in a Demolisher setup, we do get the advantage of uptime and frequent casts which helps more in this build. It also allows us to maintain Overclocked, which gives us 40% Weapon Damage and Anomaly Power.
While Doctor of Medicine isn’t anything more than a pass-through node, the extra healing does help keep us (and our team!) on our feet easier. With everything being Frozen, it makes a pretty good impact. If it doesn’t the revive component of Overclocked will get us back up and on our feet.
In Total we end up with around 48% Anomaly Power, 40% Weapon Damage, 30% Health, 20% Armor, 20% Resistance, 15% Skill Leech and 20% Weapon Leech. It’s not an impressive stat block power wise, but we try to make up for this as much as we can with mods.
With that in mind, here’s what we want to go after for mods:
- For Cold Snap, we want get (Essentially every mod known to exist for the skill outside of Cold Purification):
- Frostbite
- Ice Ice Baby
- Icicle Storm
- Long Winter
- Painful Chill
- For Pain Launcher, we want to get:
- Bigger Sector
- Freeze Barrage
- Rain of Pain
- And finally, for Cryo Turret we want
- Cryodown
- Twins
These mods for Cold Snap give us a ton of potential damage and range to do so. With Cryo Turret and Pain Launcher being able to setup Freeze before using Cold Snap, this make Ice Ice Baby a good increase in damage. For things that don’t die to the initial cast, they have their armor reduced and take bonus damage to make it easier to get through them with a weapon. Regardless of how they die, as long as it’s after Cold Snap has been cast, Icicle Storm will kick in and ad more damage by making the frozen enemies explode.
Pain Launcher is setup to freeze everything it can in a large area, as frequently as it can. Cryodown could also be skipped if you don’t mind a longer cooldown on Cryo Turret, but will let you swap it for Increased Range to cover more area.
Cryo Turret is modded for maximum uptime, ensuring you can have at least one turret out most of the time. Though Cryodown and Increased Duration could possibly achieve this better, the second turret could be useful for the extra damage, especially if the cooldown is low enough that it wouldn’t matter.
As for Weapons, this setup isn’t locked to any particular weapon type by any means. However The Iceberg may prove useful for the mod it has. With everything being Frozen, Icebreaker is an ideal mod. The only important thing here is to avoid any kind of Fire effects, as they will thaw enemies and reduce your damage that you gain from them being frozen. Resistance Breaker would be another good chase mod, as it will increase the damage output of your abilities. You could also go for a decent base power weapon like an Assault Rifle or Standard Rifle and try to get a combination of Embalmer’s Rage and Brain Eater, which mitigates most ammo concerns when killing trash or even against bosses with careful aim.
For both Armor and Weapons, Status Power is a huge stand out for attributes. Since the goal is to keep things frozen for maximum damage, this helps a ton by increasing the duration of Freezes we apply.
For Armor, our priority top-line stat is Anomaly Power. Since the majority of our damage is intended to be through skills, Anomaly makes the most sense. Our third line stat should be Cooldown Reduction. Simply put, we want Cold Snap up as often as possible. Honestly, we want everything up as often as possible.
For Weapons, our priority top-line stat should be Crit Damage. This will stack nicely if we opt for the Borealis Monarch set bonus, letting our weapons still do decent damage, despite not being a focus. Our third line stat for weapons should be Skill Life Leech. This will allow our turret to provide small but consistent healing as well as getting some burst healing from Pain Launcher.
The One Demolisher Army
Finally, there’s the Demolisher build. This one focuses on a pairing of a Decay Skill and an Ordinance Skill to become a force of destruction. While there’s nothing that lets these two interact, it still allows for pretty consistent damage.
The main ability pairing is Blighted Rounds and Tool of Destruction. The last slot is kind of open as for what ability goes there, but Blighted Turret makes the most sense currently. That said, here’s the Skill Tree for this Build.
Passively, without triggering any conditional buffs, we get 47% Anomaly Power right out of the gate, making both Tool of Destruction and Blighted Rounds quite powerful. We also grab 30% Resistance Piercing as well, pushing our other bonuses even more. When an enemy drops under 30% Health, Wipe Out also kicks in for an extra 20% damage. We also pick up Exposing Toxin again, to pair with Blighted Rounds and Blighted Turret for easy access to Vulnerability.
Since we’re relying entire on Weapon and Skill Leech to stay alive, and due to the easiest path granting such, we pick up 20% bonus to Armor, Health and Resistance, letting us shrug off and soak up a little more damage than usual. Emergency Transfusion will double our 15% Skill Leech if we dip under 30% health.
We also get a 50% Anomaly Power bonus from Techbond any time we activate an Ordinance Skill. This alone can make Scrapnel a worthy swap for Blighted Turret, if you wanted to have higher uptime on it. Though no matter how you mod it, it will not be a 100% uptime. Us and our allies 30% Anomaly Power when we activate a Decay skill, thanks to Adrenalizing Antenna.
So in total with conditional bonuses we can get up to 127% bonus Anomaly Power. This combined with our mods will make us a force to be reckoned with as we shred enemies with Decay rounds or a even a Minigun. Assuming Blighted Rounds can affect Tool of Destruction, there’s some insane potential there.
Speaking of mods, here’s what we’ll be looking to get:
- For Tool of Destruction we want to go after:
- Massacre
- Upgraded Gun
- Demolition Man
- Special Delivery
- For Blighted Rounds, we’re looking at:
- Critical Analysis
- To the Bone
- Trick Up the Sleeve
- Finally, for Blighted Turret, we want:
- Armor Reduction
- Better Parts
- Enriched Anthrax
The Mods for Tool Of Destruction give us a Minigun that can ramp its damage while giving us even more Resistance Piercing; or a Strong, High AoE Rocket Launcher. The Minigun sounds like it has the best damage potential of the two weapon, but it never hurts to have AoE burst.
Then we use the standard setup for Blighted Rounds, increasing it’s damage output as much as we possibly can. We Get bonus Anomaly Power and Critical Damage, in addition to it potentially never ending thanks to Trick up the Sleeve restoring ammo the the magazine on kill.
Finally, Blighted Turret is set up a a support skill with a bit of it’s own damage. It’s mainly being used as a passive way to apply Vulnerability while using Tool of Destruction, while also reducing armor for those rare time Blighted Rounds and Tool of Destruction are down.
In terms of Weapons, we have a few options since nothing makes us prefer and weapon type. In the case of this build, you’ll likely be mid-range most of the time. This makes and Assault Rifle or Standard Rifle your best bets for damage. You’d also want to go for the big damage passives as usual. So things like Wrath of Moloch and other AoE damage effects, or even Chaining bonuses like Ricochet or Pinball. It’s highly recommended to have at least one Weapon with Perpetuum Mobile, as this mod will apply to your minigun, giving it a high chance to endlessly scale if you can ramp it up enough.
If you can track down Radical Therapy or Euthanizer, these mods could be used to increase your damage quite a bit, but making enemies with Toxin applied take increased damage from your guns. These mods can make the Plague Sower set worth pursuing, at least the Gloves for Euthanizer.
Ideally, you’d want to make use of the Grim inventor set bonus. This would typically require a change of mods, as you’d be taking Pain Launcher over Blighted Rounds. It can be a worthwhile swap, since there’s nothing that lets Tool of Destruction and Blighted Rounds interact, and through mods you can have very high uptime on the minigun.
For our Armor Attributes, Anomaly Power is our priority top-line stat. Anomaly Power will boost the base damage of the minigun, letting it ramp easier and faster while it’s out. The other stats we want are Long Range Damage and Skill Life Leech. Once it gets ramped up enough, nothing should get close to you with the Minigun active so Long Range will typically out perform Close Range. Since the Minigun is an ability, Skill Leech will be healing as you deal damage with it, as well as healing from any Toxin that gets applied.
For Weapon Attributes, Crit Damage is our priority top-line stat. Since Weapons are also being used for damage, this will give us the most damage from them. For our other stats, we want Long Range Damage and Status Power. Both of these will increase our damage, one will affect most everything, while the other affects Toxin. Boosting Toxin damage is helpful as it will allow us to also leech more from it as well.