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Disrupt, kite, and slow your attackers to pick them off from a distance and you'll still be healed along the way.
Because the Technomancer doesn't have to kill enemies to heal them, you can use this to your advantage by not forcing yourself into confrontations that leave you vulnerable.
When playing solo, you'll want to be aware of your environment, and the best times and places to use your gadgets and turrets to help draw the attention of enemies.
Techomancers are a great team player with their ability to lay down support and even heal others - but don't be afraid to try them solo too. Because of this, you'll want to be ready to move out of harms way at a moment's notice, and some of your skills - like Cold Snap - are vital for getting distance on your opponents. Like the Pyromancer, the Technomancer lacks the mobility of the Trickster and Devastator to move around the battlefield quickly. If playing this class solo, it’s important to remember to watch any approaching enemies, as more than one or two can quickly prove to be lethal. However, put them in a crowd of melee opponents and they will quickly be overwhelmed. This makes them an ideal Class for One-on-One battles with bosses and Altered combatants, as any damage dealt will keep their health in check. Because of this, they also carry a number of defensive skills, such as turrets, proximity mines and Freeze effects.īecause the Technomancer is rarely up close and personal, they have to heal at a distance by using their innate Skill and Weapon Leech, which harvests a percentage of the damage they deal for their own health. With a bonus to Long Range Weapon Damage, this class ideally uses snipers from the back of the arena.
The Technomancer is the dedicated long range class.