EpicDuel/Tech Mage

A class skilled in technology and effective with energy based weapons.

Starting stats

 * Experience: 0/40.
 * Faction: no affiliation.
 * Rating: 0/500.


 * Health: 42.
 * Energy: 48.
 * Strength: 18.
 * Dexterity: 19.
 * Technology: 24 + 3.
 * Support: 19.
 * Focus: no bonus.


 * Primary: 4-5 + 13 (Energy Damage).
 * Sidearm: none.
 * Auxiliary: none.
 * Defense: 6-8.
 * Resistance: 10-12.


 * Credits: 225.
 * Equipped weapon: Apprentice Staff (Energy Staff; +13 Damage).

Field Medic

 * Tooltip: "Restores your health or an ally's health during combat."
 * Weapon Required: none.
 * Stat Required: 16 Technology.
 * Level Required: 1.
 * Improves With: Support.
 * Warm up: 0.
 * Cooldown: 4.

Defense Matrix

 * Tooltip: "Increases physical defense for you or any ally during combat."
 * Weapon Required: none.
 * Stat Required: none.
 * Level Required: 1.
 * Improves With: Support.
 * Warm up: 0.
 * Cooldown: 2.

Plasma Bolt

 * Tooltip: "Fires a bolt of energy damage at an enemy target."
 * Weapon Required: staff.
 * Stat required: 16 Strength.
 * Level Required: 1.
 * Improves With: Technology.
 * Warm up: 0.
 * Cooldown: 2.

Technician

 * Tooltip: "Improves technology of an allied character during combat."
 * Weapon Required: None
 * Stat required: None
 * Level Required:2
 * Improves With:Dexterity
 * Warm up:0
 * Cooldown:1

If you have plasma bolt, or plasma rain,using this will increase your damage!

Bludgeon

 * Tooltip: "Inflicts enhanced physical damage using the staff's blunt end."
 * Weapon Required: Staff or Sword
 * Stat required: 16 Dexterity
 * Level Required:2
 * Improves With:Strength
 * Warm up:0
 * Cooldown:2

Bludgeon is good if your bulid is a strength build.

Overload

 * Tooltip: "Fires a bolt of lightning with a 30% base chance to stun the enemy."
 * Weapon Required: Staff.
 * Stat required: none.
 * Level Required: 2.
 * Improves With: Dexterity.
 * Warm up: 0.
 * Cooldown: 2.

If you stun an enemy, you will get a free turn immediately after using Overload.

Malfunction

 * Tooltip: "Strike and reduce an enemy's technology during combat."
 * Weapon Required: None
 * Stat required: None
 * Level Required:5
 * Improves With:Support
 * Warm up: 0
 * Cooldown: 1

If your opponent is a mage or cyber hunter malfunction is good. Malfunction decreases your opponents technology points especially if your opponent has a lot of technology.

Reroute

 * Tooltip: "Passively converts a percent of all damage received into energy."
 * Weapon Required: None
 * Stat required: None
 * Level Required:5
 * Improves With:None
 * Warm up:None
 * Cooldown:None

Reroute if a move thats good for a mage especially if you use a lot of energy moves. with this ability you would require lots of health. reroutes disadvatage is that you must TAKE damage in order to increase your health so be aware that you might lose if you rely on reroute all the time.

Plasma Rain

 * Tooltip: "Rains energy damage down upon all members of the enemy team."
 * Weapon Required: Staff or Sword
 * Stat required: none.
 * Level Required: 5.
 * Improves With: Technology.
 * Warm up: 1.
 * Cooldown: 2.

Deals damage, but cannot be used on the first turn. In fights against two enemies, it will automatically use the most energy it can and attack both targets. This makes it difficult to use in 2v2 fights, unless your partner is another tech mage with Plasma Rain.

Super Charge

 * Tooltip: "Fires an energy charge; ignores 20% resistance; 30% life stealing."
 * Weapon Required:Staff
 * Stat required: 24 Technology
 * Level Required:10
 * Improves With:Dexterity
 * Warm up:3
 * Cooldown:3

Super charge if a quite a powerful move but they use up a good chunk of your energy. be aware of this because if you use super charge at the wrong time your chance of winning decreases a little.

Deadly Aim

 * Tooltip: "Passively increases the damage of the equipped sidearm."
 * Weapon Required: Side Arm
 * Stat required: 24 Support
 * Level Required:10
 * Improves With:None
 * Warm up:None
 * Cooldown:None

If you put Deadly Aim to max. and you have a very powerful gun, your gun can deal a lot of damage if they have weak defense or resistance and especially if they have no armor!

Assimilation

 * Tooltip:Deals 100% primary weapon damage. Steals energy from an enemy target; adds 50% to your energy pool.
 * Weapon Required: Staff
 * Stat Required: None
 * Level Required: 10
 * Improves With: None
 * Warm Up: 0
 * Cool Down: 3

Builds and combat orders

 * Energy build
 * Level 2: 28 technology (+1 damage, +1 resistance) and 1 Overload. Strike until you can get the enemy down to where an Overload and a Plasma Bolt will kill them (about 30 Health).
 * Level 3: 30 technology, 44 Health, 50 Energy, and 2 Plasma Bolt. Strike until you can get the enemy down to where an Overload and a Plasma Bolt will kill them (about 30 Health).
 * Level 4: 31 technology, 20 strength, 52 Energy, and 3 Plasma Bolt. Strike until you can get the enemy down to where an Overload and a Plasma Bolt will kill them (about 30 Health). If you have enough Energy (if you followed the build), at level 4 you can also open up with an additional Plasma Bolt, then use Strike to get the enemy down to 30 Health.
 * Level 5: 50 health, 54 Energy, and 1 Plasma Rain. Open with Plasma Bolt, follow up with Plasma Rain, then Plasma Bolt again. If the enemy is prone to healing itself, strike until you get it down to about 30 health before using Plasma Rain and Plasma Bolt for the second time.
 * Level 6: 56 Energy, 32 technology, 22 strength, and 4 Plasma Bolt. Open with Plasma Bolt, follow up with Plasma Rain, then Plasma Bolt again. If the enemy is prone to healing itself, strike until you get it down to about 32 health before using Plasma Rain and Plasma Bolt for the second time.
 * Level 7: 62 Energy, 52 Health, and 1 Bludgeon.

This build gets devoured by Bounty Hunters with EMP grenade. Its best to use all of your skills immediately when fighting one with that ability.

-Tech mages make me fear when they use malfunction. It is really good idea to use support+hp+conversion+malfunction+ deadly aim build.
 * Another comment.

-For 2vs2 I often start it when my character level is 5 to use plasma rain and then improve it until it is maximum.

-Best result: win:loss 4:1. *until lvl 13

-Tech mage is the class that really needs high hp which I recommend you to improve it at first 5 levels.

-Many tech mages at level 25+ tend to use malfunction+plasma shot(60+ damages)+conversion+hp build.

Epicduel/Blood Mage
This class was intoduced when the Delta phase started. The Blood mage is an enhanced class of the Tech Mage

Skills

 * Field Medic
 * Fireball(just like the plasma bolt except it does physical damage)
 * Technician
 * Plasma Cannon(Fires plasma ignoring 20% defense; 25% chance for a critical strike.)
 * Blood Lust(just like the Bounty hunters blood lust!)
 * Plasma Rain
 * Berzerker
 * Intimidate
 * Overload
 * Reflex Boost(there has to be a way for the mage to get energy)
 * Super Charge
 * Deadly Aim

Epic Duel is still being updated with Delta phase and it costs 50,000 credits OR 900 varium to change to this class. When you change your class you can reapply your skills when you change your class and your battle record will not be deleted.