Technomancer Guide  Tagged Articles RSS Feed | GameSkinny.com Technomancer Guide  RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network The Technomancer Companions Guide: Who Will You Take Around Mars? https://www.gameskinny.com/nhp89/the-technomancer-companions-guide-who-will-you-take-around-mars https://www.gameskinny.com/nhp89/the-technomancer-companions-guide-who-will-you-take-around-mars Tue, 05 Jul 2016 10:08:18 -0400 AwesumPawsum

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To wrap up this slideshow on the companions, let me end with a few tips.

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  • (Spoiler) - As soon as you get to Noctis and have all of your companions together, talk to each of them! I didn't, and ended up doing more repeat visits to areas than I should have.
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  • Base your Talent spending (partially) on your allies. If you love having Neisha on your team, there's no need to max out Traps/Lockpicking because she gives you an extra point.
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  • Treat companions as distractions rather than damage dealers. As the technomancer you'll always be the main damage dealer. 
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  • When trying to romance a companion, something you say may not exactly have the result you expect. If you want to avoid screwing it up, you may want to save before flirting with them or finishing their quest.
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That's all I've got -- I hope it helps, and enjoy The Technomancer! 

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Amelia Reacher

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I'm not gonna lie -- Amelia Reacher is my #1 pick for companions

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You meet her somewhat early in the game when you need to take a rover out to visit a far away site. She becomes your companion a bit later, after some crazy stuff goes down.

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She's the third companion available for romance. 

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Personality
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Amelia doesn't have an inner filter. She speaks her mind and doesn't care how you feel about it. She's pretty angry with you when she first joins the team, but over time you gain her trust back. 

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Combat
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Amelia is a Guardian, so I tend to give her the best mace and shield I can find/craft. She does a pretty good job of it too -- she does decent damage but, like David Ward, is best for basically just distracting a few enemies.

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Passive
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Amelia gives Resistance to Distruption +5%. Not bad, considering how important disruption is in this game.

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Once you earn the Ally bonus, you get a +1 Crafting. I think this is one of the best Ally bonuses, as almost every player will do some crafting to upgrade their gear. 

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Quests
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Amelia is similar to Scott in that she's involved in several quests. The main ones directly helping her are about repairing the rover and a quest involving Scott and her dad. 

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Andrew (Lucky)

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When you first meet Andrew, he goes by the name Lucky and introduces himself as a traveling merchant. He asks you to set up a meeting with him and Master Connor, which is an interesting little side quest.

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Later he becomes your companion, and is one of my personal favorites. Andrew is also the only male romance option in The Technomancer. 

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Personality
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Andrew's personality turned me off at first, but grew on me once I learned more about him. Without giving any spoilers, let's just say he's had a rough life. But as you get to know him, you realize that he's a good, reasonable guy. 

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The missing left arm is probably all the evidence you need of that. 

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Combat
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It's tough to discuss combat without giving too much away, so I'll just say its another spoiler -- when you first get Andrew, all he can use is a mace. After all, you're limited when you only have one arm.

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But when you complete his quest, he gains access to technomancer abilities. Booyah!

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Passives
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Having Andrew in your party gives you 5% extra Fluid Regeneration. Once you get his Ally bonus, you get +1 Charisma.

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Quests
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Your first quest with Andrew involves setting up a meeting with him and Master Connor. Don't make the same mistake I did -- actually follow Master Connor once you go get him! I was messing around in my inventory and the quest completed without me getting credit.

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Anyways, later you have to help Andrew get himself set up with his technomancy stuff. It's probably the best companion quest in the game, as it is the only one that changes how a companion fights.  

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Neisha

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Neisha is the first female hottie you meet in The Technomancer. You can kind of guess that she'll eventually become a companion when you first meet her, although she deceives you by making you think she isn't much of a fighter.

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She's also one of the three romance options available.

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Personality
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Neisha is a Rogue, so she has a bit of a spunky, bad girl type of personality. I equate her to be similar to Dragon Age 2's Isabela. 

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Neisha came from a rough background, but tries to do right by those who take care of her. Spoiler: For example, there's a part in the game where she intervenes to basically make sure you don't walk into a trap. 

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Combat
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Neisha fights with a pistol and knife -- typical Rogue style. She can poison enemies and deals decent damage, but doesn't seem to have the health or dodging ability to last very long in big fights. 

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...Her AI just isn't the best. If you ask her to focus on Ranged combat, it seems like she doesn't really know what to do with herself. 

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Personally I think there are better companions to take with you into battle.

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Passives
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Neisha's passive is a Physical Damage from Daggers +2. If you're a Warrior like me... that's blah.

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Once you earn her Ally bonus, you get a +1 to Traps and Lockpicking. Nice!

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Quests
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Neisha asks you to help a friend, which is a good idea to do sooner rather than later. She also asks you to help her investigate her background a bit. 

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Phobos (Beg)

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Phobos is your stereotypical massive 2-hander. While he's much smarter than he looks, you can tell just by looking at him that he's not gonna be using a gun.

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Spoiler? To unlock Phobos, you have to do a few side quests during the first part of the game. He calls himself Beg and acts dumb to fool the guards, but reveals himself later to be smarter than he'd acted and becomes your companion.

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Personality
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Phobos may be the most level-headed companion you get. Not what you'd expect, but he's a natural leader and has a big heart for his people. He actually co-founded the Mutant Nation, and the reason he was in Ophir is he was trying to save his fellow mutants.

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He also makes it clear that he has a huge disdain for mutants soul-bent on death, rather than peace with humans.

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Combat
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Phobos is one of the better combat companions. You can set him to go on Offense or Defense, but I prefer Offense. He has enough hit points that he's somewhat sustainable, and it's nice to have another decent damage-dealer on the team.

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Passives
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Phobos gives an extra +250 weight (which is ridiculous to me, considering it seems hard to reach the max anyways.)

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If you earn his Ally bonus, he gives an extra +1 to Exploration. Probably the worst Ally bonus ever.

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Quests
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Phobos is involved in a few quests as Beg before he reveals his true self. 

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Scott Seeker

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I guess I don't have to tell you anything. That picture explains everything. But I'll tell you anyways.

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Scott Seeker is the third companion you get in the game. Good thing too -- you start doing quests for him and needing his help almost immediately. 

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Personality
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You know how every RPG has to have at least one weird companion? Scott is The Technomancer's. 

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Very smart and very quirky, he never really seems like he's all there. But he does help you solve multiple quests with his medical and scientific background.

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Combat
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Scott's not exactly built to run in with a two-handed mace and clobber Vory thugs or alien creatures. Instead he just hangs out in the back and shoots with a pistol.

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He's the only companion that can heal, which he does by basically shooting you with a health injection. But...it's not very effective. To be honest I think he's the worst companion combat-wise for a few reasons:

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  • He often misses with his heal, because you're dodging around trying to avoid getting bitten in the face.
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  • His gun doesn't do enough damage -- mainly because he fires it too slowly. 
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  • Every time I turn around he's getting his butt kicked, yet not even trying to shoot the guy smacking him in the face.
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Passive
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Scott provides a bonus of +2% for Life Regeneration. His Ally bonus gives an extra +1 Science.

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Quests
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As I mentioned earlier, Scott helps you with a lot of different quests. From tracking down a scientific buddy to helping another companion get his groove back, he plays a major role in completing quests in the game. 

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Jeffrey Hunter

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Jeffrey Hunter goes with David Ward like peanut butter and jelly.

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...well, not really. David doesn't like Jeffrey, and J-dawg only tolerates David. But you get them together at the beginning of the game, and they make a decent pair of companions.

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Personality
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Jeffrey comes from Greenhope, which is (about) as country as you can get for Mars. He's a nicer guy than David and seems much happier to be serving under a technomancer than his colleague.

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Combat
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Jeffrey rocks sniper rifles and assault rifles, making him a great ranged combatant. That said, he also seems to love bashing enemies in the face with his rifle rather than shooting them half the time.

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I recommend keeping him on Offense mode. There's no reason for him to play Defensive, as he's one of the best damage-dealing companions in the game.

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Passives
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Jeffrey gives a passive bonus of +2 to Physical Damage from Gunshots. He doesn't have an Ally bonus, though. 

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Quests
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Spoiler alert - Jeffrey does help you with a quest to root out a spy. Hooray!

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But he's another companion that doesn't stay with you the entire game. Sad Christmas. 

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David Ward

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David is one of the first companions you get in The Technomancer. He specializes in Guardian style, so he can benefit from an extra shield or mace you have lying around.

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Personality
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David's a little brash. He's not really a fan of technomancers, and he lets you know it....all day long.

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The saving grace is that he does learn to tolerate you over time.

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Combat
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As a Guardian, David's role is basically to just distract enemies from you and the third companion. He honestly doesn't seem to do much damage, even if you set him to Offense mode. Instead, you're probably better off just keeping him on Defense and letting him distract a few enemies, then you can come back and kill them later.

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Passives
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David provides a +2% to Resistance of Disruption. He doesn't have an Ally bonus though. Partially because...

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Quests
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Spoiler alert - David doesn't stay with you very long. I won't get into details, but let's just say you shouldn't get too attached to this feisty soldier!

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The Technomancer companions play a critical role in your journey around Mars. The side quests they give are a nice way to get additional experience and items. They've got your back in combat and prevent you from getting swarmed (as much.) Their passive abilities, such as boosting your Talents, are also nice.

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And last but not least -- what self-respecting open RPG doesn't include multiple romance options?

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This short guide will help you get a feel for each companion's strengths and weaknesses, along with their overall personalities. 

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 First up: David Ward. 

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The Technomancer Crafting Guide - Everything You Need to Know to Outfit Your Team https://www.gameskinny.com/cysa4/the-technomancer-crafting-guide-everything-you-need-to-know-to-outfit-your-team https://www.gameskinny.com/cysa4/the-technomancer-crafting-guide-everything-you-need-to-know-to-outfit-your-team Tue, 05 Jul 2016 06:08:12 -0400 AwesumPawsum

To be perfectly honest, The Technomancer's crafting system isn't as robust as I thought it'd be. The trailers released before the game came out made it look like you could spend all day at the crafting table.

...but that's not quite reality.

While there is some customization available, it's not as much as you may think. 

But before we get into discussing each item type (weapons, armor and consumables) let's talk about the core pieces of the crafting system.

Crafting Components

Just like any other game with crafting, you need to come to the table with the right components. You essentially have three different types in this game:

  • Leather
  • Metal
  • Electrical

There are different "levels" of each type, and you need the rarer, better components for higher level crafting. For example, the worst type of metal component you'll find is metal debris. The second worst is called metal components.

These components can be found throughout Mars, but the main places you'll find them are monsters and chests/lockers. You can also recycle things you don't want to sell (like armor or weapons) to retrieve crafting components. 

Finally, some vendors carry these components. They're actually cheaper than I expected, so that's not a bad way to go if you find yourself coming up short regularly.

My Recommendations

If you have my kind of luck, you'll have tons of 1-2 types of components and struggle with 1-2 types. In that case, always recycle (rather than sell) things that give you these missing components. If a vendor has it, stock up -- a good way to make the money you need is just sell your excess components.

...because you don't really need 100+ low quality leathers. 

Crafting Talent

Crafting is one of the Technomancer Talents you can choose to invest in. Each point in the talent allows you to use higher-end upgrades for your gear, although you'll still have to find these plans in the world.

  • With zero points, you can use Level 1 upgrades.
  • With one point, you can use Level 2 upgrades.
  • Two points lets you use Level 3 upgrades.
  • Maxing out this Talent lets you use Level 4 upgrades. Huzzah!

My Recommendations

If you're gonna craft throughout the game, you may as well put a few points into this Talent. Just don't invest too quickly! Being able to use higher-level upgrades without actually having them (because they're found later in the game) is wasting a precious Talent point. 

Instead, invest in a Talent you can use right now, and ignore the Crafting talent until you find the next set of upgrades.

Upgrade Plans

As I mentioned earlier, The Technomancer's crafting system requires you to have the right set of plans before you can use higher-level upgrades.

The best way to find these plans is to just scroll over to the corresponding tab in their "Purchase" menu. Note that most vendors specialize in one type of product -- weapons, components, armor, etc. But even if they sell these other things, there's a chance they may have plans for sale as well.

My Recommendations

Depending on the Technomancer abilities and combat style you're favoring, you may be tempted to just buy the plans that correspond with your build. For example, I only bought plans for staves, gloves and armor when I first found them.

But later I realized that (duh!) I may want to switch it up in the future and play with other styles. Plus, my companions could always benefit from my upgraded crafting for the other weapons. 

Serum is abundant -- invest a little more and buy every plan you can!

Now let's get more into the specifics. First, let's talk about your weapons.

The Technomancer Weapon Crafting

The first thing you should know is that you can't actually craft weapons. This isn't Skyrim where you walk up to crafting table with the right materials and they make it for you. 

It isn't The Witcher 3 either. There are no blacksmiths standing around waiting for you to walk up and order a new piece.

Instead, crafting for weapons is essentially just upgrading your equipment. Each type of weapon has a different number of upgrade slots. For example, maces have two, rifles have one, and staves have three.

All weapons have essentially the same three types of upgrades:

  • Critical hit chance
  • Physical damage
  • Disruption chance

Critical hit chance is just what it sounds like. If you choose this upgrade, you'll have a critical hit more often, dealing extra damage.

Physical damage is also (hopefully) self-explanatory. This doesn't increase your damage by much, but considering it stacks with every time you hit an enemy, it does add up.

Disruption chance is your weapon's ability to disrupt the action of an enemy. Considering that your enemies hit with Dark Souls type of damage, disrupting them is a major part of the game. 

My Recommendations

The best upgrade for you really just depends on your preferences and how you like to play. When I first started, I only used physical damage upgrades. Since I use Warrior style, I figured it'd help a lot since I'm hitting multiple enemies at once with that upgraded damage.

But now, my personal preference is increasing disruption chance. I find myself in the middle of packs of enemies often, so anything I can do to disrupt them from turning me into a human ping pong ball is awesome. 

Technomancer Crafting: Armor

Armor is similar to weapons in that you can't actually build your own armor. Instead, you're creating upgrades to improve the utility of armor you find or buy on Mars.

You have a few more options available than with weapons, but it's still nothing to write home about. You can upgrade armor to include:

  • Physical damage reduction
  • Electrical damage reduction
  • Disruption reduction
  • Poison damage reduction
  • Energy regeneration

Physical damage reduction is just as you'd probably expect. When a bad guy hits you, he does less damage.

Electrical damage reduction isn't as important early-game, but plays a bigger role later-game. Spoiler alert -- you aren't the only thing slinging lightning bolts on Mars!

Disruption reduction keeps your enemies from disrupting your various attacks or abilities. 

Poison damage reduction will be much more important in some areas than others. While enemy rogues may poison you, I found the worst poison damage comes from certain monsters.

Energy regeneration is mainly important for anyone investing heavily in the Technomancy skill line. Especially those casting Electric Arcs and Electric Storm often.

My Recommendations 

I think these are more situational than the weapon upgrades. In general you can't go wrong with balancing physical damage reduction and disruption reduction, then only using the others if the situation (read: enemies) call for it.

Technomancer Crafting: Consumables

There are essentially three types of consumables in the game:

  • Health injections
  • Focus injections
  • Traps

Health injections are your main source of healing in the middle of battle.

Focus injections help you recover fluid charges faster.

Traps are... well, traps.

My Recommendations

To be honest I haven't used a single Focus injection so far, but I've definitely used quite a few health injections. Being able to make them at the crafting table is extremely handy.

Also, traps are very useful. I normally don't really use traps in RPGs, but there have been a few fights in The Technomancer where I was severely outnumbered and had to keep retreating behind explosive traps to win. 

Conclusion

Even though it's not the best crafting system ever created, it does provide some very useful upgrades. While the lower level numbers are dismal, the higher value you get with the Level 3 and Level 4 upgrades will make a big difference in combat.

Again, don't forget to upgrade your companions' gear! Its the best way to maximize your investment in the game's crafting system. 

Good luck, and I hope this short Technomancer crafting guide and my personal recommendations helps you dominate Mars! 

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The Technomancer Combat Styles Guide: Which One Should You Play? https://www.gameskinny.com/m4ow9/the-technomancer-combat-styles-guide-which-one-should-you-play https://www.gameskinny.com/m4ow9/the-technomancer-combat-styles-guide-which-one-should-you-play Thu, 30 Jun 2016 09:54:11 -0400 AwesumPawsum

Each of the Technomancer combat styles definitely has its own flavor. The nice thing is that you can easily switch back and forth, and start the game with every style and a weapon set for each.

But which one is for you? Hopefully by the time you get done reading this article, you'll have a good idea. But whether you decide to go Warrior or Rogue, Technomancer or Guardian, I'll leave you with a few tips on how to play each one. 

Technomancer Combat Style #1: Technomancy

One thing I find interesting is that none of the trailers or informational videos about the game really highlighted this as a combat style. But considering it has its own line of abilities and affects combat dramatically, I thought I'd throw this in. 

Technomancy is essentially what makes you different from most other characters in the game. It's kind of like the game's "magic," and the powers it provides are helpful in almost all situations.

For example, it's one of the only ways you can really use ranged combat. The other way is with the pistol used by the Rogue skill trees, but it's not really meant to be used as a major source of damage.

Technomancy also provides you utility by electrifying your weapon or creating a shield around yourself. Both are useful, but the only downside is they take up a whole fluid charge, preventing you from casting as many damaging spells (like Electric Arcs.)

Here's a quick link for more information on the Technomancer abilities, where I also discuss a few build ideas. 

I want to go over what I like about this combat style, along with the drawbacks.

Pros
  • Sustained abilities like Electric Weapon and Magnetic Shield. Not having to worry about using abilities mid-fight is convenient, as I can just focus on the melee.
  • Lightning arcs are a nice way to take out enemies -- especially weak monsters -- from far away. It also gives a little AoE to assist styles (like Rogue) that don't have much AoE to speak of.
  • Your electricity can stun baddies, letting you get some free hits in or giving you some breather room to use an injection.
  • Augments all 3 of the other styles, so there's no reason not to invest at least a few points here.
Cons
  • Some abilities take a second to activate. If you're getting shot at or have an enemy in your face, you may not be able to finish it before getting disrupted.
  • Electric Arcs does decent damage, but it's not amazing. Most of your damage will come from melee.
  • You can't use these abilities very much unless you invest in additional fluid charges, which is several skill points up the tree.

Technomancer Combat Style #2: Warrior

Of the three weapon sets and combat styles, this is my favorite. The Warrior style is amazing at taking out groups of enemies, and your kick is a great disruptor. Considering your enemies do a lot of damage to you, plan on kicking a lot of enemies in the face as they're swinging at you.

The Warrior style is the traditional style for Technomancers -- probably because they seem to be outnumbered all the time? I feel like the only time I'm fighting just 1 enemy is when going against a boss.

The AoE damage is awesome, especially when you're surrounded by enemies. Combine it with an Electric Weapon, and you're talking serious damage and you can take a group of enemies down quickly. 

Here's the rundown of pros and cons:

Pros
  • Attack multiple enemies at once. Great for escaping a trap or saving teammates who got themselves surrounded. 
  • Lets you maximize Electric Weapon. Hitting multiple enemies at once with a charged weapon is no joke.
  • Disrupting enemy attacks is critical in this game, and this style's kick does a great job of it.
  • You can move across the battlefield quickly with your R2 (area attack) and do tons of damage at the same time.
Cons
  • You aren't as beefy as a Guardian and can't dodge damage as well as a Rogue. In other words -- your defenses just aren't great.
  • Controlling the battlefield -- besides your kick -- isn't great either. Sure, you can attack lots of enemies at once, but you don't have the gun-stun like the Rogue or parry/block of Guardians.

Again, I think this is my favorite style since it seems like your companions have the AI of a stump (meaning you can't count on them for much damage) and you'll usually be outnumbered in fights.

But let's move on.

Technomancer Combat Style #3: Guardian

If you're a sword-and-board kinda player, this is for you. Sure, it doesn't give you as much offensive ability as the other styles, but the shield is great for blocking attacks and shots, giving you great sustainability.

...it's also fun for doing THIS.

Some of the abilities in this tree can cause AoE damage, but for the most part you'll be smashing one enemy at a time. You'll do a lot of hiding behind your shield, and then either parry enemy attacks or immediately respond to their attacks with one of your own.

This style probably shines the best against enemies with powerful ranged attacks. An automatic rifle can take you down extremely fast, so having that shield up to block means you don't have to worry about dodging at just the right second.

Here are the pros and cons I've found with this style:

Pros
  • It doesn't seem like you take damage if you block with the shield. 100% damage reduction and the ability to block projectiles? That's a winner.
  • The Attribute point associated with Guardians is Constitution. Considering this gives you more carry capacity and health, it's probably the only Attribute that every player should invest at least a few points in. 
  • Provides the best survivability in the game. And considering most enemies hit as hard as a truck, it's easy to see why this is an attractive stance.
Cons
  • The problem with playing this defensive style is that you just don't do as much damage. Expect longer fights than with the other styles.
  • Again, your companions just don't have the greatest AI in the world. If you're hiding behind a shield hoping they take the enemies out while you tank, you're gonna be waiting for a long time.
  • You feel bulky -- almost like Gears of War bulky. If you like playing a heavy, tanky character in games like Dark Souls, then you're probably fine with that. But I like to jump or roll around a bit more.

Finally, let's talk about the gunslinger.

Technomancer Combat Style #4: Rogue

...no. Not that kinda Rogue. 

This knife-wielding-gun-slinging style is kinda Bloodborne-ish. Your pistol does decent damage, but it's mainly there to help stun/disrupt enemies. Then you follow it up with a few slices with your knife and watch the bad guy drop.

One thing to keep in mind with Rogue is that you'll be doing a lot of rolling. You don't have the AoE of a Warrior to disrupt/attack multiple enemies at once, and you can't block several incoming attacks like a Guardian can. So you'll constantly be rolling out of the way to re-position yourself so you can fight just one enemy at a time.

This style is unique because it allows you to poison. If you decide to put a few points into this part of the skill tree, your strategy will be something like this:

  1. Engage enemy A, attacking enough to poison them.
  2. Move on to engage enemy B and poison them.
  3. Re-engage enemy A (since the poison has been damaging them) and finish them up.)

You can also go another route and focus on critical hits. Your higher crit chance is what will allow you to take a single enemy down faster than the other two styles. 

To sum it up, here's the good and the bad.

Pros
  • Provides the best dodging ability of the combat styles.
  • The gun is the only way of doing ranged damage (besides Technomancy)
  • Poison!
  • Quickly dispatches single enemies.
Cons
  • If you get surrounded, you have to roll away and re-position yourself. You can't engage more than one enemy at a time very well.
  • Timing the gun's disruptive shot takes practice. If you wait just a split second too late, you're gonna get an enemy club/claw/fist in your face.
  • Poison is nice, but it takes time to maximize the damage output. 

Conclusion

When you first start playing, experiment with each of the Technomancer combat styles. If you're like me, you'll find yourself playing most of the game with just 1-2, even though each has its advantages and disadvantages.

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