Here's a rundown on all of the Technomancer abilities in this Mars-based RPG.
I've been waiting for The Technomancer since it was first announced. Considering I only really play three genres of games -- and RPG is my favorite of those 3 -- I've been waiting for this since I beat Fallout 4 a while back.
Like any RPG, The Technomancer relies heavily on avbilities and skill trees. There are essentially four trees of Technomancer abilities. The first tree can be used to augment any combat style, while the other three are specific to a certain style. I'll put together a guide on the different combat styles later, but for now let's focus on the different abilities at your disposal.
Considering this tree can be used for all combat styles, it will never be a bad idea to invest here. Especially if you like the idea of switching weapons from time to time based on what enemies you're fighting.
There are five main skills:
- Surprise Attack -
If you're going the stealth route, this lets you do a massive sneak attack. Essential for a stealth build.
- Electric Weapon -
Add lightning damage to your weapon, increasing the damage you do with every hit. This is a no-brainer in my book, no matter what kind of build you're doing. Besides the fact that you do more damage, it just looks awesum pawsum.
- Technomancer Training -
Allows you to do some fun things with gloves. Like, in terms of beating people up.
- Fluid Reserve -
Gives you two fluid charges and lets you regenerate 0.8/second. Again, not a bad choice for just about any build you choose to do.
From there, you start getting into the upgraded skill Technomancer abilities.
The next set of Technomancer abilities is for the Guardian combat style. Using a mace and shield, the idea is that you can block attacks and then respond with a vengeance.
Once you unlock one of these skills, you open up a branch into better versions.
- Upgraded Mace Blow
has lots of neat tricks. Shell
gives you better defenses, or you can just invest in the passives to help you attack harder and faster.
- Upgraded Shield Bash
increases your chance to knock over enemies. The other passives let Electric Weapon benefits transfer to your shield and allows shield bash to hit multiple enemies at once. A nice trick considering you normally don't have as much crowd control as (say) the Warrior stance.
- Counterattack Dark Souls.
It basically lets you follow up a parry with a quick mace attack. The other two abilities let you attack much faster after a parry and makes your parries more difficult to disrupt.
- Powerful Attack
reduces your enemy's armor by 30%. That's no freaking joke! You can also invest in the passives to give you better disruption against enemies with weakened armor or the ability to always break shields.
- Instinctive Parry
gives you a 15% chance to deflect enemy blows or shots even if you aren't parrying. That may not seem like much, but it will add up to a lot of blocked damage throughout the game.The other passives here allow you to run while parrying (not sure why this is cool?) and gives more overall damage resistance while in Guardian style.
Now let's move onto my personal favorite...
The Technomancer abilities for the Warrior stance is all about augmenting staff combat. The staff is the traditional weapon for Technomancers, and excels at fighting groups of enemies.
...and it lets you be Donatello from the Teenage Mutant Ninja Turtles, so you gotta at least give it a shot.
Last but no least, this tree of Technomancer abilities is all about mobility. Armed with a nail gun and dagger, you can plan on combat looking like this:
If that's how you wanna roll, here are your abilities.
When you go to upgrade your skills,
You may already know this, but in general your best bet in RPGs is to specialize in 1-2 trees, since the strongest abilities/passives are normally at the very top. I'd recommend putting a few points into the Technomancer abilities and your favorite combat style, and maybe a few extra points into a 2nd preferred style.