How to Play Solo Using Trickster in Outriders

When you are ready to take the first jump into Outriders demo, the first thing you'll need to decide is which character class you want to choose. 

Spoiler Alert: They're all pretty good to play. Keeping this fact aside, some classes are better for playing supportive Outsider's cross-play multiplayer roles, but if you want to play solo, you'd better stay away from them. And, if going Solo is your plan then Trickster is the class for you. 

 

Both close-range classes, Trickster and Devastator are meant for folks who want to tackle the Outriders' solo campaign. But when it comes to being a hit-and-run specialist Trickster stays an inch ahead of Devastator and the first four abilities of Trickster are all geared in controlling the crowd whereas, Devastator basically survives enduring outright and Trickster controls both space and time enabling to teleport around the battlefield slowing the tactics of your enemies. This makes it a lot easier to deal with the damages and get out of the jams. 

 

 

Why choose Trickster over Devastator?

Exaggerating the value of the tricksters' abilities is not a joke. Hunting your prey makes it easier to teleport on the battlefield. This is also one of the best ways to retrieve your snipers locked by dozens of enemies and using the important jailbreak card when needed. The cool down period is only 11-seconds, meaning it can be used more than the Gravity Leap (it plays a similar role) of the Devastator which has a 20-second cool down period. Neither pyromancer nor the technomancer have this ability. 

In addition to this, Trickster's slow trap which also has the ability to unlock level 3, is the best in terms of ability in the Outriders demo for all the four classes. The powerful shield easily slows down and has the ability to stop any enemy or bullet aimed at you or your weapon. 

The slow traps prevent you from dying because by then it's usually too late for others to attack and save you. Plus the snipers also can't aim at you as the bullets enter the bubble soccer now you can see them and being slow you can dodge them with ease. And, if you are certain you're not under imminent danger, you can use your shotgun or use your Trickster's powerful starting ability or the Temporal Blade and blow up all your enemies caught in the bubble.

 

 

Why shouldn't you choose Pyromancer or Technomancer?

It's a price clarifying fact each of the 4 Outsider's lessons match up-to a solo run. However, if you're still hanging on to the spellcaster Pyromancer and summoner Technomancer, well both are mid-and-long-range lessons respectively which basically focus on providing extra supportive roles. Though you can solo as both one, it's going to be a lot tougher, and equality frustrating at the same time. This stands true for Technomancer which is a sniper rifle specialist class and seems to be quite interesting for the go-to lone wolves desirous to solo who market campaigns by choosing their targets from afar. And, probably the most half, it's a fact. Most of the battlefields are arranged in a way you can easily take a sniper perch and shoot your foes from your canopies' security. 

Nonetheless, there are some areas enclosed in Outriders that function as giant teams for melee-focused enemies rushing towards your place, and till you are fast enough to draw, you'll end up quickly surrounding yourself with ill-suited talents. Worse than that, sure the captain and boss battles are going to be the punishing spike issues for the Technomancer, as they won't go down with a single sniper bullet and you'll end up driving into extended engagements. The Technomancer (to a lesser extent, the Pyromancer) looks for a companion to assist to mitigate these obstacles or rather someone to take the assault brunt as they do their factor from the distance. 

Another reason to select a category is when you want to take a solo part in how the category heals. Both Trickster and Devastator simply kill their enemies or injure the bosses which is no big deal as within the demo, it's fully aware of how it breaks down within the full sport. The Pyromancer on the other hand has to either injure the bosses or kill the enemies marked with its talents. Fortunately, all the talents come with a wicked quick cool down, so you can use them ceaselessly. 

However, a drawback, the Pyromancer cannot solidify its talents when it's surrounded making the category struggle to heal itself throughout major moments when you want quick healing. The Technomancer on the other hand is somewhat higher as it simply heals at a considerate rate if you are damaging your enemies from afar. 

 

 
 

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