Technomancer

**Technomancer** is a trainable class unlocked at level 30 by turning in 1 Charged Cog to Yix in Popsprocket. It costs an additional 14 Charged Cogs to fully train this class.

Technomancer uses two special mechanics: **Heat Level** and **Drive Boost**.

* **Heat Level** reduces the player's MP by an increasing amount at the start of every turn.
* **Drive Boost** increases the base damage of all Technomancer attacks based on missing MP%.

## Skills

* Force-Sword
	+ 35 MP, 8 CD
	+ Attacks for 2 hits of 65% damage (130% total) with +200 Crit.
		- Bonus damage from Drive Boost is increased by 50% (3% total per missing %MP, max 430%).

* Vent Heat
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of (10X)% damage.
	+ Inflicts 'Vent Heat' for 4 turns inclusive.
		- +5X Health.
	+ X is equal to **Heat Level**.
	+ Sets **Heat Level** to -1 (Heat Level will start at 0 on the next turn).

* Tog-Drone Tracking
	+ 35 MP, 11 CD
	+ Applies 'Tog-Drone' for the next 5 turns.
		- +50 Boost.
		- +100 Bonus.
		- +75 Crit.
	+ Attacks for 1 hit of 25% damage.

* Static Overload Blast
	+ 40 MP, 2 CD
	+ Attacks all enemies for 1 hit of 120% damage with +200 Bonus.

* Mana Burst Grenades
	+ 35 MP, 4 CD
	+ This skill adds WIS to weapon damage, minimum 5 (i.e. WIS is added directly to damage range).
	+ Attacks for 3 hits of ~16.66% damage (50% total).

* Drillbit
	+ 35 MP, 9 CD
	+ Attacks for 3 hits of 25% damage (75% total).
	+ Inflicts 'Stunned' for 2 turns, a stun.

* Reactive Barrier
	+ 25 MP, 5 CD
	+ Applies 'Barrier' for 2 turns inclusive.
		- +200 Melee/Pierce/Magic.

* Attack
	+ 0 MP, 0 CD
	+ Heals the player for 15 MP.
	+ Attacks for 1 hit of 100% damage.

* Event Horizon **(DA-locked)**
	+ 45 MP, 6 CD
	+ Attacks for 2 hits of 55% damage (110% total).
	+ Inflicts 'Crushed' for 4 turns inclusive.
		- -50 All.
		- +50 Health.

* Mana Equalizer **(DA-locked)**
	+ 0 MP, 14 CD
	+ If the player is at or over 50% MP, the player loses MP equal to 25% of their maximum MP.
	+ If the player is below 50% MP, heals the player for 25% of their maximum MP.
	+ Attacks for 1 hit of 300% damage.
		- Damage is unaffected by Drive Boost.

* Magnetic Resonance Protocol **(DA-locked)**
	+ 40 MP, 9 CD
	+ Heals the player for 20% of their maximum HP.
	+ Applies 'Magnetic Personality' for 2 turns, a 5% HoT.

* Sonic Boom Blaster **(DA-locked)**
	+ 35 MP, 11 CD
	+ Automatically inflicts 'Booming Noise' for 1 turn inclusive.
		- -50 Immobility.
	+ Attacks for 1 hit of 100% damage.
	+ Inflicts 'Sonic Blasted' for 1 turn, a stun.
	+ Inflicts 'Soundwaves' for 3 turns.
		- -30 Boost.
		- -50 Crit.

* Enhanced Metallic Aging **(DA-locked)**
	+ 30 MP, 7 CD
	+ Attacks for 4 hit of 25% damage (100% total).
	+ Inflicts 'Rusting' for 5 turns, a 50% Metal DoT.

* Photon Bow **(DA-locked)**
	+ 35 MP, 1 CD
	+ Attacks for 5 hits of 30% damage (150% total).

* Overclock! **(DA-locked)**
	+ 100 MP, 13 CD (effectively 10).
	+ Reduces the cooldown of all non-trinket skills by 3.
	+ Increases Heat by 4.

## Mechanics

Technomancer has two mechanics: **Heat Level** and **Drive Boost**

* At the start of every turn, your Heat Level, Drive Boost, and current WIS Calibration will be announced, signifying how much MP will be lost, how much extra damage you are doing, and your current WIS Calibration value.
	+ *Heat Level: X Drive Boost: Y, Drive Core Calibration: Z WIS.*

### Heat Level

* Technomancer has a **Heat Level** counter that starts at -1 and caps at 20.
	+ At the start of every turn, Heat Level increases by 1, and the player loses MP equal to their current Heat Level.

### Drive Boost

* **Drive Boost** is calculated at the start of battle and every turn based on the player's missing MP%.
	+ For each %MP missing, **Drive Boost** increases the base damage of all class skills by 2%.
		- At 100% MP, none of this class's skills gain any base damage.
		- At 50% MP, each of this class's skills will gain 100% base damage.
		- At 0% MP, each of this class's skills will gain 200% base damage.
	+ Drive Boost is calculated after losing MP from Heat Level.

#### Recalibration

* If the player's WIS changes by more than [level / 5] compared to its declared value (either upwards or downwards), Drive Boost will be disabled upon taking any action.
	+ *WIS deviation of |(X - Y)| detected. Drive Core Mismatch Error: Drive Boost recalibrating to X WIS.*
		- X is the player's current WIS.
		- Y is the player's previous WIS.
* Recalibration has a minimum duration of 2 turns inclusive, and is extended by 1 turn for every additional [Level / 10] WIS deviated.
	+ *Heat Level: X Drive Boost: Recalibrating to X WIS for Z turn(s).*
	+ At level 90, you will be able to increase or decrease WIS by 18 without triggering Recalibration.
		- However, a deviation of 19-27 WIS will trigger Recalibration for 2 turns, 28-36 WIS will trigger Recalibration for 3 turns, etc.
	+ If Recalibration is triggered again while already Recalibrating, additional turns are added to its duration.
* If Recalibration hasn't been triggered during the fight, it will be based on the WIS the player had at the beginning of the fight.

## Rotation

Technomancer does not have a strict rotation, and uses many situational skills on the turns when it's not buffed up with Tog Drone and Event Horizon. However, the basic strategy is as follows. (Also, remember that between Sonic Boom Blaster and Event Horizon, you can stun enemies that have less than 200 total Immo res.)

1. Tog Drone Tracking
2. Enhanced Metallic Aging/Mana Equalizer
3. Event Horizon
4. Photon Bow
5. Mana Burst Grenades
6. Force Sword

During initial burst rotations, Mana Equalizer is used to reduce mana and thus increase Drive Boost. Because of Force Sword's bonus damage from Drive Boost, it should be used last to benefit the most from lower mana.

In some cases, Event Horizon is used immediately after Tog, and the three skills used after Horizon are Aging, Grenades, and Sword. This is used mainly when you only have a 4 turn window to burst an enemy.

Until Tog Drone comes back up again (accounting for Overclock), focus on defensive skills such as Reactive Barrier or Magnetic Resonance Protocol. Use Vent Heat and Mana Equalizer as needed.

## Strategy

Technomancer is an incredibly flexible class that centers around MP management.

* The most important aspect of Technomancer's gameplay is Drive Boost, which drastically increases the damage of its skills as the class gets low on MP.
* Mana Equalizer lowers or raises MP by 25% depending on current MP, while also dealing massive damage.
* Tog-Drone Tracking and Event Horizon make up the bulk of the damage output the class is capable of.
* Static Overload Blast essentially bypasses most boss shields.
* Enhanced Metallic Aging is a decent DoT, bypassing Deathproof.
* Reactive Barrier is one of the best shields in the game.
* Magnetic Resonance Protocol is a sizeable heal with only 9 turns of cooldown.
* Overclock, for 100 MP, decreases the cooldown of **all** non-Trinket skills by 3 turns, allowing for extra defensive or offensive plays depending on the situation.
* Drillbit and Sonic Boom Blaster are two stun skills that can get around bosses that rely on being stunned (i.e. Goose Dragon, the Untitled and its variants or Hyperhydra). Sonic Boom Blaster is also a nice Boost and Crit debuff.
* Vent Heat, after several turns, can inflict a massive Health debuff.

Overall, these qualities make it an excellent class for both challenge fights and questing (i.e. The Exaltia Tower or The Timetorn Matrix).

However, Technomancer is not without flaws. Even with Mana Equalizer and Overclock, the class still has a significant ramp up time and minimal defenses beyond its MPM shield. Technomancer can therefore struggle against bosses with high Bonus or that ramp up very fast. Additionally, once you've entered combat, any attempt to swap equipment that changes your WIS stat too much compared to turn 1 (by more than ±18 points at level 90) will cause the Drive Boost to recalibrate, temporarily disabling Drive Boost and losing Technomancer's main advantage. Therefore, resist or offensive equipment sets need to take WIS changes into account for Technomancer, moreso than any other class.

While Technomancer is fairly versatile with stat builds, INT is typically the main stat of choice because of Tog-Drone Tracking's Crit buff. STR can be used in fringe situations where Crits are not valued like against Wrath. As usual, END is the best secondary stat. The remaining 45 points can be invested into WIS for more MP in longer fights or CHA/LUK for more damage and faster ramp up for shorter fights.

Interestingly, a WIS/END build can actually be viable and is even preferable for longer fights, where the loss in damage from no mainstat investment is offset by Mana Burst Grenades's bonus damage from WIS. Additionally, heavy WIS investment reduces the reliance on MP potions and Mana Equalizer, allowing Technomancer to maintain high Drive Boost for longer periods of time. However, the build still has weaknesses, notably being slower in ramping up to high levels of Drive Boost, as the player will have to burn through much more MP.