
Overview

The Technician is the Human ranged physical damage dealer, and only female characters can play it. It usually stays behind the front line and fires cannon-like guns from a distance, while traps placed at its own feet punish enemies that get too close. It deals both single-target and area damage, some of it as Fire, and is very mobile. It arrived with the Wings of Rebirth expansion in 2019, alongside the Edgerunner.
| Strengths | Weaknesses |
|---|---|
| High critical rate, accuracy and evasion | Female only |
| No ammunition needed and no penalty at close range, unlike the Archer | Traps can only be placed where the Technician stands, and may pull nearby monsters |
| Strong area damage and high mobility | Low defence |
| Can break out of any crowd control; can deal Fire damage | Little crowd control of its own |
Lore
The Technicians were a secluded group of Humans from the Soaring Ridge, now called Arrowhead Peak. Their founder, Matschreck, was brought back from the Primal World during the first Millennium War. He mixed a niter-like mineral with a substance taken from monsters to make an explosive, and turned it into the Fire Charm technique, which helped the Humans in their war with the Winged Elves. After the war he founded the Pyros Technocracy, a mostly female group that withdrew from the world.
They came back when the Capital of the Light Empire reappeared: women in red dresses carrying huge firearms helped Light Empress Althea put down a changeling uprising and introduced themselves as Technicians. More of the story is in Lore of Perfect World.
Starting stats
| Stat | Value |
|---|---|
| HP | 65 |
| MP | 55 |
| Physical attack | 4–6 |
| Accuracy / evasion | 40 / 30 |
| Movement speed | 5.2 m/s |
| HP per Vitality point / per level | 13 / 26 |
| MP per Magic point / per level | 11 / 22 |
Weapon, armour and shards
Technicians can only use firearms, which have low minimum and high maximum damage, a slow attack speed and a 20-metre range. Most of their skills need the gun: if disarmed, they lose their long-range damage skills and their leap, but can still set traps, break crowd control and use their speed skill.
They wear light armour, which is weaker against physical damage than magic, so they tend to pick physical defence ornaments and physical attack rings. The wiki suggests garnets (physical attack) in the gun and citrines (health) in the armour, and advises against defence shards in armour. See Equipment for gear in general.
In PvE
- A damage dealer with great area skills and one of the highest damage-per-second classes, dealing physical or mixed physical and Fire damage.
- A strong debuffer: a close-range area trap makes targets take more damage, and its own icon lets it stack with debuffs like the Blademaster's Heaven's Flame. It should be used on bosses in every dungeon.
- It also has a spammable area skill that lowers physical defence at no Chi cost, and another that lowers Fire defence, which helps the Wizard.
- Later on, Glyphs can turn some skills into Fire damage for strong Fire combos, or let area skills be used twice in a row with an Argent Glyph.
In PvP
In PvP the Technician deals damage to single targets and groups, and with the right glyphs it can pull off Fire combos like the Wizard. Its traps also give support: they control crowds, raise damage taken or reveal stealthed players, even Assassins using their ultimate skill. It can also shoot an ally forward through the air; the ally cannot be stunned or rooted during the flight, which can start a fight or rescue someone, but a careless launch can put them in danger.
Sources
Game pictures: © Perfect World Entertainment / Arc Games · arcgames.com
