OUTRIDERS Endgame Technomancer (Pestilence DPS)

OUTRIDERS Endgame Technomancer (Pestilence DPS) 1 - steamsplay.com
OUTRIDERS Endgame Technomancer (Pestilence DPS) 1 - steamsplay.com
Azrael’s Endgame Technomancer Pestilence Build

 
 

Definitions and Requirements

 
OUTRIDERS Endgame Technomancer (Pestilence DPS) - Definitions and Requirements 
 

When is “Endgame”

 
Endgame is considered when you are reaching Tier 10+ Expeditions / Towards Tier 15 Expeditions, regular World Tier 10 – 15 and storyline is not considered engame. 
 

What is required for this build?

 
All Sniper Rifle Based Weaponry, Fully Auto Snipers, Regular Rifles (Marksman Rifles, not Assault Rifles) everything that is buffed via the passive and skill tree based damage increases from Technomancer’s Pestilence tree. On top of this you’ll likely need your armour pieces modded with the Blighted Rounds mods. 
 
 

Class Tree

 
OUTRIDERS Endgame Technomancer (Pestilence DPS) - Class Tree 
 
 

Skills

 
OUTRIDERS Endgame Technomancer (Pestilence DPS) - Skills 
 

Skills explained

 

 
Cold Snap 
To be utilised to stop enemy mobs from jumping directly onto you and used to interrupt certain boss mechanics as well as provides you with a moment of respite if needed to resurrect a team mate, this is replaceable but the best at what it provides. 
 
Fixing Wave 
I cannot recommend fixing wave enough, I can count 10+ times each expedition where we wouldn’t have been able to output enough DPS if we had to worry about the smaller mobs, fixing wave allows people to focus on DPS knowing their technomancer has a huge heal ready with a buff that can make them immune to pretty much everything for 5 seconds after that, it can also be utilised to instantly heal your team to full after you revive them. 
 
Blighted Rounds 
The bread and butter of this build, around 90% of your damage done per expedition will be from this if you build it right, it will melt through alot of enemies that would normally take 2+ mags to kill, it’s relatively simple to use so I won’t bother explaining it, the key mechanic is making sure you don’t run out of ammo, but that is helped a bit by some of the Weapon and Armor mods I will be explaining shortly. 
 
 

Weapons

 
OUTRIDERS Endgame Technomancer (Pestilence DPS) - Weapons 
 

Weapons

 

 
Rifles 
Rifle Standard, Light and other variants are all good, stay away from all “one shot” variants however, they do not synergise well with your blighted rounds. 
 
Snipers 
Utilise Fully Automatic Snipers or Bolt Action Snipers for extremely high DPS against mobs with blighted rounds, rifles will work better against massive hords but if you can memorise the timing for bosses then you can switch to a bolt action right before they come and burst them fast. 
 
 

Armor

 

Armor

 

 
The specific armor you utilise is not as important as the mods you put on them, these are the ones you should be on the lookout for, I will mention that for all intents and purposes look to increase your firepower over all other stats. 
 
OUTRIDERS Endgame Technomancer (Pestilence DPS) 
 
OUTRIDERS Endgame Technomancer (Pestilence DPS) 
 
OUTRIDERS Endgame Technomancer (Pestilence DPS) 
 

Written by Azrael

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