Technician

 Class Role 

The Technician is a utility class that the students have access to. Toting around a toolbox, it is your job to lay down turrets to aid in killing The Nightmare while also barricading doors and trap doors to slow its movement and reduce its options of attack.

 Crafting 


 * Upgrades
 * The two class upgrades for the Technician are Faster Crafting, which costs 10 scrap and increases the speed at which you craft items, and Faster Firing Speed, which costs 15 scrap and increases your turret's firing speed.
 * Pain Pills
 * Pain pills are a boost item that costs 10 scrap to craft. When using the item, the student will enter an animation where they remove the lid of the pill bottle, shake out a few pills, then swallow them. This animation cannot be canceled and may leave the student vulnerable to attacks from The Nightmare. After the pills have been swallowed, the student's health will begin regenerating, even as damage is applied to them (unless the damage is constant like the constriction of The Strangler or the burning of a Molotov).
 * Claymore
 * The claymore is a trap item that costs 15 scrap to craft. After it has been crafted, the claymore can be placed on the ground. When The Nightmare enters the claymore's activation radius (the yellow circle around the item), the claymore will explode, although there will be a short delay before it detonates. The claymore can be picked up and placed somewhere else by using the interact button while looking at the item.
 * Note: The yellow ring encircling the claymore is the activation radius, not the blast zone. If you see a claymore, be sure to steer clear of it if The Nightmare is about.
 * Flamethrower
 * The flamethrower is a ranged item that costs 25 scrap to craft. Activating the flamethrower will cause it to spew fire in front of it, dealing constant damage to anyone caught in the blaze. The flamethrower will also ignite The Nightmare, dealing afterburn damage and disabling its ability to enter Predator Mode for the duration of the afterburn.

 Gameplay Tips 


 * Job: As a Technician, your first objective should be to barricade any and all door (the rules for barricading doors depend on the situation and location. If the doors lead to an area containing an objective, such as the spawn area/final objective area of The Library or the gymnasium in The Gym, immediately barricade any and all doorways and trap doors. Apart from that, wait for your teammates to enter doors in any other area, then enter last and barricade the doorway behind them) and especially trap doors, as this will disable The Nightmare's ability to open them until he destroys the barricade, giving your teammates a sound que to know where it is and slowing down its movement.
 * Turret: When engaging The Nightmare with your team, assess the situation and decide whether or not to deploy your turret. Deploying it when it is not needed may cause your team and you to be in a tight situation when it is needed, but it may also act as a distraction that pulls its attention away from a teammate. This may cause The Nightmare to be set up for punishment via a Molotov, a claymore, more damage from an Assault class, or it may deter The Nightmare from spawning in all together if it is low health. No matter when you deploy your turret, be sure to destroy it whenever a fight is over, as The Nightmare may use the turret while not in a fight to kill itself and choose a killer who is more suited for the situation at hand. If there are two Technicians, ensure that your turrets do not have a line of sight with each other, as they will begin shooting at one another.
 * Upgrades: Unlocking the Faster Crafting upgrade is a solid choice, especially at the beginning of a match when you have the support of your team. Faster Firing Speed may be useful, but usually Technician players will stray away from it and play as a support character, providing territory denial and healing when available.
 * Pain pills: Crafting pain pills for your Assault classes can help aid them in a fight, since the regeneration it grants continues through damage, and it is especially helpful if your Medic has been sent into respawn.
 * Claymore: The claymore is a very risky item, much like the pipe bomb, since it deals massive damage in a large radius to anyone caught within its blast zone. However, it has the perk of being silent until activated, and can be quickly placed behind a doorway or around a corner while in a chase to deal tons of damage to The Nightmare.
 * Flamethrower: The flamethrower, much like almost all the other "big crafts" the other classes have access to, is very situational and requires a team with a certain playstyle. If you wish to craft a flamethrower, suggest that your Assaults craft helmets and baseball bats for the team rather than spending their scrap on Molotovs, since that is what the flamethrower is: a glorified Molotov. When using the flamethrower, shoot it in bursts in order to ignite The Nightmare and prevent it from entering Predator Mode while your teammates rain down hell upon it.