Outriders Technomancer Build Guide – Shred O'Mancer (Assault Rifle Insane DPS)



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Outriders Technomancer Build Guide – Shred O’Mancer (Assault Rifle Insane DPS)
In this Outriders Build Guide I’m going to be showing you my Shred O’Mancer Build, which is a Beginner Technomancer Build meant for mid-range combat. In this Guide I’ll be showing you what Skills to use, what Class Points to take, and what Weapons and Armor to look out for. If you’ve been looking for a way to improve your Technomancer, or if you just want some insight into how to play this Class, read on to find out.

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Timestamp:
0:00 – Shred O Mancer Build
0:18 – Technomancer Build
1:24 – Shred O’Mancer Skills
3:10 – Shred O’Mancer Class Points
3:56 – Shred O’Mancer Weapons
5:34 – Shred O’Mancer Armor
6:48 – Final Tips

The way the Shredomancer Build works is that it uses Blighted Rounds to buff your damage with each shot fired, as well as spread around the Toxic and Vulnerability Statuses among enemies. Vulnerability increases the damage enemies receive, making it much easier to kill them and more challenging enemies like Captains.

Because you generally need to hit enemies at least once to set Vulnerability, this Build works better with a Weapon type that hits the target repeatedly rather than a single shot, like an Assault Rifle or a Light Machinegun. Shots in succession will all benefit from the Vulnerability after the first round has landed, drastically increasing your DPS.

The key to this Build is maintaining Blighted Rounds for the duration of each encounter and this is done by using the Armor Mods: Trick Up the Sleeve and Spare Mag. These will nearly guarantee that you keep up Blighted Rounds, but if you need even further help you can use the Weapon Mod: Perpetuum Mobile, which refreshes your Magazine when you kill an enemy while under 35% Ammo.

Unlike the Trickster Build I made, with the Shred O’mancer you’ll want to cover a bit more since you are way more squishy, and you can also take on Captains as soon as you see them. This Build absolutely melts enemies, even Captains, so you want to move, cover and fire into enemies, then repeat. It’s not as dynamic as the Twisted Hunter Build, but it deals even more damage.

When fighting a Boss with many enemies around it, try to burst it down first, and then focus on the other enemies if you can. If you look like you’re going to run out of ammo before doing so, switch to an easy enemy to gain rounds back in your magazine as quickly as you can, and then finish off the Boss. This Build excels at killing Bosses so you should prioritize them first if you can and make your life that much easier.

Remember not to “Reload” with this Build since you will wipe out your Blighted Rounds if you do, and stay away Mods or Class nodes that reward Reloading as you will be trying to do this as little as possible with this Build. The idea is that you never have to Reload and therefor never lose your Blighted Rounds buff. You will still have to Reload now and then, but you certainly don’t want to plan for it.

You can still deal decent damage without Blighted Rounds, so don’t be afraid to thin out some of the enemies if you mess up and it goes on cooldown. Just don’t try to take on Bosses without it, or you might have a really rough time.

Lastly, make sure to keep using better and better Assault Rifles and Light Machineguns as you find them. You need to keep your damage high in order to play this Build, and its far easier to Mod a new Weapon with Perpetuum Mobile than it is to keep upgrading your current Weapons. So look out for new Assault Rifles and Light Machineguns that have high DMG, and not DPS, and equip and Mod them every chance you get. Oh and don’t forget to change their types to Tactical and Stabilizing too!

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21 thoughts on “Outriders Technomancer Build Guide – Shred O'Mancer (Assault Rifle Insane DPS)”

  1. Basically the build most Techno seem to be running at launch (for good reason). Super appreciate it getting posted though because it is very beginner friendly and super smooth.
    I was lucky enough to land an Amber Vault at WT 12, replaced Brain Eater with Damage Link to help with swarming enemies and to keep the Killing Spree bonus up faster and longer… And so I can kill enemies near the bosses to keep bullets up. Ricochet might be better though.

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  2. If I can ask, what is the purpose of using the t1 mod Trick up the Sleeve to replenish ammo over the t2 mod Toxic Lead. They have the same function but Toxic Lead is stronger, is it just an issue of you not having it unlocked at the making of the video? Slotting Perpetuum Mobile and Trick up the Sleeve together seems more inefficient than using both Toxic Lead and Trick if you are having trouble sustaining, as it is much easier to make a single kill to sustain most of your mag at any ammo count than wait until ~35% to refill the mag. I would also recommend the T2 mods Damage Absorber which doubles your armor at all times, and Emergency Stance which gives you 65% damage reduction at 30% health as defensive must haves for a build like this

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  3. Heh. This was the same build I used, but with frost instead. Not as high damage but the survivability made me immortal.

    PSA: Avoid random groups in multiplayer for the moment. There are some reddit posts where people lose their gear after disconnecting from randoms.

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  4. This has been my exact build and has trivialized the game even at the highest available world tier. Trick and Pyro can achieve similar builds, but the Tech’s ammo ability is in the same tree as weapon damage. Makes it stupid strong.

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  5. This is actually the direction I gravitated towards for my Technomancer. Blighted Rounds is a huge power spike for the Techno as soon as you unlock it. Once I got the Trick Up The Sleeve mod, it was a no brainer to go assault (I lean more towards LMG's personally).

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