Difference between revisions of "Field Medic"

From EpicDuel Wiki
Jump to navigation Jump to search
m (Protected "Field Medic" ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite)))
 
Line 24: Line 24:
 
  |LevelWeakenBase= 1 Health Point
 
  |LevelWeakenBase= 1 Health Point
  
  |Cooldown= 4 Turns
+
  |Cooldown= 3 Turns
  
 
  |Class= [[Blood Mage]]<br>[[Bounty Hunter]]<br>[[Cyber Hunter (Class)|Cyber Hunter]]<br>[[Mercenary]]<br>[[Tactical Mercenary]]<br>[[Tech Mage]]
 
  |Class= [[Blood Mage]]<br>[[Bounty Hunter]]<br>[[Cyber Hunter (Class)|Cyber Hunter]]<br>[[Mercenary]]<br>[[Tactical Mercenary]]<br>[[Tech Mage]]

Latest revision as of 15:47, 12 June 2019

Field Medic
Active Skill
FieldMedic.png
Restores your health or the health of an ally. Cures poison.
Details
Improves With:
Skill Level
Level 1: 265 Health Points
Level 2: 290 Health Points
Level 3: 315 Health Points
Level 4: 340 Health Points
Level 5: 365 Health Points
Level 6: 390 Health Points
Level 7: 415 Health Points
Level 8: 440 Health Points
Level 9: 465 Health Points
Level 10: 490 Health Points
Level Changes: Improves by 1 Health Point per 0.15 levels above 20.
Weakens by 1 Health Point per 0.15 levels below 20.
Cool Down: 3 Turns
Requirements
Class: Blood Mage
Bounty Hunter
Cyber Hunter
Mercenary
Tactical Mercenary
Tech Mage
Level: 1
Energy:
150 Energy (+20 per skill level increase)
Level 1: 150 Energy
Level 2: 170 Energy
Level 3: 190 Energy
Level 4: 210 Energy
Level 5: 230 Energy
Level 6: 250 Energy
Level 7: 270 Energy
Level 8: 290 Energy
Level 9: 310 Energy
Level 10: 330 Energy
Stat:
16 Technology (+3 per skill level increase)
Level 1: 16 Technology
Level 2: 19 Technology
Level 3: 22 Technology
Level 4: 25 Technology
Level 5: 28 Technology
Level 6: 31 Technology
Level 7: 34 Technology
Level 8: 37 Technology
Level 9: 40 Technology
Level 10: 43 Technology