Technomancer Advice


Advice


So currently playing a technomancer, level 5, and wondering if I should be feeling this useless.

I have +6 to hit, as I took versatile specialization before versatile focus, and I have the Fabricate Weapon hack. However, I always feel like I don't have time to use the hack, because I never go early enough in combat to not have something jump into my face and start attacking. At that point, my not stunning EAC and KAC don't keep the character up for long. I also feel like I never hit things, which given my low number of spells makes me feel like the character can't do anything in combat.

What role should I be trying for, given a supporting shoot-y character doesn't seem to be on the table, and there aren't enough spells to be like a Pathfinder style wizard?

Dataphiles

*Step 1
Ask yourself what you want your character to do. (important note: 'everything' is not an option.)

*Step 2
Build for that.

Sadly technomancer, though it has several interesting options, can't 'jack of all trades'.

If you want to be a more spell casty supporty character; I'd advise getting at least a 20 in Int, forget firing a weapon for damage, put spell thrower on a lvl 4 weapon, and buy A LOT of spell gems.

If you want to be a more spell damagey character; I'd advise maxing Int, , forget firing a weapon for damage, put spell thrower on a lvl 4 weapon, and buy A LOT of spell gems.

If you want to use technomancer as an interesting shell for Fabricate Weapon; focus Dex, have a minimum Int for spell casting and go ham creating weapons.

All of that said, most classes in Starfinder build as 'good at one thing and passable at some others'. As well as, Starfinder classes are rarely intended purely for combat.


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You should also have a sit down with your party and see if there’s something you all can do that would stop the technomancer from apparently being out in front ready to receive melee opponents at the start of every fight.


Honestly if you're not going for a pure casting build that focuses on saving throws, there's no great reason to max out Intelligence. A shooty Technomancer can afford to focus Dex. Get Enhance Weapon and you can use your spell slots on direct bonuses to attack and damage (this works even better if you can Supercharge Weapon the round before).

If your allies are jumping in front of your shot, well you have a couple options. First, and most importantly, tell them to freakin' leave you an attack lane. Second, there are certain weapons and attributes that let you ignore cover; particularly the Guided sniper rifles. Invest in those.

I personally run a heavily armored melee Technomancer Steward Officer and have run into very few issues with approximately equal investment into Strength and Intelligence.


I have a player who runs a pure caster gray technomancer. He has CON and INT only, supercharges weapons, throws a blast or two, then runs into combat after the solarian to use a dragon gland. So that's an option if you didn't build for weapons in the first place.


"Dr." Cupi wrote:

*Step 1

Ask yourself what you want your character to do. (important note: 'everything' is not an option.)

*Step 2
Build for that.

Sadly technomancer, though it has several interesting options, can't 'jack of all trades'.

If you want to be a more spell casty supporty character; I'd advise getting at least a 20 in Int, forget firing a weapon for damage, put spell thrower on a lvl 4 weapon, and buy A LOT of spell gems.

If you want to be a more spell damagey character; I'd advise maxing Int, , forget firing a weapon for damage, put spell thrower on a lvl 4 weapon, and buy A LOT of spell gems.

If you want to use technomancer as an interesting shell for Fabricate Weapon; focus Dex, have a minimum Int for spell casting and go ham creating weapons.

All of that said, most classes in Starfinder build as 'good at one thing and passable at some others'. As well as, Starfinder classes are rarely intended purely for combat.

I should have started with a higher dex then, I've been less than enthused with the spell list so far, but that's changing as I've managed to stop comparing it to Pathfinder.

My GM has been fine with me, and other players, tweaking stuff as we go and learn more about the system, so I'll probably tweak some more and run it by the GM.

Pantshandshake wrote:
You should also have a sit down with your party and see if there’s something you all can do that would stop the technomancer from apparently being out in front ready to receive melee opponents at the start of every fight.

It just has been happening quite often. A lot of fights we've been getting in have been (currently in whatever book of the first Starfinder AP that has you at 5th level) in areas where it's possible for the enemies to move around to flank the group, giving my character not much maneuverability. That's probably just down to us as a group making some dumb decisions as we work to remember what low level play is like, though.

Garretmander wrote:
I have a player who runs a pure caster gray technomancer. He has CON and INT only, supercharges weapons, throws a blast or two, then runs into combat after the solarian to use a dragon gland. So that's an option if you didn't build for weapons in the first place.

Oh, that's an interesting idea. I have been using spell chips of Supercharge Weapon on allies during fights, which has been working out well so far.


My advice is thus:
Either put one person in charge of your group’s formation during fights, and allow that person to basically orchestrate how you all maneuver.
Or
Do you have a ranged soldier handy? Stick near that character. Try to make whatever comes after your technomancer also have to deal with a more reliable damage dealer.

Additionally, if you keep getting in fights and end up being out-maneuvered by the enemy, try to get your team to maneuver more. Don’t cluster up, try and have at least 2 elements to your force. If an enemy goes after element a, they move while b shoots.

Unless your GM is playing the NPCs as straight up ‘suicide charge, we’re expendable story assets designed solely to wear away the PC’s resources!’


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There seem to be, currently 4 reasonably workable ways to build a Technomancer. In no particular order...

1. Gun Magus. Start Dex heavy (max it 18/14 or split 16/16 Dex Int) Get longarm prof/weapon focus/versatile spec as quickly as you can, and use things like Fabricate Weapons (to make big heavy weapons, as soon as you can use them) or Spell Shot to focus your damage. Can benefit (but doesn't need) from a 1 or 3-level dip in Sharpshooter Soldier for proficiencies and cover reductions (also, keying resolve off dex). Stay in the back and pew pew. This works really well starting around 6th-7th level.

2. Punch Caster. Start Str heavy (if you can do 16/16 without a dex penalty, that works) with a race with a natural attack OR with Borais so you can self-heal with spells out of combat. Use either natural weapons and Improved Unarmed Strike + Ring of Fangs as your primary in combat damage or use Junksword. Your spells should mostly be buffs (polymorph) or touch damage spells. Can benefit from (but again, doesn't need) a 1 or 3-level dip in Blitz Soldier for proficiencies and whatnot (can also take advantage of max str for resolve). Stay in the front and punch your way to victory. This can work starting around 2-7th level, but is very glass-cannony, even under optimal circumstances. There may be ways to further optimize for this using Polymorph if you have access to this.

3. Gem master. Start with max Int. Get the Energize Spell and Recode Spellgem magic hacks. Use a spellthrower weapon. Throw around spells like they're going out of style. Stay as far away from the front as you can and throw spells every round. Use AOE or spells with no attack roll if possible. Can also use Touch spells and Spell Grenade if you want to get fancy. Can work from level 2 or so, but it is crazy expensive. It's a little more workable in SFS, where you may get a spellgem or two that are useable for 'free' during the scenario.

4. Summoner. Start with 16/16 Int/Dex (mostly so you can survive AOO and get your spells off). Summon only the 'best' Monsters. Use them as your DPR. Feat selection should be about avoiding AOO or increasing mobility. Magic Hack selection about getting more spells and/or extending them. Use a small arm or energy ray and Harrying/Covering fire on any round you aren't summoning OR use a long arm and full attack (crit-fishing). Can work from level 3 or so, but that 1 round casting time is going to be a pain.

For the most part, no matter what, though, it seems that levels ~4-7 for a technomancer are kind of a slog. There aren't many good level 2 spells (nothing like Magic Missile), you don't have many spell slots and can't afford a lot of spell gems and get other gear you need, and you haven't gotten enough feats or magic hacks to do anything but prep for later levels. It gets better after that, though.


Oh yeah. Just wanted to mention that Empower Weapon is a great hack, but it isn't really worth using on 1st level spells unless your average attack damage +1d6 is significantly more than 10.5 (the average damage on a magic missile). I say "significantly because MM is guaranteed damage, and using a level 1 spell with Empower Weapon only gives a +5% chance to hit. I use it with 2nd level spells to help my Junksword with Reach land single attacks and AoOs.

Grand Lodge

Why do many people here recommend to use the spellthrower fusion as a Technomancer?

I don't see any benefit for that fusion as a spellcaster, is there?


It lets you cast Mystic (and eventually Witchwarper) spells and if you're a longarm TM in means you don't lose the ability to full attack the round after you use it.

I'm not sure that's worth it, but those are the benefits.

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