Outriders
Co-op shooter for three from the creators of Bulletstorm. The game takes place in a fantasy world full of darkness and despair. Build your Pathfinder and leave the slums of the First City to find the source of the mysterious signal through forests, mountains and deserts. Intense gunfights await you, a variety of weapons and equipment, as well as 4 different classes with a special skill tree. You can play alone, in two or in three players: join other players in the game together to face all the horrors of this planet.
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Outriders: Beginner's Guide, Classes, Roles, Achievements and more.

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This guide focuses on compiling the available information about the existing Outriders classes in one guide. We'll talk about the strengths of each class and generally tell you what they're capable of, as well as show you some quick builds!

guide

Outriders includes four classes: Destroyer, Pyromancer, Technomancer, and Trickster. While there is some overlap in what each class can do in terms of traditional RPG-like roles, they will work differently from class to class.

While we're talking about it here, we won't go into detail about the mod system. This will be covered in detail in a dedicated gear and modding guide. Here it will be used simply as a means of passing some starter builds.

Destroyer

Devastator is your typical tank or melee assassin. While the ability to force yourself to focus on enemies hasn't been demonstrated, there's a good chance you'll be in the spotlight anyway, as you'll jump into the fight and stay on top of dealing a lot of damage. This class places a heavy emphasis on immobilization, damage mitigation, and area of ​​effect (AoE) damage.

Each class in Outriders heals differently. For Ravager, you will be healed every time an enemy dies in close proximity. This adds to the "Tank Bruise" style of play, rewarding you for jumping in and staying in the game.

Abilities and Descriptions

Below is a list of Ravager skills in the order they are unlocked during gameplay.

1

Earthquake

Releases a shockwave, dealing seismic damage and interrupting targets in front of you.
Earned at level 2.

2

Golem

The Destroyer fortifies itself, reducing incoming damage by 65% ​​for 8 seconds.
Earned at level 3.

3

Gravity Jump

The Ravager jumps into the air and hangs for a few seconds. Optionally, you can target an enemy and remake them to hit them to deal AoE seismic damage to targets and nearby targets, interrupting them.
Earned at level 4.

4

Bullet Reflection

Devastator creates a force field, preventing bullets from hitting any ally behind him and preventing damage. When used again or when expired, you will launch stopped projectiles at nearby enemies.
Earned at level 6.

5

Puncture

The Destroyer knocks the enemy up and then pierces with a stone spike, in my opinion the most spectacular ability in the game. Deals damage and immobilizes the target for a certain period of time.
Earned at level 9.

6

Tremor

The character creates a gradually expanding seismic wave around him (like ripples on water), which deals damage and knocks over opponents.
Earned at level 13.

7

boulderdash

Devastator rushes forward, dealing damage and interrupting all enemies in their path. At the end of the charge, you shatter the ground, dealing damage in a small radius.
Earned at level 17.

8Infinite mass

The Destroyer creates a small stone obelisk that pulls nearby targets towards it. Excellent control ability, especially if you need to quickly destroy a huge number of opponents..
Earned at level 22.

Combinations of skills and mods

Outriders' skill and modification systems are quite diverse, with many good pairings that exist for both offensive and defensive situations. However, with what's available in the demo, here's my favorite setup that I could find. 

Assembling an attack tank

While Devastators' early skills are more focused on mitigation than damage, mitigation skills can be modified to do some damage. This build will allow you to do just that, be careful, although a delay with one of the skills may take a while to get used to, but it can also result in a massive burst of damage.

Skills:  Earthquake, Gravity Leap,
Modifications Reflect Bullets for Earthquake:
Modifications  ground crush for Gravity Leap:  bloody crush,
Modifications Human Comet for Reflect Bullets:  Bullet Acceleration, Auto Reflect

Ground Crush and Bloody Crush increase Earthquake and Gravity Leap damage respectively. Devastator doesn't seem to have any of the major buff or debuff that most classes have, so you can get by with a hefty increase in base damage. Blood Crush adds a bit of extra damage, causing Gravity Leap to bleed everything it hits.

Bullet Acceleration adds more damage to reflected shots, and since you can't finish it early, it's very likely that you'll take massive damage if you jump before it activates. Auto Reflect allows you to avoid dealing damage in other ways while the skill is active, at the cost of no longer granting immunity to damage, but only slightly weaker than Golem to mitigate damage.

Pyromancer

The Pyromancer is a class that is close to average, one that is close to the typical Spellcaster Achetype. Your whole goal is to make the world burn. You have a variety of abilities that cover close to mid range both offensively and defensively. The Pyromancer places a lot of emphasis on damage over time (DoT) and area of ​​effect (AoE).

Each class in Outriders heals differently. In the case of the Pyromancer, you will be healed every time an enemy dies while under the effect of Burn. This allows you to maintain a safe distance while still receiving enough healing.

Abilities and Descriptions

Below is a list of Pyromancer skills in the order they are unlocked during gameplay.

1

Heat wave

The Pyromancer creates a wave of fire that damages and ignites enemies in its path.
Earned at level 2

2

feed the flame

Choose and drag the enemy towards you. The enemy has depleted health, he is affected by ash and immobilization.
Earned on 3 Level of  .

3

heat bomb

Target an enemy to deal damage, set them on fire, and interrupt them. If a target hit by a thermal bomb is killed while under its effect, the enemy will explode and deal damage in a large area.
Earned at level 4.

4

Overheating

Deals damage to all enemies in a large radius and interrupts them. If the enemy is afflicted with a burn, the damage is greatly increased when using the burning status.
Earned at level 6.

5

Volcanic projectiles

The Pyromancer refills and reloads his current magazine with Incendiary Rounds. These projectiles cause burning, ignore armor, and can pierce. The effect lasts until you empty the magazine, reload, or switch weapons.
Earned at level 9.

6

Ash explosion

Creates an abnormal explosion, hitting enemies in a large radius with ash and immobilizing them.
Earned at level 13.

7

FASER Beam

Fires a beam that deals damage, burns, and interrupts the target and a small radius around you.
Earned at level 17.

8

eruption

Creates a volcanic eruption under the selected target. This eruption deals damage to the target and other people in a small area near the target.
Earned at level 22.

Building a Pyro Nuke

This setup focuses on taking advantage of Overheat's large range, using other skills to tune your burns, and also generating a ton of Anomaly power. There are many burnings, fires and explosions; What more could a pyromancer want?

Skills:  Heatwave, Thermal Bomb, Overheat
Mods for Heatwave:  Tidal Wave, Burnt Out
Mods for Thermal Bomb:  Wildfire, Fire Frenzy
Mods for Overheat:  Phoenix force

For Heatwave, the Tidal Wave mod gives you a second cast, allowing you to burn and more importantly debuff both enemies. Burnt is a mod that makes it a debuff, causing enemies hit by it to take 35% more damage. This combined with the Overheat mod gives this build a huge crowd surge.

For a thermal bomb, Fire Frenzy is used to gain a second charge. This allows the Thermal Bomb to detonate groups more easily and reliably, as well as set them on fire. Wildfire allows it to burst into flames, making it easier to use your passive and even more options for customizing overheat. The Thermal Bomb is not great for the boss unless the boss has minions, so in this situation feel free to swap Feed the Flames and the Health Drain mod.

The Overheat mod is HUGE in terms of the potential boost it gives. Even at this low level in the demo, you can already get a maximum of 220 Anomalous Power if you use it to burn at least 10 enemies. This number will increase with more equipment, but it already has insane potential. That's why it's also important to have two charges of Heat Bomb and Heat Wave to take advantage of this post-attunement bonus. If you want all charges to get extra damage, you can also charge and use Sprint Melee to set the group on fire, then Overheat to buff and go straight to casting.

Technomancer

The Technomancer is a long-range support class that has access to both direct healing and a large amount of artillery. The Technomancer is best compared to the traditional Summoner archetype, offering a good mix of everything from DPS to Support. This class focuses on crowd control, damage over time (DoT), and area damage (AoE).

Each class in Outriders heals differently. The Technomancer heals by simply dealing damage. All weapon and ability damage will heal them, allowing them to put pressure on the enemy. The Technomancer also has access to the AoE Healing skill.

Abilities and Descriptions

1

scrapnel

The Technomancer throws a shrapnel bomb, dealing damage and interrupting enemies within the blast radius.
Earned at level 2.

2

Cryo turret

The Technomancer deploys an automated cryo turret. This turret will deal damage and freeze enemies. The health of the deployable will deplete over time and as damage is taken; but can be cured with Fixing Wave.
Earned at level 3.

3

Pain Launcher

The technomancer sets up a weapon device that fires a barrage of missiles. Each missile deals damage and is interrupted in a small AoE.
Earned at level 4

4

Infected Bullets

The Technomancer refills his magazine with corruption-charged ammo. These projectiles deal toxic damage and spread your weapon damage over a small area around the target. This effect lasts until you empty the magazine, reload or switch weapons.
Earned at level 6.

5

Destruction tool

Click on a skill to summon a rocket launcher capable of high damage and interrupt it.

Hold this skill to summon a minigun capable of dealing continuous damage. The skill ends when the ammo runs out or when changing weapons.
Earned at level 9.

6

fixing wave

The technomancer activates the healing device. This instantly restores 33% of max health to all players and 50% of max health to all of your turrets.
Earned at level 13.

7

Cooling

The Technomancer deploys a gadget that freezes all enemies in a large radius.
Earned at level 17.

8

Blighted Turret

Technomancer uses an automated turret. This turret will deal damage and inflict a Poison effect on enemies it hits. The health of the deployable will deplete over time and as damage is taken; but can be cured with Fixing Wave.
Earned at level 22.

Scraptech Assembly

This setup is based around using your AoE skills to take out groups effectively. Between Scrapnel and Pain Launcher, you can move between groups very quickly. Infected ammo can also work well with the right weapon. Skills:  Scrapnel, Pain Launcher, Infected mods rounds for Scrapnel:  accurate setting , More mods traps for Pain Launcher:  freeze Barrage, Modifications Rain of Pain for infected rounds:  The More Traps spare magazine does exactly what it sounds like, giving you another load of Scrapnel. If you wish, you can even drop a spare magazine and buy three of them through the second version of the mod in another slot. Fine-tuning increases their explosion and proc radius, making it a more powerful AoE skill. Rain of Pain is essential for this skill, as it knocks off most of his cooldown. It has some of the best coverage in a technomancer skill, barring weapons with mods that cause your shots to ricochet off infected rounds. Freeze Barrage is more of a utility choice, you can just as easily go for more range or more damage if you really need the extra cleansing power. It also configured Scrapnel to clean up what isn't actually killed. A spare magazine for contaminated cartridges is optional. You can replace it with Critical Analysis, which increases your critical damage. It can also be replaced with one of the previously mentioned Pain Launcher mods. However, Infested rounds are good AoE and single target damage, so it seems like a must-have in many cases. Between the natural spread of both the toxin and the weapon damage, it is very difficult to refuse.

Deceiver

Trickster is a mobile class focused on the hit and run style of play. They manipulate space and time to get in and out of combat. With their abilities focusing on time and space, the Trickster is a DPS-focused class with a significant amount of crowd control abilities. Most of their damage is focused on area of ​​effect (AoE) with weapon buffs that help in single target situations.

Each class in Outriders heals differently. For the Trickster, you will be healed every time you kill an enemy at close range. You will also receive a piece of your Shield. However, the shield is destroyed, prompting you to keep fighting to keep it up.

Abilities and Descriptions

Below is a list of Pyromancer skills in the order they are unlocked during gameplay.

1

time slice

The Deceiver slices through them in front of him with the Temporal Blade, dealing damage and interrupting enemies. If the enemies are not killed, they will get the slow effect.
Earned at level 2.

2

slow trap

The Deceiver deploys an anomalous field, slowing the movement of the enemy and the projectiles inside it. This field lasts 10 seconds.
Earned at level 3.

3

Hunting for prey

The Deceiver teleports behind the enemy, gaining a small shield bonus.
Earned at level 4.

4

twisted bullets

The Trickster refills his current weapon magazine with anomaly ammo, increasing his firepower. The effect lasts until you empty the magazine, reload, or switch weapons.
Earned at level 6.

5

Cyclonic cut

The Deceiver creates a whirlwind of anomalous blades around him, dealing damage and interrupting targets in a small area around them.
Earned at level 9.

6

borrowed time

The trickster marks a spot at their feet and gains a shield for 28 seconds. When the skill is recast, the Trickster will return to its original position.
Earned at level 13.

7

Venator Knife

The Deceiver throws a temporary knife at an enemy, ricocheting between 5 enemies. Enemies hit are tagged, take double damage on Trickster's next hit, and become slowed.
Earned at level 17.

8

A rift in time

The Deceiver unleashes a shockwave that keeps enemies airborne for 3,5 seconds and inflicts Weakness.
Earned at level 22.

Hybrid killer

Trickster is a class that has both high burst and high sustained damage per second. This setup takes full advantage of that, or at least the full extent that the demo allows. It focuses on staying mobile while dealing damage with both weapons and skills.

Skills:  Temporal Slice, Hunt the Prey, Twisted Rounds.
Mods for Temporal Slice:  Slasher, Cut Loose
Mods for Hunt the Prey:  Dance of Death Radiation Jump
Mods for Twisted Rounds:  Strong Twist

Temporal Slice mods are what give you a fair share of your sustain. Slasher is the best choice for dealing damage in my opinion, two uses of Temporal Slice almost always do more damage than just adding extra damage. Cut Loose makes it so that whether you have one or two charges, they come back faster after they get used to it.

Hunt for prey because this combination of mods gives a very reliable DPS boost. Dance of Death increases uptime by reducing cooldown. Radiation Jump applies a vulnerability to the target enemy, causing them to take more damage.

Strong Twist on Twisted Rounds greatly increases your single target DPS. However, in the case of bosses, it is generally better to transfer more modifications to this skill. Getting extra Mag and/or Blue Blood for longer lasting bonuses and healing that is independent of adds can be a game changer for bosses.

Which class of Outriders should you play first?

So with the class overview out of the way, let's talk about which classes make great starting characters. While you can't switch between classes on the same character, you can at least be sure whether it's going to be rough for you or not once you get past the early game.

For me personally, even though it's not my favorite game, I would recommend Devastator as the best choice, especially on my own. While it's not a damage power in the early stages of world leveling and story development, once you start getting gear with mods you'll get a ton of durability and damage. Which, frankly, other classes just don't provide early on.

The second recommendation is Pyromancer. Although the early skills of this class are not very amazing, you get access to several AoE skills and at level 6 you get Overheat. By using Overheat in combination with your other skills and the previously mentioned weapon mods that can spread fire, you become a formidable force to be reckoned with.

Hack and predictor Aviator

Outriders has some pretty interesting classes. At the time of this guide's release, the demo was recently launched. While the demo gives you the chance to try out all the classes available before launch, you're missing out on the deeper parts of the progression when classes start to stand out from each other in certain roles.

I personally look forward to getting into building builds and fully building a character. It will definitely be fun. There are already some fun skill combinations in the demo, and the number is growing as we move towards launch.

I hope you all enjoyed this Outriders class guide. I will see you again as there is much to tell before and after the launch. Stay tuned until we meet.

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