PAX Trees are a new system added into Outriders in the Worldslayer Expansion which was released on June 30th, 2022. It adds two new subclass trees for all four classes. This page will detail everything you need to know about the Overseer branch which is exclusively available to the Technomancer Class.
What is the Overseer Tree in Outriders Worldslayer¶
The Overseer Tree is all about support your other Outriders and is a tree that is especially useful for if you are playing in groups. The final skill in the middle path of the Overseer Tree is Kinetic Converter, this will cause your critical shots to heal the nearest ally for 20% of their Max Health. If Overheal happens to occur, you’ll also obtain 30% increased damage for 5 seconds. This gives the Technomancer a great way to constantly heal other players, especially useful for when you’re in a high Apocalypse Tier in the Endgame.
There are three paths that you can go down, and you’ll have to make the choice seeing as there are only five PAX points up for grabs. It’s suggested that you focus on getting to the end of a path, rather than spreading your points out because the skills there will change the way you approach the game. Due to the nature of these Trees, you’ll have to dip into the middle before making your final choice on the paths.
The top path focuses on skills that causes your missing health to increase your Weapon or Skill Leech (The Undying), boost either your Weapon Damage (Accelerator) based on your Weapon Leech or your Anomaly Power (Override) based on your Skill Leech. It will also cause you to pulse every 5 seconds, healing players nearby based on the damage you deal between each pulse (Apothecary), allow your Turrets to pulse and remove status effects (Purification Protocol), and finally, allow your Turret pulsing to replenish ammo and increase damage for those nearby (Leadseeker).
The middle path focuses on the same skills as the top path up to Apothecary, then cause your Overheal to convert into Health Regen for nearby allies (Biosync) and the Kinetic Converter skill mentioned above, this will cause your critical shots to heal the nearest ally for 20% of their Max Health. If Overheal happens to occur, you’ll also obtain 30% increased damage for 5 seconds.
The bottom path, like the middle path, features the same skills as the top path up to Apothecary (this is where the main branch is), then reduce your cooldown on a skill based on any status you remove or another player inflicts (Hastened Influence) and allow your Critical Shots to place an explosive charge on your enemies, detonating with the next Critical Shot for 250% of your Anomaly Power (Burrowing Charge).
Below, you’ll find a list of all the skills available to Technomancer’s in the Overseer Tree:
Overseer Univeral Path Skills¶
Icon | Skill | Description |
---|---|---|
The Undying | Every 5% of your missing Health increases your Weapon Leech and Skill Leech by 5%. | |
Accelerator | Your Weapon Damage is increased by 100% of your Weapon Leech. | |
Override | Your Anomaly Power is increased by 100% of your Skill Leech. | |
Apothecary | You pulse every 5 seconds, healing all Players within a 25 meter radius for 2% of all damage done by you between each pulse. |
Overseer Top Path Skills¶
Icon | Skill | Description |
---|---|---|
Purification Protocol | Your Turrets pulse in a 25 meter radius, removing up to 1 negative status effects from you and your allies. | |
Leadseeker | Your Turrets pulse in a 25 meter radius, replenishing 30% of ammo and granting 20% increased damage for 5 seconds for you and your allies. |
Overseer Middle Path Skills¶
Icon | Skill | Description |
---|---|---|
Biosync | Your Overheal is converted to a 3 seconds Health Regeneration effect for you and your allies. | |
Kinetic Converter | Critical Shots heal the nearest ally for 20% of their Max Health. If Overheal occurs, the player also receives 30% increased damage for 5 seconds. 5 seconds cooldown. |
Overseer Bottom Path Skills¶
Icon | Skill | Description |
---|---|---|
Hastened Influence | Reduce remaining cooldown of one of your skills by 0.5 seconds for every status removed by you or applied to an enemy by any player. | |
Burrowing Charge | Critical Shots inject enemies with an explosive charge for 5 seconds, dealing 250% of Anomaly Power as damage upon the next Critical Shot taken. 5 seconds cooldown. |
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