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Your basic gameplay sequence, as you might expect, will mostly be a hybrid of Storm Archmage and Wildfire Archmage - open with Chain Lightning to clear around corners, try to proc Hurricane as much as is feasible, drop Inferno on crowds to soften them up, that sort of thing. In a more open area, a triangular kill zone is also pretty straightforward to set up once you've got a head of steam built up (pun only partly intended). Facing a line of drake hatchlings down a corridor? Drop a rod on the one at the back, and now you have a galvanic beam chipping away at them for a pretty good duration, presumably on top of the Burning Wake you've already dropped. What Galvanic technomancy buys you, basically, is area effect damage over time - which, by a fortuitous coincidence, is something that both Wildfire and Storm Archmages already specialize in. I think I'm starting to get the hang of it, though. I suspect part of the reason there weren't any Galvanic Technomancer guides before this one is that Galvanic tehcnomancy isn't quite as easy to get a handle on as Occult techomancy, whose strategy basically boils down to "Wave Motion Gun, fire!" and "I had a steamsaw on my belt, which was the style at the time." By contrast, Galvanic Rod looks like just a generic ball spell without Galvanic Arcing to back it up, and even Galvanic Arcing is cumbersome to use before you can use yourself as a rod. +Life and heal mod, since you're a squishy wizard fire/lightning damage/pen, obviously maybe crit chance and crit mult if you're into that sort of thing? Manasurge, Shatter Afflictions, Regeneration, Shielding, Dissipation Inscription, Storm, Wildfire, Chemistry ↔ inscription
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MAG as needed for talent requirements, then CUN as needed for Technomancer and whatever tinkers you're interested in, then WIL as needed for enough mana for all your sustains, then CON as needed for however far you want to push Thick Skin anything left can go MAG/WIL/CUN to taste. For any other race, you'd probably need to lean heavily on Adept to stretch your points further I haven't done the math on that, so I can't attest to it.

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Now, between Wildfire, Storm and Galvanic technomancy, we're going to need a lot of class points, and if we also want Chemistry and a full inscription loadout, we'll need an extra cat point, so Cornac is pretty much obligatory. Then I stumbled across a comment by grobblewobble in a discussion of viable Archmage builds that suggested a Wildfire/Storm hybrid, and I thought, "wait, doesn't galvanic technomancy basically work in lightning and fire?" And the rest, as they say, is history.
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So the story behind this build is just that I was looking for an excuse to start a new character, as I so often am, and at the same time I was trying to get a handle on how to use non-Occult technomancy effectively, with varying degrees of success. (Shamelessly cribbing GrayStillPlays' guide layout, BTW, so tip o' the hat there.) (No, not a winner yet that could take weeks or months at the rate I have to drag myself kicking and screaming through the endgame… ) Caveat emptor, basically.)Īnyway, here's my current character for reference at the moment she's sitting on the downstairs of Rak'shor 2 psyching herself up to actually go down and face the boss. I cannot attest to how useful my musings might be to the usual Insane-mode players hereabouts. I use some addons that make the game noticeably easier, some of which some would probably consider cheating. Well, I had a bit of inspiration in the Galvanic department, so I figured, hey, all the cool kids are doing it, why not me? ("Because you're not cool, ya dork." Hush, you.) There are a few Technomancer guides here on the forum, but they all seem to be for Occult techomancy I've only found occasional mention of Terrene or Galvanic technomancy after some searching, and mostly they're just brought up as possible support for other trees.
