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Technician

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ClassIcon Technician.png Technician
Technician.png
Details
Race:Human
Home Town:Etherblade
Type:Ranged Physical
Primary Attribute:Dexterity
Element(s):Fire
Weapon(s):Firearm
Armor:Light Armor
Special Characteristic:Can set a variety of traps on the ground

The Technician is an exclusively-female ranged Human class. They typically stay behind the frontline, shooting enemies from a distance using their cannon-like firearms. Technicians also have various traps at their disposal that they can set down for enemies that come too close. Technicians are high damage dealers and are very mobile.

Pros:

  • High Critical Hit Rate, Accuracy, and Evasion
  • Does not require ammo like archers
  • Does not have an attack penalty when at close range
  • Great AoE potential
  • Able to break out of any Crowd Control
  • Able to deal fire elemental damage
  • High mobility

Cons:

  • Gender-locked (female only)
  • Traps can only be set at the caster's location
  • Traps can unintentionally aggro monsters in the area
  • Low Defense
  • Low on Crowd Control
  • Unable to use Jones' Blessing (may change in the future)

Lore[edit | edit source]

The Technicians were a group of isolated Humans who lived in the Soaring Ridge area, nowadays known as Arrowhead Peak. Their founder was Matschreck, a technological adept brought back from the Primal World during the first Millennium War. After arriving in Perfect World, Matschreck inspected the land and extracted a substance that was somewhat similar to niter of the Primal World. When mixed with another ingredient extracted from monsters, a gunpowder-like chemical explosive can be produced, which is very volatile. He improved this material into a technique called the Fire Charm, which turned the tide in the war between the Humans and the Winged Elves. After the Millennium War, Matschreck created the Pyros Technocracy, a technological consortium led mostly by females.

In PW 4301, the Capital of the Light Empire reappeared in Perfect World. Several mysterious female figures were witnessed helping Light Empress Althea defeat the changeling uprising. They all wear burning red oriental dresses, with long black hair and cold expressions. The massive firearms they were carrying also became a spectacle for the people of Perfect World. They claimed themselves to be Technicians from the Pyros Technocracy, a group of people who went into isolation long ago. The reappearance of the Capital brought them back to to the Perfect World.

Statistics[edit | edit source]

Starting Statistics
Health 65
HP Regeneration 2 per second
Mana 55
MP Regeneration 1 per second
Physical Attack 4-6
Magic Attack 1-1
Accuracy 40
Evasion 30
Movement Speed 5.2 m/s
Chi gained per normal attack 5
Main attack damage attribute Dexterity
Statistic Increases
HP gained per Vitality point 13
HP gained per level 26
MP gained per Magic point 11
MP gained per level 22
Accuracy gained per Dexterity point 8
Evasion gained per Dexterity point 6

Equipment[edit | edit source]

Weapon[edit | edit source]

Technicians are limited to using a Firearm type of weapon, which is required for them to cast most of their skills. If disarmed, the technician's skill set will be limited during the duration. They have no access to any of their long-range damage skills nor their leap, but can still use traps, break out of crowd controls, and use their movement speed skill.

Damage Chart: Lower-Low-Medium-High-Higher
Attack Speed Chart: Slower-Slow-Medium-Fast-Faster

Weapon Type Minimum Damage Maximum Damage Attack Speed Range
Firearm Low High Slow 20 meters

Armor and ornaments[edit | edit source]

Technicians use Light Armor which is, in general, weaker to physical damage than magical. This means Technicians typically choose to wear physical defense ornaments over magical defense ornaments. Technicians tend to use physical attack rings, which can give extra physical defense if refined.

Sharding[edit | edit source]

Technicians should put garnets in their weapon for extra physical attack, and preferably citrines in their armor for extra health. Physical and magic defense shards in armor are generally not recommended.

Technicians in PvE[edit | edit source]

The Technician's main role in PvE is damage dealing. They deal physical damage or a mix of physical and fire damage. They have great AoE skills and are one of the highest Damage-Per-Second (DPS) classes. They are also great debuffers. Using one of the close-range AoE traps can increase damage taken on mobs, and should be used to debuff bosses in all dungeons. The debuff has its own unique icon, allowing it to stack with other damage increasing debuffs such as a blademaster's Heaven's Flame skill.

Technicians also have an AoE skill that reduces an enemy's physical defense at no chi cost and can be spammed. They also have an AoE skill that reduces fire defense which can help wizards. In late-game, a technician can choose to embed glyphs into some of their own skills to deal fire damage rather than physical damage. This allows them to use Fire Combos which do massive damage if combined with a seeker's Soul Shatter which only applies to PvE, and the genie skill "Spark" which applies in both PvE and PvP.

If a technician needs extra AoE skills, they can choose to glyph their AoE skills with an Argent Glyph, allowing them to use each skill twice in a row.

Technicians in PvP[edit | edit source]

The main role as a Technician in PvP is damage dealing, both single target and AoE.

Like wizards, technicians can pull off a "Fire Combo" if they use the correct glyphs, allowing them to do massive fire damage to their targets. This is usually done in combination with the genie skill "Spark", however "Spark" is not an AoE skill and is more used to take down a specific target.

Technicians can also partially work as support by setting various traps in forms of AoE debuffs that can control crowds, increase damage taken, or reveal stealthed players, including assassins using their ultimate skill which cannot usually be detected. They are also able to "shoot" one of their teammates, launching them in the air and forward. The teammate is unable to be stunned or immobilized during the launch. This can be used to engage the enemy or save a teammate to get them out of danger. However, if used incorrectly, you could also put your teammate in a dangerous situation, so it should be used with caution.

If disarmed, a technician's skill set will be limited during the disarm's duration. They have no access to any of their long-range damage skills nor their leap, but can still use traps, break out of crowd controls, and use their movement speed skill.

Gallery[edit | edit source]

Other Articles[edit | edit source]

Guides[edit | edit source]

Skills[edit | edit source]

External Links[edit | edit source]