The Technomancer is a long-range support specialist that possesses the most different healing abilities of all four classes. It also utilizes a wide range of deadly contraptions.
Melee Skill: Deal damage and inflict Freeze to all enemies within a small radius. The Melee Skill does not require a skill slot nor any Class Points. Sprinting (vs standing) before using the Melee Skill changes to a ground-slam that appears to have a larger area-of-effect but also has a longer cooldown. The base cooldown is 1 second (sprinting Melee Skill 2 seconds); however, each subsequent uses of the Melee Skill increases its cooldown-even in between abilities and weapon fire.
Healing Mechanic: You will recover a portion of the damage you deal as Health.
Scrapnel: Type: ORDINANCE, INTERRUPT. Throw a proximity device. The explosion deals damage and Interrupts the skills of enemies caught within the blast radius. 22s CD
Cryo Turret: Type: GADGET, TURRET. Place an automated turret that deals damage and inflicts Freeze onto enemies. The turret's health depletes slowly over time and when it takes damage. 24s CD
Pain Launcher: Type: ORDINANCE, INTERRUPT. Place a missile launcher and bomb the area in front of you. Each missile deals damage per hit and Interrupts enemy skills. 40s CD
Blighted Rounds: Type: DECAY. Fill your current weapon's magazine with decay-infused bullets that inflict Toxic onto enemies. Enemies within a small radius of the main target also receive Toxic and 50% of the damage. The skill lasts until you reload or switch weapons.
Tool Of Destruction: Type: ORDINANCE, INTERRUPT. Conjure a Rocket Launcher that can Interrupt enemies or a Minigun that deals damage per shot. The skill will remain active until all ammo is depleted or until you switch weapons.
Fixing Wave: Type: GADGET, HEAL. Release your energy to restore 33% of Health to all players and 50% of Health to your turrets regardless of distance. 24s CD
Cold Snap: Type: GADGET. Drop a gadget to inflict Freeze onto all enemies within a large radius around you.
Blighted Turret: Type: DECAY. Place an automated turret that deals damage and inflicts Toxic onto enemies. The turret's health depletes slowly over time and when it takes damage.
The Technomancer's skills can be modified by Technomancer Mods available on armors of rare (blue) rarity or higher.
Gadget: Activating GADGET skills increases your Anomaly Power and Weapon Damage by 40% for 10 seconds. For 10 seconds upon losing all Health you will receive a second chance to return to the battlefield with 50% Health. The effect may occur once every 180 seconds.
The Technomancer Hero Tree node -"Damage Against Poison" - has had its power reduced to 15% (Previously: 30%)
While the Technomancer's Blighted Rounds do not provide any damage increase on their own other than ignoring armor as Anomaly Damage, they do provide an excellent tool for spreading the Vulnerable and Toxic statuses. which in turn can scale out of proportion.