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I'm in the process of getting a Legacy Racial Boon and I wanted to see how viable Elf would be as a Technomancer? I know that I saw another thread about going sniper style Technomancer, but what about a full caster type who just uses guns as a back up? Ideas?
I understand that this may have already been beaten into the ground, but I was just curious? Thank you.

Xenocrat |

I'm having a similar issue with building a halfling technomancer.
I will say that getting the battery spell recharge hack seems to be really good for casting, as it essentially gives you a free pearl of power.
I think making your spell slots better or more flexible is smarter than getting one more spell slot

Claxon |

Yeah, after I realized you could only use the battery to power one spell per day it was much less exciting.
Most of the other abilities are way more exciting in terms of what they can do long term.
I mean, it's nice to be able to cast 1 extra spell per day, but the other abilities you can grab can make you a lot more flexible as a caster.

Ventnor |

If you want your character to deal some damage with guns, then getting proficiency with longarms is going to be a good idea. Laser rifles are just plain better than laser pistols.
An alternate idea would be to get proficiency in sniper weapons, but you wont have as much variety with those kinds of guns.

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Thanks for the info. I'm probably going to go the longarms route. The initial idea is to go caster main with the guns secondary. Stat wise pretty much what everyone else is suggesting. I've seen alot of other posts stating that there is a 0-2 point difference in optimized builds verses non optimized. That and the feats are weak compared to previous versions. I still want to play an Elf Technomancer, but they aren't as strong as I had hoped it seems.
Should I continue the idea of heavy caster or the techno sniper style like everyone else?

Slurmalyst |

You give up very little by being good at both, especially at low levels.
You can have 18 in one stat and 16 in the other. I personally think 18 INT is generally better, if only for the skills (including Starship combat) and the ability to get to 20 INT at Level 2 for an extra spell per day.
For feats, there aren't many good pure casting feats for low levels. And you get Spell Focus free. So you don't give up much spending 2-3 feats on Longarms.
For spell hacks, a lot of them support both casting and shooting. E.g. Harmful Spells helps standalone spells and will eventually also help Spellshot. I think Selective Targeting has potential for both as well, though it's better for standard casting than Spellshotting Overheat.
Fabricate Arms is a conscious decision to favor shooting over casting, but I'm not convinced that the best Spellshot builds necessarily need it.