**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.

Event Quest Cavalier Difficulty Updates

In our continued efforts to improve the Cavalier Difficulty Event Quest, we’re going to be making some changes, starting with the November Event Quest.

First of all, while a majority of our Class focussed Buffs could be tackled by a wide variety of Champions across classes, we heard from a number of you that the benefits to using the correct class wasn’t quite rewarding enough. So, we’re updating the Buffs to aid the targeted classes!


Power Technician: Tech Attackers now gain a Fury whenever they Power Drain, Lock or Burn the Opponent. Having any Armor Up now allows them to Power Drain 10% of the Defenders max Power on a Well Timed block.


Mystic Consumption: Mystic Attackers no longer gain a Fury if the opponent is prevented from gaining a Buff. Nullify/Stagger will still work. This was due to an issue with how this buff interacted with the paired buff Personal Space if the player was far away from the Defender at the time Personal Space tried to activate its Buff.


Scientific Exploit: Added a new clause to the buff: "Science Attackers have a 20% chance per Weakness, Exhaustion or Fatigue Debuff on the Opponent to inflict a Vulnerability Debuff on each landed attack. Vulnerability lasts for 20 seconds, increasing the Attacker's Critical Damage by +30 and lowering the Defender's Block Proficiency by 10%"


Seeing Red: Mutant Attackers now reduce the potency of Bleed Debuffs by 90%


Punishment Glutton: Skill Attackers now gain a Fury any time ANY Damaging Debuff is purified or Expires. The buff paired with Punishment Glutton has been changed from Polka Dot Power to Rapid Metabolism - 1.


Cosmic Grit: Cosmic Attackers now activate the Aptitude Buff upon gaining their third Buff, instead of on the 4th buff. Updated the buff text to be more clear as to what is happening.

Secondly, we wanted to make the path to completion a little bit more achievable. So, we’ve added a 100% Health Linked Node to the end of the “Easy” path. This way, when you take that path, you’ll take on a slightly less daunting version of the Boss. Don’t worry, we’ve balanced this against the intended health pool for the Boss, so we’re not making the other paths harder.
Post edited by Kabam Boo on
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