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< EpicDuel
Revision as of 23:00, 16 May 2010 by Notmyhandle (talk | contribs) (removed stub, additions/cleanup)
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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).

Skills

Field Medic

Level Energy Required Heals
1 17 24
2 19 27
3 30
4 33
5 36
6 39
7 42
8 44
9 46
10 48
  • Tooltip: "Restores your health or an ally's health during combat."
  • Weapon Required: none.
  • Stat Required: none.
  • Level Required: 1.
  • Improves With: Support.
  • Warm up: 0.
  • Cooldown: 3.

Defense Matrix

Level Energy Required Defense Points
1 10 7
2 12 10
3 13
4 16
5 18
6 20
7 22
8 23
9 24
10 25
  • 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

Level Energy Required Energy Damage
1 15 24
2 17 27
3 19 30
4 33
5 36
6 39
7 42
8 45
9 48
10 51
  • 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:
  • Stat required:
  • Level Required:
  • Improves With:
  • Warm up:
  • Cooldown:

Bludgeon

  • Tooltip: "Inflicts enhanced physical damage using the staff's blunt end."
  • Weapon Required:
  • Stat required:
  • Level Required:
  • Improves With:
  • Warm up:
  • Cooldown:

Overload

Level Energy Required Energy Damage
1 14 21
2 16 24
3 27
4 30
5 32
6 34
7 36
8 38
9 40
10 42
  • 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:
  • Stat required:
  • Level Required:
  • Improves With:
  • Warm up:
  • Cooldown:

Reroute

  • Tooltip: "Passively converts a percent of all damage received into energy."
  • Weapon Required:
  • Stat required:
  • Level Required:
  • Improves With:
  • Warm up:
  • Cooldown:

Plasma Rain

Level Energy Required Energy Damage
1 14 23
2 26
3 29
4 32
5 34
6 36
7 38
8 40
9 42
10 44
  • Tooltip: "Rains energy damage down upon all members of the enemy team."
  • Weapon Required: Staff.
  • Stat required: none.
  • Level Required: 5.
  • Improves With: Technology.
  • Warm up: 1.
  • Cooldown: 2.

Deals damage once or twice, depending on how much energy you spend on it. To use the second amount of energy, you must wait an additional turn (warm up 2).

Super Charge

  • Tooltip: "Fires an energy charge; ignores 20% resistance; 30% life stealing."
  • Weapon Required:
  • Stat required:
  • Level Required:
  • Improves With:
  • Warm up:
  • Cooldown:

Deadly Aim

  • Tooltip: "Passively increases the damage of the equipped sidearm."
  • Weapon Required:
  • Stat required:
  • Level Required:
  • Improves With:
  • Warm up:
  • Cooldown:

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.

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.